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Old 07-14-2004, 04:48 AM   #1
d3fton3s
Elite Waterdeep Guard
 

Join Date: May 29, 2004
Location: Israel
Age: 41
Posts: 32
Heya IWD2 fans.
Today's question is a myst in my eyes..
Ever since I've started playing the game, I was wondering if a monk is a good option.. The no armor/weapons kinda scaers me. Not to mention I never used a monk before, whats the main benefits for this class? Does he has some spells or special abilities? (yeah I guess I could read bout it but read a long english paragraph isn't one of my favorite things to do lol, lazy me!)
Oh and is there any story line changes if you use a monk to speak for the party in the Black Raven Monastery? This is one of the main reasons I wanna go monk..

Also, I would be graetfull for any state suggestions regarding the str/wiz/con/dex.. I guess int/cha could stay low, but maybe I'm wrong..

Thanks anyone [img]smile.gif[/img]
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Old 07-14-2004, 04:58 AM   #2
JrKASperov
Fzoul Chembryl
 

Join Date: July 16, 2003
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Well the monk will probably have the highest AC at the end of your game, even if they are wearing no armor. Other than that, I think monks are boring... And somehow I fail to see their use in IWDII because their combat abilities just don't get up there with the fighter's...
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Old 07-14-2004, 07:05 AM   #3
d3fton3s
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Ummm..
Not very helpfull JrKa [img]tongue.gif[/img]
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Old 07-14-2004, 09:40 AM   #4
Dirty Meg
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Great tank at high levels. If you ever had problems with the chambers in the monastery the monk will be a big help there since he doesn't need proper equipment to fight well (although you can just pickpocket the archmandrite). Basicly just a fighter with no weapons or armour, although you get an good AC bonus, and fists that count as enchanted weapons at higher levels.
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Old 07-14-2004, 12:31 PM   #5
Nanobyte
Thoth - Egyptian God of Wisdom
 

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Besides the obvious class restrictions, monks attain:
  • Still Mind at level 3, which gives a +2 bonus to saving throws against spells and effects from the Enchantment school.
  • Purity of Body at level 5, making them immune to all non-magical diseases.
  • Wholeness of Body at level 7, giving them the ability to cure their own wounds. Twice his/her current level in hp.
  • Diamond Body at level 11, granting them immunity to poison of all kinds.
  • Diamond Soul at level 13, giving them a spell resistance equal to their level +10.
  • Quivering Palm at level 15. There's a whole paragraph on the effects of this ability, but basically, if the monk is higher level, the monster is not immune to critical hits (and is a living creature), and the attack succeeds, the target creature is instantly killed unless a fortitude save is made.
  • Timeless Body at level 17. I'm not sure where fatigue plays in, but I suppose it means they have no need for rest.
Not mentioning that they get a +2 speed boost every 3 levels, or their unarmed damage improves a die (1d6 to 1d8) every 4 levels. They also get a +4 to AC and damage reduction 20/- at 20th level. Though, you'd most likely have to play another round to attain 20th level.

This is mostly from the PHB, but I'd wager most of the effects are the same. Some things have been altered, for example Quivering Palm and Timeless Body. But I don't think Bioware and BIS wanted to implement a once per week ability, nor the effects of aging.
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Old 07-14-2004, 03:06 PM   #6
Bozos of Bones
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Monks rule if you know how to apply them. And in multiclass they become the greatest of killers if dualed to druid or cleric. Carefull when dualing a monk, her abilities and hand-to-hand damage is what keeps her alive. Even in single class monks can be really cool. Try imagining a Svirfneblin or a Drow Monk, which would mean IMMUNITY to all spells as soon as level 13!!!
If you think you want to try one, try one as I think you'll love them.
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Old 07-15-2004, 07:15 AM   #7
d3fton3s
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Thanks for the rpelies, still missing the right attribues to put on a monk though [img]smile.gif[/img]
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Old 07-15-2004, 01:28 PM   #8
Bozos of Bones
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Very high dex, mid-high wis and a medium strength. Everything else is foregoable, except maybe con. Monks are hard characters because they depend on so much different attributes. Experiment a little and try again if yoz know you've messed up.
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Old 07-15-2004, 02:15 PM   #9
JrKASperov
Fzoul Chembryl
 

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You have 16 points to spend...

S 14
D 16
C 12
I 10
W 16
C 8

Looks ok to me... And then put points in dex and wisdom for the increased AC...

EDIT: scrap that, with the ease you can get weapon finesse on you fists, a much better choice:

S 10
D 18
C 12
I 10
W 18
C 8

[ 07-15-2004, 02:17 PM: Message edited by: JrKASperov ]
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Old 07-15-2004, 08:48 PM   #10
SpongeLikeCow
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Str 18
Dex 18
Con 18
Int 2
Wis 18
Cha 2

My one-size-fits-all tank template. Guaranteed to be effective, and offend roleplayers.
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