| Post/Author/DateTime | Post |
|---|---|
| ShardX10-06-07, 09:03 AM | What would be a good money-making skill for a monk? I can see tumbling for gold in cities, but maybe taxidermy? Skin all the creatures you beat the crud out of? Hey, monks gotta make some money too! Think of him as....an enlightened martial artist ^_^ |
| Darth Sephiroth10-06-07, 02:29 PM | Perform (Weapon Drill) works pretty well for the most part and can be used for the martial arts katas or whatever. |
| dndfencer10-06-07, 02:42 PM | gladiator, tumbler, perform (dance, weapon drill), sleight of hand (might be cross class but high dex will make up for that), diplomacy. Monks are also combatants just like fighters, paladins, and rangers. they can be bodygaurds, bouncers, fists for hire, protection racket or whatever fighters can get money for. |
| 1 ton ghost10-06-07, 02:45 PM | most monks had to supplement the church's income w/ Craft or Profession "back in the day". even the shinto/buddhist-esque ones that are cannibalized for D&D martial types. Brewing: chartreuse, a million beers and liquers were made by monks, especially when water was questionable (cholera, etc) Bookbinding/Scribing: very rare, very expensive and respected. all those illuminated manuscipts (Book of Kells, a zillion Bibles, signage of nobles, etc.) Papermaking: pretty much a given, especially in the East Weaponsmithing: not unheard of Agriculture, Carpentry, Masonry. list goes on, suits them given there was a higher degree of education for the 2nd caste than the peasantry. |
| El_Machinae10-06-07, 09:26 PM | With their kung-fu hustle, they'd be good pizza delivery-men. |
| JTalbain10-08-07, 01:54 AM | Honestly, most of the skills are kinda sucky for money making purposes. If you wanted to go with the suggestion of Taxidermy, however, there's a feat to go along with that (Trophy Collector, PHBII). But beyond that, perform and tumble (used to perform) are probably your best option. Because craft skills are limited in speed by the value of what you are making and you can only sell most things for half price, they're not very good. Objects d' Art and gems go for full price however, so Craft: Gemcutting or Craft: Sculpting might be worthwhile. However, even then you're still restricted by the value of the item. So in short to have a skill with a large monetary turnaround you'd need to make or perform something which has very little inherent value (so it could be produced quickly according to the rules), but is worth more to the right people. Here's one: try Profession (Cartographer). Wisdom is already important for monks, so you'll have a little boost already. A very accurate map can be useful to the party (probably giving bonuses to survival checks as appropriate), and when the party is done with it, the map (and possibly a few copies) can be sold to other adventurers or anyone else who might want an accurate map of the area. Make a name for yourself with outstanding maps, and your work might go for even more. The best part is that you can do the work while adventuring, so you can have something totally different for downtime. I suggest tumbling as a perform check when you're not selling your maps, as tumble checks are also very useful for a monk. |
| ShardX10-08-07, 12:44 PM | That's exactly what I was looking for, because I was just thinking of what I can do outside of towns, so cartographer is perfect!!! I already planned on doing tumble, and I did think about the taxidermy feat, but monk feats are so few.....gotta pick them carefully. |
| Archangel_Tyrael10-08-07, 01:35 PM | If you can somehow get yourself Handle Animal, THAT'S how you make "free" gold in D&D. Griffon (http://www.d20srd.org/srd/monsters/griffon.htm) Hippogriff (http://www.d20srd.org/srd/monsters/hippogriff.htm) Handle Animal (http://www.d20srd.org/srd/skills/handleAnimal.htm) |
| rauvian_theloadswallower10-08-07, 08:31 PM | I would set up a 3 card monte game with some sleight of hand. Your high dex would rake in so much money. |