Death Initiate

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What feats should i take? aside from the bonus feats i feel like i should take Weapon Focus (Unarmed) and Improved Initiative. if i can i'll be taking Improved Natural Attack so what should i take for my other feat? and if i can't take INA what should i take in place of it?


While my DM isn't much for dropping magic items i could get the wizard to make me magic items as we get higher lvl. my DM thinks having charecters make their own magic items is good because it puts those feats to use and your magic items keep scale easily. my DM also just informed me a about half an hour ago that now that we are lvl 6 we will probably be coming across more magic items. he said it's just that early on he feels magic items feel like they make you too powerful, but once you get closer to that mid-level range it isn't a big game changer so they will become more common.


wait would it be a good idea to put 20 in Wis 16 in Dex and 18 in STR? i could replace weapon finesse with dodge and keep my 20AC as well as bump my Damage up a bit.


i just wonder which is better. basically if i put a 20 in STR i'll have 18AC id i put an 18 in STR i'll have 19 and a 16 will let me have 20AC. Will 18 still be good or do i need 20? since i'm a monk i know i don't have quite the staying power of a fighter so should focus on my AC or is 18 going to be just fine?


would it be wise to go for a more STR focused build as apposed to DEX Focused? if i put my 20 in STR my AC will basically drop by 2, my damage would go up in exchange but would it be wiser to do that or just take weapon finesse? since we have better stats we typicaly take on tougher fights like on my other charecter at lvl 6 we fought a Bullet and almost immediately after we got attacked by 2 Chimera, so is offense or Defense more important for my charecter. oh my party consists of a Fighter,wizard, 2 clerics, and my Monk. and yeah i might swap Dex and WIS. the one magic item i will have is "Eyes of the Eagle" so having 20 wis and max ranks in spot will bring me to a +19 on spot and that would be incredible. WIS would also help my Stunning fist DC too so it might be the best option anyway.


We aren't doing any multi-classing or things like that. it is also strictly core meaning i couldn't take classes such as psion to begin with. i am limited to the 1st PHB and Maybe a couple feats from the MM would be allowed but thats it. so sadly a lot of the really good feats would not be allowed. My DM's thought on feats from other books and things such as that is that if you can't make your character good from original feats and things such as that then the character isn't worth playing to begin with.


Okay, so i'm playing a 3.5 campaign and i want to play a monk. We are all 6th lvl and my DM told be that i could switch to a monk since I've been wanting to try one out for a long time and just haven't got the chance until now. He himself is skeptical about whether they can be good or not and i really want to show that they can. This campaign would probably be considered very high-powered. The stats i have to work with are very good so hopefully i can bring out the best of the monk, they are as follows. 20,18,16,16,16,10. i can arrange them however i want and i was thinking about distributing them as such:
Str: 16
Dex: 20
Con: 16
Int: 16
Wis: 18
Cha: 10
if allowed i plan to take the improved natural attack feat as my feat for 6th lvl but he said he would have to think about it.

While our characters may get high stats the DM is very Stingy with Magical items. Most every thing we get that is magical comes from being made by our Wizard. the only magic items we've gotten at this point as drops are a ring of protection (gone to the wizard)and Spell storing mace (gone to a cleric)

So anyways i need help on how to build him to be a great asset to the party. anything will be greatly appreciated. I need help on feats and skills ( i will also have to act as the party's scout/rogue which will limit my skill choices) and anything else you can think of that would help me out. i'm open to changing my stats around if it will make my character better.

One important thing is that my DM doesn't use AoOs as of yet because he believe's that since a round is 6 seconds there wouldn't really be time for characters to take their actions and use get AoOs. he said he may incorporate them somehow later on but he hasn't decided a good way to add them in yet.

Thank you, your help is greatly appreciated.