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![]() Mike Schneider wrote:
Yeah the level would be pretty much worthless down the line. It wasn't worthless at second when I took it. But the real reason was that my monk worships sarenrae, which her favorite weapon is the scimitar, and which enables my character to take Crusader's flurry, and Dervish Dancer feats. She has a 20 Dex, and a 10 Str. So at 5th lv instead of her flurrying damage being 1d8, her damage would be at 1d6+5 with a crit of 18-20x2. An average damage of 8 instead of 4.add the Weapon adept monk archetype and at seventh lv she would be flurrying with three strikes at 1d6+7 damage per hit (+2 due to weapon specialization) for an average of 10 per hit. Going strait monk with a non STR built, it would be hard to match that damage. But then again there is no true caster or archer in our group. So the build will only butt heads with the other two melee fighters and maybe even over shadow them if I do my combat maneuver feats right. Thus, I am not going to go with it. ![]()
![]() I wasn't really bent on cleric, but at the time I didn't really read the Inquisitor class before I chose to add a caster class. Now that I look at it class it is a much better fit for a monk. Bane is a very good class feature to have. I was thinking of a Weapon Adept monk that is able to furry of blows with the scimitar. The Dervish Dancer would capitalize of her high dex bonus and no str bonus, but I would have to go cleric at least one lv at second for that to be possible. But I don't think the group needs another melee damage dealer. so maybe either a zen archer, maneuver master, master of many styles, or even a flowing monk looks like they could fill a nice niche when complemented with the inquisitor class. Oh decision, decision. ![]()
![]() Hmmm... Maybe if I change the Monks archetype from the four winds to either weapon adept or Sohei might make using the scimitar even more viable. It will work a lot better than what I'm doing now. I still might be able to add some Combat Maneuvers to give some more variation to boot. Thanks everyone :) ![]()
![]() Glutton wrote: Crusader's Flurry feat from Ultimate Combat. Become a cleric first and just use your dip of monk to power flurrying with a scimitar. Quandary said the same thing, and I was thinking that originally, but it costs four feats to use it effectively. Weapon Finesse, Weapon Focus, Dervish Dancer, Crusader's Flurry. When a monk uses flurry of blows, it’s still like TWF in that you alternate attacks. So I would only be getting one attack with the scimitar when flurrying, and a second when ever I get a second base attack. It would be better to just take the Dervish Dancer feat (I already have weapon finesse) and fore go flurry all together until high enough in monk for it to be worth taken. ![]()
![]() voska66 wrote:
Yeah, there is a huge difference in stats. I'm pretty sure my character probably has the lowest overall, But with that said, they certainly not my lowest. I blame it on my build. I didn't think things threw as much as should have. I think I got too caught up in concept rather that function. ![]()
![]() kyrt-ryder wrote: Please, for your own sake don't multi-class between Sorcerer and Cleric with levels already sacrificed to Monk unless your DM gives you some kind of special permission to jump straight into Mystic Theurge after one level in each. That would be a bit much. I was thinking of asking my DM if I could replace my cleric lv with sorcerer with the celestial bloodline. That way I can have her believe that she is receiving her powers from her deity but in fact is actually doing herself. ![]()
![]() Lincoln Hills wrote: I'm sure I'll be loudly corrected if I'm wrong, but the one area that a monk overshadows a ninja is in the area of Combat Maneuvers. Your flurry ability gives you two chances at stuff like tripping, disarming, and (from the APG) stealing and dirty tricks. No point trying to out-damage your buddies, but you can help them hit more often (or, in the case of disarming/stealing, keep the enemy from hitting as hard.) You are correct, I was a little scatter brained when I wrote the thread. I agree that going monk, Combat Maneuvers are the way to go for most humanoid encounter. I think I pushed it out of my head because the last few encounters were mostly large or huge monsters that most combat maneuvers wouldn't work on. Golden-Esque wrote:
The Wildblooded archetype with the Celestial bloodline does have a certain appeal to it. It does fit with my character concept. Thanks for the idea. ![]()
![]() Hey everyone,
I took the level in cleric, so she could cast create water, endure elements, and some extra healing for the group at 2nd level. It helped then, but now both the Alchemist and the Paladin are way better at healing. Plus, having her being able to identify magic was good, but a NPC that is tagging along with the group (the DM’s PC) can do that better. The person playing the ninja, choose to play the class instead of a rogue like 10 mins before we started the campaign. Thus, I didn't realize that his character (with her better stats, we like to roll stats) would over shadow me so much. I'm now not sure of what direction to go with the character. Should I just go cleric and become a support character? Do I just go monk and try to find an area that the ninja can't do better? Any suggestions? |