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Old 10-10-2003, 09:19 AM   #1
Micah Foehammer
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Join Date: November 15, 2001
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Okay, I going to give a solo monk a shot in SoU and would like some feedback on the proposed monk build.

Straight class Monk - NO multiclassing

Race: Elven
Stats: Str 14, Dex 16, Con 12, Wis 16, Int 10, Chr 8
Skills: Heal, Hide, Tumble and Parry
Feats: Weapon finesse, Toughness, Circle Attack, Improved Initiative, Improved Critical Unarmed plus two

For the last two feats I am considering taking Blind Fighting and Weapons Exotic to get Katanas. I thought about dodge and mobility but I believe the Monk already has class specific immunties to AoO. BTW, I am planning on getting HoTU and will probably add Whirwind attack as a feat. (Edit: Just reread the prerequisites for Whirlwind attack and it requires dodge, mobility, spring attack and an int of 13! yikes!)

One question: Can monks wear helmets without penalties to their wisdom AC bonus?


Any suggestions or comments from those people experienced with Monks?

[ 10-10-2003, 09:55 AM: Message edited by: Micah Foehammer ]
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Old 10-10-2003, 11:43 PM   #2
Evil Intentions
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Just an idea. I wouldn't go with the katana idea because you do much better with number of attacks and damage per hit if you continue with unarmed attacks. Also I would invest in cleave/greater cleave, it's great when you kill an oponent and then hit everybody else around you. Otherwise the ideas are great.
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Old 10-11-2003, 12:04 AM   #3
Gabrielles blades
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stat design is off
If your trying to make a more powerful monk, then always remember that by level 20 youll have gotten 5 stat bonus's
so that means youll always want to have an odd number stat so that nothing is wasted.
also elves imo dont make the greatest monks - low constitution really is hard to deal with for 'tank' classes

In addition...parry is next to useless as a skill since it only works when you go into parry mode, and that mode is next to useless since you dont attack normally when in it, only ripostes - almost always is better to go full attack mode.
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Old 10-11-2003, 02:15 AM   #4
ScottG
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Human or Half-Orc (I prefer Human for the extra feat).

Con. is to low, wis. is to high.

Str. should be a Monks #1 stat. Con. should be second. Boosting wis. can be acomplished with potions (usually 14 is enough for stunning fist to work 50%+ of the time).

In fact stock up on potions in general. Healing and of course wis, dex, str, and con potions.

AC is nice but not terribly important - robes of the old order soak 5 in damage and this plus all the attacks and additional damage from str. and the gloves means you'll be killing things pretty quickly. When hit points run low quaff a healing potion. If your concerned about attacks of opportunity then plan for the feat that eliminates it latter on down the line (but not for SOU), and this of course will plan well with your whirlwind attack.

forget about anything but unarmed attack with special damage gloves. Parry is useless; (accept when using a stunning fist attack) you will always use the mode: Flurry of Blows (for you extra attacks).

Initiative is VERY nice for a monk (kill b4 getting hit). There are two first level only feats that give bonuses here (listed in the SOU manual). If you have a Human take them both (i.e. you'll have 2 feats to choose from with a Human). Then latter take Improved initiative. Circle Kick is nice but it has problems and requires a high dex. - forget it. Instead get Greater Cleave when its available (which is a LOT better and doesn't have problems). Forget about improved critical in SOU (you'll find items latter on that give this and more). Blind fighting is excellent (particularly in SOU).

Heal is a wasted skill. Hide and move silently are excellent. Tumble is awesome.

Remember in addition to your robes in chp.1 also purchase the shield pendant at the merchant in the Forest region.

I had no prob. when wearing a certain mask/helmet in SOU.

[ 10-11-2003, 04:31 PM: Message edited by: ScottG ]
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Old 10-11-2003, 04:19 PM   #5
Micah Foehammer
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Thanks for the feedback guys. [img]smile.gif[/img]
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Old 10-17-2003, 05:42 PM   #6
Micah Foehammer
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Ok, I need some more info on the Monk's AC.

From what I have gleaned from various posts, it appears to be possible to create a "power build" and have a really high AC for a 20th level Monk as follows:

Base AC = 10
Tumble (20 ranks) +4
Monk AC bonus +5
Amulet Natural armor +5 (Natural Armor)
Cloak +5 +5 (Deflection)
Robes +5 +5 (Armor)
Boots of Speed (haste) +5 (Dodge)

Dexterity Bonus +11**
Wisdom Bonus +11**

Max AC = 61 (!!!!)

**(Assumes that you can get your dex and wis to 20 each by level 20 and then increase to 32 each using items with combined bonuses of no more than +12 total. I believe that the current limits are (a) 18 for starting stats without racial bonuses, (b) modified stats max out at 32 with items and (c) item bonuses cap out at 12 max.)

Question 1: If you ignore feats such as Dodge and Improved Expertise which could give you an additional +11, are there any OTHER effects that I have missed? (Exclude the +1 AC bonus for the halfling size .....)

Question 2: I am pretty sure that the Deflection bonus to AC is capped at +5, are there other limits as well; and if so, have I violated any of them in the above build?
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Old 10-19-2003, 01:00 AM   #7
Gabrielles blades
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i thought boots of speed were +4 not +5
and you wouldnt want to go just for AC
in order to do that you would be sacrificing strength or constitution most likely, and those are just as important as AC really.

but anyhow, should you wish to make a total defence monk as described, then yes its possible to get around 60 ac.
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Old 10-19-2003, 11:48 AM   #8
Micah Foehammer
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Thanks for the feedback, and yes you are right about the boots of speed. They should be +4 and not +5. My bad.

I am still tweaking the stat distribution, so thanks again for hint about strength and con.
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Old 10-20-2003, 03:06 PM   #9
ScottG
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I've gone the high ac monk route b4 and I don't suggest it but...

at level 20 w/ an (elf only) I think you will have +5 to ac from tumble.
Boots of the sun soul +5 give a dodge bonus of 5 and also give +3 to Dex.
Use Speed potions instead of items.
There is one ring (Ring of the Rogue aka Tomi's ring in NWN's) that gives a bonus to dex. of +4.
There is also (in NWN's) a necklace (elf pendant) that gives a maximum of +4 to dex. (and also gives immunity to mind spells).
There is also (in NWN's) a belt that gives a maximum of +4 to dex. and also freedom.
Finally of course you have the bracers of dex. +5.

With the above items your dex. is +20 which gives you + 10 AC. As (or more) importantly you also have a + 10 to hit with the dex. bonus provided you selected weapon finesse unarmed attack. You can then trade off that +10 to hit advantage for an additional + 10 AC from Expertise and Improved Expertise (but you will need a 13 in Int.).

So thats +10 ac from dex., +10 from boots and tumble, +10 from Improved Expertise, plus:
Base AC = 10
Monk AC bonus +5
Cloak +5 +5 (Deflection)
Robes +5 +5 (Armor)
= 55 ac; or take out the necklace w/ dex. modifier and sub. in Amulet Natural armor +5 (Natural Armor) = 58 ac.

Now add on you natural dex. and wisdom ac modifiers, remembering however that you will need to have a 13 in int.. Additionally remember that later in level (12 or above) you can select the feat toughness to help out any pitifull hitpoint level you are suffering from because of a very low constitution. BTW, though it doesn't roleplay well - you could select the shield feat and use a shield to bump your AC even higher. Finally of course you can bump it higher with potions.

[ 10-21-2003, 03:11 PM: Message edited by: ScottG ]
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Old 10-21-2003, 02:31 PM   #10
Micah Foehammer
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ScottG,

Appreciate the feedback, but it looks flawed. A 20 Dex only gives you a +5 to hit and +5 AC bonus. It takes a full 30 dex to get a +10 and you can only stack two items if I remember correctly, so its almost impossible to achieve

What I am curious is about is this: What was your stat distribution for Strength, Dex, Con and Wisdom at level 20 (minus any item effects)?
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