Building a better Dwarven Monk - Help Appreciated [Archive] - Wizards Community

Post/Author/DateTimePost
Unferth the Rebuked

09-19-04, 07:14 PM
So here are my stats for my Dwarven Monk

str 15
dex 17
con 14
wis 16
int 14
cha 7

I've taken stunning fist and improved grapple as my first two feats. What would you choose at 3rd level and why? I'm thinking improved initiative, but it's not set in stone. Please help me out.
nice2meetU

09-19-04, 07:28 PM
choose endurance that u could sleep in medium-armor
Unferth the Rebuked

09-19-04, 07:55 PM
He's armorless, but it is an interesting idea.

Any others.
Retsej Esiw

09-19-04, 08:07 PM
To get the most attacks take 4 levels in fighter first, then go into monk. Use those extra feats for Dodge and TWF. If done correctly by level 20 your BAB is +16/+11/+6/+1.
During Flurry- +16/+16/+16/+11/+6/+1. (that's 6)
While Greater TWF with a light off hand weapon-
+14/+14/+14/+9/+4/+1 (6)
+14/+9/+4 (3) (apply only half STR mod)
Thats a total of 9.

For more options take a look at the Ultimate Monk class.

See if you can't take some of those abilities as feats.
Unferth the Rebuked

09-19-04, 08:28 PM
Well, the campaign has already started, so that's out, but it's an interesting build, if slightly over-powered.

Any others?
Unferth the Rebuked

09-19-04, 11:07 PM
Hey, was lightning fists discontinued? I didn't see it in CW.
Ipsissimus

09-20-04, 12:53 AM
go to the Character Optimization board and check out mean_liar's guide to monks. That should answer any/all your questions.

Don't take endurance.

And I would start pumping Str up, if not just switch your Dex score for your Str score out right. Since dwarves get the racial stability you'd be much better resisting a trip than a human of the same size would. If you can't you decide if you want to pump Dex or Str, then depending on which you choose will decide if Weapon Finesse is a good feat choice or not and if Improved Trip is or Improved Disarm.

Not crazy about the spring attack tree since dwarves already start off at a lower movement race either, so captialize on your combat skills and stunning attacks.

Ability Focus (stunning fist) is a favorite, adds +2 to the DC's. Since stunning fist scales with you level you can get a lot of mileage out of it if you take it earlier...might have even wanted to take it at 1st lvl instead of imp grapple.

Ask your DM if you can take Improved Natural Attack, not everyone agrees on its ruling and Expert Tactican...so many uses.

Combat Reflexes at 3rd, as visually pleasing as it is to "deflect" one missle wpn per round, I find I use Combat Reflexes much more since one of the other benefits is you can make AoO's even when flat flooted (i.e. if you haven't gone in your initiative yet at the start of combat).

6th, Improved Trip because of your stability, Improved Disarm is based on BAB which a monk suffers from when compared to most combatants that you want to disarm. Perhaps if you had a quarter staff to gain the benefits of a two handed weapon it might work out well for you. Up to you and your campaign/group dynamic.

beyond that, read the thread it's changed my outlook on monks complete...but I still do a great shaolin monk impression at the game regardless.

oh, lightning fists was not reprinted, you're better of taking TWF once your Flurry of Blows penalty is reduced or non existant. Just read up on the rules as DM's are not all knowing and aware of how it works, but it does.

Taking as many monk levels as possible is better if you want to be a monk, dipping in other classes that don't augment or work off of your monk abilities makes you less of a monk and more of whatever you're trying to take now. After some research, monk levels are good in 2, 3, 6, 9, 12 etc since those are usually the levels where you get something really good or free feat.

Check out the builds on the thread and see for yourself. It's pretty indepth.

Hope that helps.
Unferth the Rebuked

09-20-04, 09:35 AM
It does, thanks a lot!