A little help with a "Monk Gish"... [Archive] - Wizards Community

Post/Author/DateTimePost
Akusokuzon

06-20-06, 12:20 AM
I'm still fairly new at this whole new-fangled D&D thing. Basically, I know what I want the end product to look like; I just need some help getting there. I realize it probably sounds like a rediculous set of parameters, but oh the stories they tell about the mighty CO boards. Good luck guys, I appreciate the feedback!

Stats will be rolled: Assume I have 2 "great/good" stats (18 and 16 or something of that nature) in case you want to know things like that

A race would be nice, if you have one in mind, along with an alignment if classes or PrCs require it.

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Important Factors:

Good/Great BAB

Good/Great Unarmed damage

- Inflict status ailments with unarmed attacks
- Inflict Elemental or Magical damage with unarmed attacks

Medium HP (He can run up there for a while, but can't sustain anywhere near a fighter... Ranger/Monk-ish)

Medium/Good AC for being unarmored

Medium Saves

Limited, but basically effective, offensive spell capabilities (Basic elemental magics prefered... but anything in this genre is good)

Good playability
-Preferably throughout
-If not, then good playability by 7th or 8th level and after

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Extra little Nicities:
High Initiatve
High Movement
Limited crowd control capabilities (Either from spells or Unarmed...)
Good Grappling
Spring Attack


I think you're probably starting to get the feel for the class... Monk meets Wiz/Sorc... with obvious stress on the monk half.

You have 20 levels, and any books you need, just don't abbreviate feats, spells, or PrCs; so I can look them up. I trust you all. Thank you.
jedrious

06-20-06, 02:52 AM
alright let's go Spellscale(Races of the Dragon) Monk 1/Battle Sorcerer(Unearthed Arcana) 4/Enlightened Fist(Complete Arcane) 10/Battle Sorcerer 5-10
Feats
1st: Combat Casting, Improved Unarmed Strike, Stunning Fist
3rd: Aesthetic Mage(Complete Adventurer)
6th: Practiced Spellcaster (Battle Sorcerer)


the rest of the feats are open, spells known of note, mighty wallup(Races of the Dragon) and it's greater version, mage armor, a wide variety of touch and ray attack spells
Garilario

06-20-06, 03:43 AM
edit: CA= Complete Arcane, CV = Complete Adventurer

alright let's go Spellscale(Races of the Dragon) Monk 1/Battle Sorcerer(Unearthed Arcana) 4/Enlightened Fist(Complete Arcane) 10/Battle Sorcerer 5-10
Feats
1st: Combat Casting, Improved Unarmed Strike, Stunning Fist
3rd: Aesthetic Mage(Complete Adventurer)
6th: Practiced Spellcaster (Battle Sorcerer)


the rest of the feats are open, spells known of note, mighty wallup(Races of the Dragon) and it's greater version, mage armor, a wide variety of touch and ray attack spells

Asectic Mage requires 2nd lvl spell

My choice: (not totally optimized)
HIGH Cha > Con > Dex = Str > Int > Wis LOW
Monk 1/ sorc 4/ EnF 10/Argent Savant 2(CA)/ Sorc lv5~6

Feats:
Lv1, Human bonus:
Combat Casting, Weapon Finese
Lv3
Practiced Spellcaster (not that important, you may choose any other feat)
Lv6
Asectic Mage
Lv9
Arcane Strike
Lv12
Extend Spell
Lv15
Presistant Spell
Lv18
Sudden Maximize

Extended Mage armor, presistant Shield/Wraithstrike(CV)/See Invisibility always on, all casted on 'last night'.

Base 10 + Monk 3 + Wisdom(Use Cha) 12 + Shield 6 + Mage Armor 6 + Dex 6 + Deflection 5
AC 48, Touch 48, Flat Foot 42

Base dex 12, Tomb of dex +4, Gloves of dex +6 = 22
Base Cha 18, Lv up +5, Cloak of Cha + 6, Tomb of Cha +5 = 34
Ring of protection +5
Ring of counterspell(greater dispel) to prevent debuff once.

BAB 11
All attacks are touch attack(wraithstrike), and I like to cast Improved Invisibility at first round of combat, therefore very likely to be flat foot touch attack.

Main offensive spells:
Blackfire(CA), Emerald Flame Fist(CA),Disintegrate,Vampiric Touch

Play early levels as a sorcerer, Once you get to level 6 with asectic mage for the huge bump on AC, you can try a lil melee.
RendakorRahn

06-20-06, 03:50 AM
Here's my suggestion:
Monk 1/Fighter1/Sorcerer 3/Enlightened Fist 4/Spellsword 1/Eldritch Knight 10

Gets you BAB 16 and Casterlevel 16, as well as the ability to deliver a touch spell as part of a full attack, at the cost of one of your stunning fist attempts.

Feats:
Ascetic Mage (CAdv)
Arcane Strike (CW)
Extra Stunning (To get more uses of Arcane Fist)
Imp. Natural Attack
Power Attack

If you're willing to play LG, grab True Believer, worship Bahamut and grab a Gauntlet of the Talon (CompDiv). Increases your monk level by 5 for AC and Dmg (And something else iirc), and stacks with a Monk's Belt. And make sure to learn the spell Wraithstrike.

Your basic attack routine will be to cast wraithstrike, dump your BAB into power attack, sac a high level spell to arcane strike, and pound their face in, as well as casting a touch spell if you're so inclined. The TWF line of feats is also an option, if you've got high dex.
Akusokuzon

06-21-06, 01:46 AM
Great ideas, although I don't like the sound of "Play him as a sorcerer for the first few levels" just becuase of personal opinions, though It's sure doable.

I especially like the last idea; just seems more monk-ish with sorcery in there just to finish off those devastating attacks (Dump BAB into Power Attack, gain 5/6 and 5d6/6d6 from Arcane Strike, so you nearly always hit with a persistant Wraithstrike and do crap-tons of damage in a single attack... flurry of blows anyone? Throw on some necromancy touch to drop Strength or Dex to any BBEG that doesn't just fall down dead after one round and I'd say gg)

Only question, why take a level of Spellsword? If it's just one... I assume it's to grab those sexy saves, 1 BAB and still progress with casting...

So far the feats look like (For Monk/Fighter/Sorc3/EF4/SS/EK10):
H: Power Attack
1: Weapon Focus (Unarmed)
M: Stunning Fist
F: Combat Reflexes
3: Combat Casting
6: Ascetic Monk
9: Arcane Strike
EK: Extra Stunning
12: Extend Spell
15: Persistent Spell (These two come late b/c to take advantage of PS you need mega CL)
18: Improved Initiative? Any good ideas here?
FeceMan

06-21-06, 02:15 AM
As an addition with the argent savant build: cast greater mage armor for an additional 2 AC.
WackyOne

06-21-06, 04:00 AM
If Unearthed Arcana variants are allowed, I would suggest...
Human Paragon 1/ Sorcerer 1/ Human Paragon +2/ Sorcerer +1/ Monk 1/
Enlightened Fist 3/ Monk +1/ Enlightened Fist +7/ Marshal 1/ Sorcerer +2

for a total of...
Human Paragon 3/Sorc 4/Monk 2/Enlightened Fist 10/Marshal 1

Stats:
Cha>Dex=>Con=Str>Int>Wis

Feats:
1 Combat Casting, any feat (Improved Initative?)
3 Practiced Spellcaster
Human: any feat... maybe Improved Natural Attack
6 Ascetic Mage
Monk: Imp.Unarmed Strike, Stunning Fist
9 Extra Spell (Lion's charge)
Monk: Combat Reflexes
12 Rapid Stunning (but only if you hate your dm...)
15 Extra Spell (Air Walk) (you know you want to cast it yourself...)
18 Rapid Stunning Again, for 3 Arcane Fists each round (who can survive an enervation, enervation, disintegrate triple-hit-combo?)

why the silly progression? to take 2 feats as early as possible
Ascetic Mage and Extra Spell (Lion's Charge), allowing use of Arcane Fist on charges.
The downside of this build is that you are going "armed" until 6th level.
But you get the monk class and ascetic mage at the same moment, eluding the "monk who dumped wisdom" feeling for the first levels.
Of course, with high stats, if you can get at least a positive modifier on your wisdom (you already need all the other stats for something, even int for skill points, as your skill list isn't that bad, while wisdom will only matter for your will saving throw and stunning fist DC. but your will is already HIGH, and your stunning fist will not be used that much, as you will just arcane strike) you can take monk as your 2nd level, not 6th, and play the evolution of your qui powers from the standard stunning fist, to real magic.

The power starts low but, with practiced spellcaster and a level of sorcerer, a 3d6 shocking grasp will help at 3rd level.
At 6th, finally you are on your own, and can go unarmored with greater-than-13 AC. You also get level 2 spells here (I'd grab a Mirror Image).
9th is the final stepping stone. The first Bite of the Were spell (or Shivering Touch. But that would bring your alignment to evil. And I don't mean your character's...) and Lion's Charge. Just beacause monks are supposed to be mobile.

With this build you _don't_ get persistant buffs, and have a small known spells list, so for buffs I suggest the Bite of the WereSomething line of spells.
You lose one round of combat (hopefully the surprise round), buff up, then lion's charge (or wraith strike, if you've been charged) and perform a multi-arcane-hit-combo. Remember to try a perform (dance) roll on that manouver!

So... to sum it up:
- Bab is low. About 13-ish @ 20. But you can get spells to tide you over the enemy AC (Wraithstrike, Greater Magic Weapon, Bite of the Anything...)
- Unarmed Damage is... unfair, as you can channel multiple spells per round. But on is own is just as a 12 level monk. There's space for Improved Unarmed Strike (feat), and Greater Mighty Wallop (spell) (do they stack? I don't know...) to make it better.
- HP is medium, with most levels being d8
- AC is high (you get everything a fighter gets, and add your high cha & spell effects on top. and have more money to spend on defensive things, unless your dm rules in the old Necklace of Natural Attacks, as the Amulet of Mighty Fists is just a different way to say Greater Magic Weapon, and is overcosted)
- Saves are almost monk-level. There's a bit of a lack of Fortitude, but not too much (praise that Vest of Resistance)
- You want offensive spells? From the lowly shocking grasp, to the mighty disintegrate, with enervation and combust in for good mesure, you need those to Arcane Strike with.
- Initiative & Speed are good. Not top league, but imp.initiative and monk levels help.
- Crowd Control... you have combat reflexes. It was a prereq somewhere... and it can be used when enlarged. But you are no battlefield controller. You could get Chain Lightning, however, for that dark-side-of-the-force feeling.
And Grappling is limited to using escape artist to escape, due to the low bab.
Oh, and no Spring Attack, too. Unless you think Lion's Charge is a good substitute...
Brol_The_Mighty

06-21-06, 08:56 AM
Alright, what spells are "touch/lvl" that're decent? It seems like these would be some of the best spells for an EF, to make them a bit more efficient with their stunning attempts
Garilario

06-21-06, 09:17 AM
So far the feats look like (For Monk/Fighter/Sorc3/EF4/SS/EK10):
6: Ascetic Monk

This does not work, since Asectic Mage requires 2nd lvl spell, and note that EnF1 provides no spellcasting. You have to either take Sorc 4, or Sorc3 plus a PrC with +CL on or before lv6 to take the feat on time.
Akusokuzon

06-21-06, 09:44 AM
Hmm... Since combat reflexes isn't too important as far as *when* I get it (I like-a da AoO) would Monk1/Sorc3/EF2/Fighter1/EF+2/SS/EK10 work?
-BigDawg-

06-21-06, 09:57 AM
Need 8 ranks in Concentration to get into EF.. so level 6 minimum.

Monk1/Sorc4/EF1 would work
RD_Imperialist

06-21-06, 10:09 AM
why not monk 1/battlesorc 4/EF 5/EK 10(or decent PRC with full casting)
Be a kobold w/ otherwordly feat, greater ritual
9th level spells, gets over 16 BAB, more w/ partial
-BigDawg-

06-21-06, 10:19 AM
Maybe Sacred Exorcist for the last 10 levels. Pickup Divine Strike and with your exceptional Charisma, Arcane Strike, and the EF goodness.. that's a lot of damage.