| Post/Author/DateTime | Post |
|---|---|
| GreatSiron09-02-06, 12:52 AM | Has anyone ever played a Tattooed Monk before? Anyone ever played with one before? If so, do you have any idea which tattoo's are the best for LG? As for my Monk, he's not the normal grapple monkey (he's a halfling in fact, and takes a penatly to grapple). His basic premise is to get his AC as high as it can go using various bonuses (bracers of armor, the monks AC boosting abilities, etc.) while having a lot of attacks. (TWF, ITWF) I figured I'd take the haste tattoo, the Tiger tattoo (which boosts unarmed attacks) and the Lion tattoo (Smite Attack). Not sure what else to take, maybe the spell resist and DR tattoos? |
| ShinAkuma209-03-06, 04:16 AM | I figured I'd take the haste tattoo, the Tiger tattoo (which boosts unarmed attacks) and the Lion tattoo (Smite Attack). Not sure what else to take, maybe the spell resist and DR tattoos? The haste tattoo is good, the Tiger one, not so much. If the attack bonus scaled over time, I'd say it's good, but essentially investing a turn in +1 to hit and +1d6 to damage...It's not that significant, and Monks are rarely the best damage dealers at the table. Lion tattoo is kind of iffy, because, by the description of the TMnk class features, it takes a move action to activate the smite. Now you're giving up all those feats and class abilities just for a little extra power on one attack. Some DMs might be lenient, or may not know it's a move action, but I know I wouldn't let that slide. I love Damage Reduction, and my Tattooed Monk has the Crab tattoo. It's not always useful, but when it is used, it's great. People will tell you, "But by higher levels, everything has magic weapons!" However, you don't always fight people. Monsters usually rely on natural weapons, and they're not always magical themselves. The SR tattoo is dangerous because most spells allow for SR, including helpful ones. This means if the party Wizard casts Haste (or similar party buff), he has to beat your SR. Same thing if the party cleric tries to heal you. Sure, you can supress it with a standard action, but that's more wasted turns. SR is most useful for BBEGs that don't have other people casting on them during combat. Personally, I went with Scorpion (the best tattoo, hands down), and Crab. I'll be taking Chameleon (turn into a Trogolodyte for +6 Natural Armor and Claw, Claw, Bite...this fits perfectly with your plan), Ocean (roleplaying choice...I want to take every watch =) ), and Crescent Moon (ultimate escape tactic, plus it totally RUINS any encounters against a ghost). |
| duhtroll09-03-06, 11:14 AM | The tiger tattoo can be used enough times per day that it can be used every combat, and yes it is worth it. Monks need damage, badly, and this is a good cheap way to get it. Most combats begin requiring you to move to attack anyway, and so you activate and move in the first round. I built my monk/TM around AoOs which is a standard tactic, so haste really doesn't help much, especially since monks don't get the movement rate bump since monks' increased speed is an enhancement bonus. One extra attack at the monk's attack bonus does not compare to taking defensive throw or elusive target combined with karmic strike and deft opportunist. They hit you, you hit back. They miss, you trip them then hit them. I went with (in order) chameleon (the best one out there overall and you can have at 1st opp - not just for the NA but for swimming), crab, tiger, phoenix (which IMO is a must to have - there are too many save or dies at high level). Haven't decided on my last one yet but it will probably be scorpion. A monk built this way can go toe to toe with the BBEG because you can get around 11 attacks per round to thier 4 or 5 and you have DR, which helps a great deal (they have only had magic about half the time in my experience.) With elusive target you get negate power attack, which is a real lifesaver. Use that in combination with scorpion and their huge ogre/giant barbarians become easy prey. The haste tattoo is good, the Tiger one, not so much. If the attack bonus scaled over time, I'd say it's good, but essentially investing a turn in +1 to hit and +1d6 to damage...It's not that significant, and Monks are rarely the best damage dealers at the table. Lion tattoo is kind of iffy, because, by the description of the TMnk class features, it takes a move action to activate the smite. Now you're giving up all those feats and class abilities just for a little extra power on one attack. Some DMs might be lenient, or may not know it's a move action, but I know I wouldn't let that slide. I love Damage Reduction, and my Tattooed Monk has the Crab tattoo. It's not always useful, but when it is used, it's great. People will tell you, "But by higher levels, everything has magic weapons!" However, you don't always fight people. Monsters usually rely on natural weapons, and they're not always magical themselves. The SR tattoo is dangerous because most spells allow for SR, including helpful ones. This means if the party Wizard casts Haste (or similar party buff), he has to beat your SR. Same thing if the party cleric tries to heal you. Sure, you can supress it with a standard action, but that's more wasted turns. SR is most useful for BBEGs that don't have other people casting on them during combat. Personally, I went with Scorpion (the best tattoo, hands down), and Crab. I'll be taking Chameleon (turn into a Trogolodyte for +6 Natural Armor and Claw, Claw, Bite...this fits perfectly with your plan), Ocean (roleplaying choice...I want to take every watch =) ), and Crescent Moon (ultimate escape tactic, plus it totally RUINS any encounters against a ghost). |
| JCP09-04-06, 03:09 PM | What about chrysanthemum? The flower tattoo that gives you fast healing while in sunlight? Having never played at monk, I would think that would be very helpful during daytime adventures or around a spellcaster that can duplicate natural sunlight. |
| ShinAkuma209-04-06, 04:27 PM | I built my monk/TM around AoOs which is a standard tactic, so haste really doesn't help much, especially since monks don't get the movement rate bump since monks' increased speed is an enhancement bonus. One extra attack at the monk's attack bonus does not compare to taking defensive throw or elusive target combined with karmic strike and deft opportunist. They hit you, you hit back. They miss, you trip them then hit them. That's a great build, but with LG's point buy, you can't have the stats you need to really make that work. You need high (or at least 13+) Int, Dex, and Str to do all that, plus Wis for normal Monk abilties and Con to live through it. phoenix (which IMO is a must to have - there are too many save or dies at high level). At high level, no bad guy will have problems beating a caster level check of, what, 25 at most? You'll maybe avoid 1/6th of the spells that target you. Besides, Monks have pretty good saves all over, and any decently intelligent BBEG will know that and won't waste time targeting you when he could be targeting opponents that are actually threatening, like the Cleric or the Druid. |
| Mommy was an Orc09-04-06, 04:38 PM | Has anyone ever played a Tattooed Monk before? Anyone ever played with one before? If so, do you have any idea which tattoo's are the best for LG? Another interesting option is the Tattoo'd Monk, the super mobility skill PrC. If you pick up Monkey, Chameleon, White Mask, and then Unicorn or Phoenix, you end up with +4 to 9 Roguish skills, +10 to Bluff, and the ability to add an additional +10 to Disguise when necessary. Not to mention the bonus to Jump for movement. While they might not be where you'd put the skill points if given the chance, there are a bunch of options involving Rogue, Thief-Acrobat, Monk and Tattoo'd Monk that seem quite interesting to me. Rogue 11/Monk 1/Tattoo'd Monk 3 Rogue 3/Monk 2/Tattoo'd Monk 7/Thief-Acrobat 3 Rogue 4/Monk 4/Tattoo'd Monk 7 Rogue 7/Monk 1/Tattoo'd Monk 7 Also, watch out on Chameleon - as a Halfling, you'd change size |
| GaloisTheOmnipotent09-04-06, 08:45 PM | Is the Ascetic Rogue feat nice with such a build? I'm interested in going on with another class and going Ascetic... I'm wondering if it works nicely in practice :P |
| Mommy was an Orc09-04-06, 09:09 PM | Is the Ascetic Rogue feat nice with such a build? I'm interested in going on with another class and going Ascetic... I'm wondering if it works nicely in practice :P Most of them are specifically designed not to go with Ascetic Rogue - the major usefulness of Ascetic Rogue is the ability to go back and forth from Rogue to Monk. The ability to do an extra couple of points of damage generally isn't worth it unless you have a lot of extra feats(aka Fighter with Weapon Specialization...) |
| duhtroll09-06-06, 10:02 AM | Seems to be working OK so far. The INT 13 does hurt, but we're only talking about a +1 somewhere else that I had to give up. Yes it'd be nice to have, but it doesn't break the character to give it up. 14s work pretty well for stats. Magic items can make up the rest. I think I went 12/14/14/14/14/8 and it has worked extremely well since I hit about 9th level (where monks start to compare favorably in flexibility with other classes). As far as the SR goes, it has worked every single time it's been needed. I don't think I've been hit with a spell that I didn't SR (that I was able to). Even bad guys can roll average/below average, and every defense helps. That's a great build, but with LG's point buy, you can't have the stats you need to really make that work. You need high (or at least 13+) Int, Dex, and Str to do all that, plus Wis for normal Monk abilties and Con to live through it. At high level, no bad guy will have problems beating a caster level check of, what, 25 at most? You'll maybe avoid 1/6th of the spells that target you. Besides, Monks have pretty good saves all over, and any decently intelligent BBEG will know that and won't waste time targeting you when he could be targeting opponents that are actually threatening, like the Cleric or the Druid. |
| Starfox_SFX09-26-06, 07:33 PM | I've played a TatMonk extensively, up to lv9 of the PrC and am going to take lv 10 as well (even though I have had plenty of advice against it:D ). The chameleon has served me very well for the troglodyte form. The unicorn has also been extremely valuable, rerolls are good. Wasp for the haste gives an extra attack, extra AC, bonus to hit and bonus to ref saves, all nice perks. The phoenix is a love/hate relationship. I love it as I have never been hit by a blasphemy yet and have had various and sundry other spells roll off me. In my experience, critters are usually only 25%ish likely to get through the SR, and considering the instant death/no save stuff that gets flung around, its nice to have. On the other hand, no healing for you:eek: ! I regularly council the spell casters to cast spells on other people before me if they have a choice. The wasp tattoo means I can haste myself which is a boon. But... I have found that there are a large number of casters of late that have divine spellpower or a feat that allows them to take 10 on caster checks plus a little spell penetration which essentially overcomes the SR all the time, so if need be, my SR is becoming less of a problem for my own party. My last tattoo is the scorpion, am just starting to play with it, but it looks fun. I was originally going to get the crab tattoo, but 1) Lots of things at higher level have magic or count as magic and 2) I run with an AC against which things have been unlikely to hit me to start with. |
| solbergb09-26-06, 11:23 PM | I looked at tattooed monk for my guy, but couldn't fit endurance in anywhere (or at least couldn't bring myself to spend a feat on it) I was most interested in the chamelion tattoo for alter self-troglodyte , unicorn for the re-roll and the one where you make them swap their worst attribute for their best (I do grapple and trip stuff) |
| Timlagor09-27-06, 12:19 PM | Scorpion is the worst-attribute one. Have the proponents of the DR/Magic (and their DMs) realised that the natural weapons for critters with DR/Magic count as magic? [there are a fair few monsters whose DR is rather more exotic of course...] |
| JCP09-27-06, 02:10 PM | I've played a TatMonk extensively, up to lv9 of the PrC and am going to take lv 10 as well (even though I have had plenty of advice against it:D ). The chameleon has served me very well for the troglodyte form. The unicorn has also been extremely valuable, rerolls are good. Wasp for the haste gives an extra attack, extra AC, bonus to hit and bonus to ref saves, all nice perks. The phoenix is a love/hate relationship. I love it as I have never been hit by a blasphemy yet and have had various and sundry other spells roll off me. In my experience, critters are usually only 25%ish likely to get through the SR, and considering the instant death/no save stuff that gets flung around, its nice to have. On the other hand, no healing for you:eek: ! I regularly council the spell casters to cast spells on other people before me if they have a choice. The wasp tattoo means I can haste myself which is a boon. But... I have found that there are a large number of casters of late that have divine spellpower or a feat that allows them to take 10 on caster checks plus a little spell penetration which essentially overcomes the SR all the time, so if need be, my SR is becoming less of a problem for my own party. My last tattoo is the scorpion, am just starting to play with it, but it looks fun. I was originally going to get the crab tattoo, but 1) Lots of things at higher level have magic or count as magic and 2) I run with an AC against which things have been unlikely to hit me to start with. Why is the SR a problem? I thought you could voluntarily drop your spell resistance the same way you can voluntarily fail a saving throw. Every DM I've played with has told me that and I thought it was a core rule rather than a series of identical house rules. Am I wrong on that? JCP |
| Mommy was an Orc09-27-06, 02:47 PM | Why is the SR a problem? I thought you could voluntarily drop your spell resistance the same way you can voluntarily fail a saving throw. Every DM I've played with has told me that and I thought it was a core rule rather than a series of identical house rules. Am I wrong on that? JCP As per page 141 of PHB, lowering spell resistance is a standard action. |
| salp09-27-06, 02:48 PM | Why is the SR a problem? I thought you could voluntarily drop your spell resistance the same way you can voluntarily fail a saving throw. Every DM I've played with has told me that and I thought it was a core rule rather than a series of identical house rules. Am I wrong on that? JCP The original poster is correct, even in last edition this was the case. Your SR is either up, or down (as a standard action) I forget where I read this, but I am positive that this is the case. Hope this helps, Sincerely Sal. |