| Post/Author/DateTime | Post |
|---|---|
| MasterSamurai02-23-07, 03:32 PM | What are so good/usefull feats for a 12th level monk who is using unarmed attacks? So far i have improved natural attack and fists of iron. Is vow of poverty better than using magic items for a monk? |
| nyluenatha02-26-07, 11:19 PM | well...unarmed is definitely good to have the feats you took. Personally, I like Vow of Poverty. Depending on which you wanna take things, there are a number of feats you could go for. If you're grapple based, then there's that whole slew of feats (Imp Grapple, Earths Embrace, Close-Quarters etc). I'd definitely recommend checking out the book Quintessential Monk and another book called Beyond Monks: The Art of the Fight. The second book has a TON of feats in it. Far too many for me to even scratch the surface of in a posty here. Martial arts styles are a good way to increase your damage, always Empty Hand to boost your base damage. Being a larger creature can help as well, boosts the base of your unarmed strikes. Axiomatic Strike can give you bonuses, but only against certain creatures. Yeah...thats my bit for now. |
| Someone02-26-07, 11:57 PM | Since you (in theory) only have one weapon to deal with, the weapon feats like Weapon Focus and Improved Critical would be okay. For more general feats, Improved Toughness can give you fighter-level hp, and Improved Initiative is another all-around useful feat. To the second point, IMO, simply scrounging up some useful magic items is easier than trying to keep up the exalted track record needed for VoP. If the DM really wanted to ream you, they could somewhat arbitrarily say you broke the vow. Also, its my understanding that its actually two feats (the VoP itself and a pre-req), and that's a pretty hefty chunk of your feats. |
| Izlyn02-27-07, 12:09 AM | Flying Kick (1d12 extra damage when you charge and attack) |
| nameneeded02-28-07, 12:30 AM | Vow of poverty does take two fea, Sacred Vow is the prereq. But it also gives you a feat every 2nd level like a fighter. You wouldn't get those feats now if you took it this late in the game. All you would get ar the bonuses. At twelve that like +4/2 to 2 stats, DR, +7 arrmor, +1 Nat armor, +1 deflection, endure elements, sustinance,+2magic bonus for weapons, hands etc. to attacks and damag. Not bad...... but prob not worth it if you have good assortment of items and such. If its a magic rich world it may not be worth it at all. As for feats to take... there's a feat that lets you use your stunning fists more than onc per round, one that raises thier DC by 2, fiery fists? adds d6 fire to an attack. Power attack to use with a flurry, improved crit....I know its sound lame but look at how many attaks you get! Robilar Gambit. There's a feat in Dungeon scae that lets you make a spot and listen check in combat as a free action and gives you +2 inish. dirty fighter for an extra d4 dmg per attack....Close quarter combat give you an AoO on grapples even if they have Improv grapple. |