Monk on Core Books build [Archive] - Wizards Community

Post/Author/DateTimePost
morfeasrev

10-15-07, 10:45 AM
Last week we decided to start a new dnd adventure. Our DM was new on "DMing" and he told us: "You can choose any race BUT classes, feats and prestige classes you want to use, must be ONLY in the Core Books".
So we have only three books: PH, DMs Guide and MM.

My problem is that I want to play a half-orc monk (my first monk actually) and in the core books there are not a lot of Good feats that a monk can use.

Do you have any feat build suggestion?
Moreover, I would appreciate any multiclassing suggestion.

My current plan is :
lvl1 Improved Grapple & Stunning Fist (bonus)
lvl2 Deflect Arrows (bonus)
lvl3 Weapon Focus OR Snatch Arrows
lvl6 Improved Natural Attack & Improved Trip (bonus)
.
.
.

Your Suggestions Here :) Thanks 4 your time!
My stats are: 18 15 16 10 16 9
The_Shaman

10-15-07, 04:02 PM
Hmm, let me think...

- lvl 1: okay. SF is only good with decent wisdom, and improved grapple is most useful with good strength. If you have them, good.
- lvl 2: I prefer combat reflexes. Arrows would probably be the least of your troubles, but it'd depend on the campaign. CR is great when the party wizard has a enlarge person with your name on it and you're threatening a 10-foot radius.
- lvl 3: snatch arrows is imo only good if you face a lot of foes with thrown weapons. WF is imo a substandard feat itself imo, so if you aren't pressed for combat prowess, I'd suggest something versatile like improved initiative or blind-fight - depending on the reading (whether you get your wisdom to AC when you're denied your dex to ac, say when flat-footed) you do not want to be caught off guard. If the campaign will feature more combat, though, WF can be worth it.
- lvl 6: okay. IT presumes good strength, but you probably have that. IDisarm could be useful, but it requires you to be creative, say by using a staff and disarming a mage's spell component pouch.

Other ideas you may want to fit in:
- Power attack: while the only monk two-handed weapon is the staff, if you think you have attack bonus to burn, it can be worth it. I've heard of monks eventually getting good use of improved sunder, for which PA is required.
- TWF/ITWF/GTWF: it requires good dexterity and weakens your attack bonus, but you have some great light weapons at hand - or you might want to shower an enemy with (poisoned) shuriken.
- quick-draw: it's mostly useful for tripping - carry a set of kamas and try tripping with them. If you lose the roll, you can just drop the one you're holding and try again. If you win...
- dodge/mobility/Spring attack: some people consider those a trap for a monk. Others don't: again, it depends on your stats and the combat style you want to choose. If UA is allowed (hey, it's SRD material) Cobra School monks get those for free instead of the default monk feats.
Gejiin

10-15-07, 06:15 PM
Colossal, brutal and strong. This is what a half-orc monk should look like according to me (do not take colossal to its system meaning...)

You've got to vizualize how your character is fighting. Speed, technique, power, etc. If you can vizualize a fighting style, the feats will come by themselves.

Do you make use of your strength in wrestling and grappling? In that case, Improved grapple, Improved trip and the like.

Are each of your attacks so powerful that they are deadly? In that case, take Power attack, Weapon focus (unarmed strike or quarterstaff) to counter power attack, when you finally feel you can down an opponent in one blow, take Cleave and even Great cleave.

Are you quick and mobile? Dodge, Mobility, Spring attack, Combat expertise, Combat reflexes, Improved initiative, Run??, etc.

Or, do you really need to dodge incoming attacks? Toughness(maybe a couple times), Endurance, Diehard.

Well, just find your own style.
Enforcer5981

10-19-07, 02:27 PM
I'd emphasize your Strength. Many martial artists are very strong, and a half-orc monk is especially likely to be one of these. So, Improved Grapple is a great choice. So is Improved Trip. Stunning Fist is most effective with a high Wis, but it also fits the theme of a bruiser. You have good stats, so it shouldn't be a problem for you. I picture a viciously effective, karate-style martial artist when I think half-orc monk. Direct and devastating.

Power Attack is iffy at first glance. While it fits with the theme of a warrior who destroys things with his fists and feet, the Monk's medium BAB makes Power Attack less effective. Also, Power Attack really shines with 2-handed weapons and the monk has very few of these available. That said, Power Attack may be worth getting so you can get other Str-related feats like Improved Sunder or Improved Bull Rush. Oh, and Improved Sunder is especially good should you make it to Monk 16, as you'll bypass hardness. Also, an opponent with a broken weapon is an opponent who provokes Attacks of Opportunity from a monk. Combat Reflexes will synergize with Improved Sunder.

Improved Natural Attack is a great feat for a monk. Get it.

Please don't get Toughness. Monks may not be as feat-poor as other classes, but a wasted feat is still a wasted feat. When in doubt, get Improved Initiative, it's always good.