| cooperton |
So were starting a new game soon, its a "thieves guild" game. When I saw the martial artist archetype I decided a non-lawful thieving monk was too good to resist.
But here's my issue, I havn't played a monk since Oriental Adventures came out (that's 3.0 i think).
So its been a long time since I considered a monk, I'm feeling a bit lost. Any advice would be appreciated.
So here's what I have so far.
Stats:
Str: 16
Dex: 16
Con: 15
Int: 20
Wis: 14
Cha: 13
Yeah, we roll stats... I kinda prefer point-buy, but my group likes to roll. And hey, I lucked out this time.
You'll notice a high int, we allow some 3.5 feats, Ill be taking kung fu genius so my monk stuff is based off int.
Traits: reactionary, fast talker
Feat build:
1) b,h: kung fu genius, combat reflexes, improved init
2) b: improved grapple
3) weapon focus; unarmed strike
5) weapon specialization: us
6) b: improved trip
7) vicious stomp
9) greater weapon focus; us
10) b: medusa's wrath
11) dragon style
13) greater weapon specialization; us
14) b: improved disarm
15) dragon ferocity
17) elemental fist
18) b: i dunno... spring attack?
19) ability focus: stunning fist... or maybe quivering palm, since i can do it 5/day by now
I left out power attack because... well there was just too much other cool stuff I wanted, and the penalty hurts on aoos, which arn't full bab unless i trip/grapple
Thoughts?
Thanks
Tl;dr
I'm making a martial artist monk for a thieves guild game, looking for advice.
| MTCityHunter |
| 2 people marked this as a favorite. |
Sigh
Sad to me that you just can't create a character and see where it goes anymore. Everyone has to build their character to 20th level at the start. Even my players do it and I can't really blame them.
First of all, this comment adds nothing. Planning a build is not some new wave phenomenon that spits in the face of the good old days. A good character should have an idea of what they want to accomplish, and be built accordingly.
Secondly, its not as if things are set in stone w/r/t advance planning. Things can and often will change when players see the character in action and certain weaknesses and/or party interactions get exposed. Doesn't mean planning a build out is a bad thing, and its certainly not "sad". That would be when you didn't plan, realized later on something would be perfect for your build, and then realized you can't qualify for it.
Anyhow, w/r/t the topic at hand, what do you want to accomplish with your build OP? The martial artist monk is great as a damage machine. In that vein, I'd also recommend power attack. Its not mandatory by any means, but damage is damage.
Dragon ferocity/style will also help out, but you're not getting those until so late you'll likely never see them in action. I know the feats are tough to juggle when you've got (G)WF and (G)WS to fit in, but even the first dragon style feat is fantastic for mobility. My monk uses dragon style and its been a game changer on several occasions. If it were me, I'd try to fit those in earlier.
That is, if damage is the priority. If so, I'd lose II and delay CR and VS until later to squeeze DS, DF, and perhaps PA in earlier.
OTOH, if melee support is more the aim, trip + VS is really a very nice combo, and the build looks pretty good already IMO.
| cooperton |
@ duna + cityhunter: thanks for the input.
So its time for some more game info I think.
The game will take place entirely in one city. We're focusing more on thieving, politics, and intrigue than combat. (Yeah, the system isn't ideal for that style, but its good enough)
That said, combat will of course still happen.
Obviously my feats are selected to maximise my combat potential (with kung fu genius and high int shoring up skills for non-combat).
The party thus far is:
Me: martial artist
Ninja
Witch
Telepath psion
I view my role as the guy who solves problems when the job goes badly. Oh, a guard walks in while were stealing? I win initiative and stunning fist him, giving the ninja time to sap him out. And of course without a full bab combat class, I'm the BSF too.
So I suppose my goal is to be both primary damage dealer + a combat controller.
But in this game combat should really only happen to remove a witness prejob, or when things go poorly.
As a result I'm putting a lot of priority on going first, and disabiling tactics.
So, yeah... I'm a bit conflicted... I wanna deal tons of damage, while being good at control, and not sacrificing stunning fist... ugh choices :-)
So what would y'all recommend dropping to squeeze in power attack? Improved initiative? I do have the reactionary trait... so I guess I don't *need* it. But +6 to initiative!
Thanks again.
EDIT: I just looked up power attack, it requires bab +1.... that's problematic, as a mid bab class monks don't qualify til level 2, which means 3rd level. That would require delaying weapons focus.... hmmm
| cooperton |
So the first session was last night. And I'm bored at work, so here's some more details on the party.
Human monk (martial artist), nn
Tibbit psion (telepath) cn
Gnome ninja (gnominja?) Nn
Human witch ce
The tibbit player's goal is to pretty much always be in cat form.
the ninja is like a librarian from the abyss, he sneaks into peoples houses to steal overdue library books and return them.
The witch is playing chaotic evil, like its chaotic jerk... but he's doing it humorously... and he's a good player, so it should be fine.
I've ended up as the defacto leader of the group (no suprise there)
and i had a lot of fun yelling "flurry of misses!" before rolling dice.
Just throwing up an update for funsies... feel free to still provide advice on my above build.
Cheers!
| StreamOfTheSky |
If it isn't too late, can you take Carmendine Monk instead of Kung Fu Genius?
IIRC, Martial Artist, despite gaining no ki, still has high jump (which has a ki option) and abundant step (which requires it). In a thread asking about this issue, the archetype's author said the latter was a total oversight and feels the MA Monk should get something to replace Abundant Step with. He said high jump he was ok with, because it has a constant, non-ki option, too.
How much 3E stuff can you use, exactly? Any particular sources not available? What alignment are you?
Too high level to likely matter, but I would NOT get elemental fist. +1d6 energy damage on one attack is godawfulterrible, especially by then. I do suggest starting at level 11 (when you have the BAB +8) you pick up other "fist feats," most notably touch of serenity and/or punishing kick. You're a monk, so you get to use them 1/monk level/day each.
| cooperton |
Little too late for carmendine monk, doesn't really fit his fluff either. Oh well.
As far as abundant step, my monk (like all monks) is a qinggong monk, so I'm trading abundant step to get diamond body back. Then I can spread contact poison on my fists and go nuts.
The only 3.5 book specifically banned is the book of vile darkness. Any updated material is also out. Everything else 3.5 is a case-by-case basis. But the dm is fairly permissive.
My character is true neutral.
As far as elemental fist, 1d6 on one attack does suck. But dragon ferocity makes elemental fist scale as if your a monk of fours winds. +4d6 elemental damage 15 times a day is somewhat less bad, dontcha think?
Edit: of course power attack could be adding 6 or 9 on every attack (depending on how it interacts with dragon ferocity)