| Post/Author/DateTime | Post |
|---|---|
| Mini Monk11-07-04, 05:53 PM | I have just started out in D&D. After reading the players guide back to back i decided to go for a halfing monk ok i know the fluff says its a rare but it can make for a colourful background. Anyway i was wondering if i could have a little advice on starting out and picking feats/skills :confused: . I have already rolled stats which are: -STR: 15 -DEX: 19 -CON: 14 -INT:13 -WIS: 18 -CHA: 10 AC works out at 19. Anyway any feedback would be appeciated. :) |
| Khyron the Backstabber11-07-04, 06:53 PM | Exotic Weapon Proficiency: two-bladed sword Bonus Feat: Toughness Skills: I believe your PC gets 20 skill points at first level, so Balance 3 Climb 2 Escape Artist 3 Jump 3 Knowledge(religion)3 Tumble 3 Profession 3 |
| trapspringer11-07-04, 07:48 PM | I heartily disagree with the above poster. This does not function as well as many, many things you could do. Besides, you don't get a bonus feat as a halfling, and on top of that, the sword will be useless as a double weapon until level 3 when you can take TWF. First off, this is a good character concept. Good job. Let's keep in mind your characters strengths as we design him. You get bonuses with thrown weapons and have both a good strength and dexterity. Your attack modifier will be impressie if you stick to weapons which allow you to employ your dexterity. Your high dexterity and small size will boost your AC, so you can avoid armor. Sounds like you have a spear guy there. You will be able to throw accurately and for good damage. I would recommend point blank shot as a starting feat. If you are a level one halfling, you will have a +9 to hit if you throw your weapon. You will not be as burdened by your weapons as most would, because not only do they weigh half as much as those of medium characters, but you won't need to wear armor so heavy as to burden you. The only flaw here is that you will not be able to use your character's uber d12 to it's full effect. You should probobly only do this if you have a fighter in the party. If you DM will permit it, I suggest you take a flaw from UA and aquire precise shot or quick draw. If you can't, you hsould always carry a dagger in you left hand. You can only throw a weapon with one hand, so it won't hurt you any. This will keep people from gaining any bonuses in melee if they close the distance to attack. As far as skills go, I would suggest taking max ranks in jump, climb, survival, and listen because you get bonuses to the first two and the fourth and survival is flat out useful. Do what ever you want with the remaining 8 skill points. I would recommend something like craft (arms and armor) and consider putting ranks in the cross-class skill move silently. All that said, if you didn't roll in front of your DM, he likely will ot accept your rolls and you will have to do that over again. Your DM is your best source of advice for this kind of thing, not the boards. This is a good place to ask questions, though. |
| Mini Monk11-08-04, 03:24 AM | Thanks alot for both pieces of advice. The thing is myself a group have friends have got togather and decide to have a go. So we have no vet D&D players and one of us is going to be a DM if we cant find one in are local club, so for the mo i need to use boards. So when i start as well as picking my skills 4 + 1(INT) x 4 I also pick a feat? So when a monk gets Improved Unarmed Strike and Stunning Blow or Improved Grapple and then i pick another? I was a bit confused by the wording. Oh and we rolled infront of each other so if one of us is DM then it should be fine but if someone else is 6 peoples word apply? :) |
| wdarkk11-08-04, 05:04 AM | Yeah, when a class gives you a feat, you get that feat in addition to your normal ones. I personally would recommend Improved Toughness (+1 HP per level) if someone has the Complete Warrior. I believe you only need +2 base fort save, which a Monk gets at first level. Improved Toughness is worse than regular Toughness for levels 1 and 2 but gets better than regular Toughness starting at level 4. |
| Cymraegmorgan11-08-04, 12:37 PM | I heartily disagree with the above poster. This does not function as well as many, many things you could do. Besides, you don't get a bonus feat as a halfling, and on top of that, the sword will be useless as a double weapon until level 3 when you can take TWF. Every character gets a Feat at creation. Monks get a Bonus feat at level one. You are right about the spear being more useful in the immediate. The problem with the two-bladed sword is exactly what trapspringer pointed out, but if you are planning for the long haul...it might work. Improved Toughness is definitely the way to go. |
| mean_liar11-08-04, 01:57 PM | Wow. I disagree with any and all advice given so far. Use a Sling for ranged combat - the range increments are good and you add strength. Otherwise, your unarmed combat attacks are going to be your strongest melee option though you'll want to use a Quarterstaff (held in 2 hands) on your charges at first level. What books do you have available to choose for feats? Ask your DM. I would like to give specific feat advice but not knowing what you have access to is a fundamental bit of information. If you're planning on maxing out your DEX, you need to take Weapon Finesse at 3rd level. Definitely take Stunning Fist as your feat at 1st level, and Combat Reflexes at 2nd. A Halfling Monk is most viable as a tactical fighter, tumbling and maneuvering around the battle executing devastating Stunning Fist attacks to disrupt key enemies (arcane spellcasters mostly, but you also can maneuver to provide Flanking bonuses). To this end, feats like Spring Attack (PHB) and Ability Focus: Stunning Fist (from the Monster Manual) will do wonders for you. If you have Complete Warrior, you'll want Close Quarters Fighting to keep enemies from grappling you (Grapple = halfling death). Definitely avoid the 2-bladed sword. Ugh. |
| Mini Monk11-08-04, 02:25 PM | As i said above my DM is a complete novice and is also relatively new to the game and i cant really find any experienced DM's in my local area. Feats wise only I know only of the ones in the players guide although im ordering the DM's guide and monster guide. Although guessing by the titles i dont know if that will help out with feats. :( I have decided later on i wont my chara to be using unarmed strikes as his main weapon, although for ranged attacks i cant decide between shurikens or slings. Oh and skillwise i think ill take Hide, Move Silently, Tumble, Craft Weaponsmithing and Listen all at 4 ranks. |
| DivineHammer11-08-04, 02:42 PM | Depending on your play style, I would say start with your "colorful background" and work from there. Chose ahead of time what you want your character to do well/be like then choose feats according to that idea. If you want a hit and run type character (my personal favorite) choose Dodge and go through that feat tree. Good skills are tumble, jump, and balance. If you want to be a mage killer, I'd suggest going the grappling route and taking some of the feats from Complete Warrior (if its available) But being small sized, that might not be advisable. ;) Good skills are escape artist and spellcraft. And there are good general feats that are helpful to every type of fighting character: Improved Initiative, Improved Toughness, Blind fight, etc. Its really all up to your preference. Most people on the boards will have good ideas for the way they like to play a monk. My suggestion as well as most people's will be "play what you like" and if that means you have some trial and error with feats, well live (or die) and learn. |
| mean_liar11-08-04, 02:54 PM | Yeah, something to keep in mind is that DnD is a "game" in the full sense of the word - you get better with playing it, and you will make mistakes. The most important part is to have fun, and that everyone is enjoying themselves - including (especially!) the DM. I wouldn't worry too much about the first few times you play. |
| Mini Monk11-08-04, 04:23 PM | Ok well I have been working on my "colourful background" ;) I have chosen to go for a character that can go unnoticed e.g. Hide/Move Silently but only use it as a way to evaluate not some sneaky sneaky rouge who back stabs. Obviously I wont be able to tank and due to my small size not much point in taking improved grapple I think stunning blow is much more suitable (For someone who is 3 feet tall the groin is about as far as reach goes). I think the character will be multi-purpose support tank/caster disruptor/scout but still holding onto a element of honourable combat and not be afraid of a good bash. Thanks for your help guys much appreciated. :D |
| mean_liar11-08-04, 04:36 PM | One thing to keep in mind is that a one-level dip into Rogue (a Halfling's favored class) would give you +1d6 damage against Flanked (or Stunned!) opponents. Of course, you'd have to start that way given a Monk's multiclass restrictions, but I figured I'd mention it all the same. |