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Ughh
03-24-2008, 01:48 PM
THIS POST IS SIMPLY FOR INFORMATION ON THE MONK, THE CONTENTS BELOW ARE HERE FOR A QUICK REFERENCE GUIDE

These are the basics for the monk. Now according to the release video, Some nice additions will be added from oriental adventures.

MORE TO BE ADDED AS I GATHER INFO. THE BUILDS LISTED BELOW ARE SIMPLY EXAMPLES, BY NO MEANS ARE THEY TO BE TAKEN AS MY IDEA OF AN EXCELLENT BUILD. MY EXCELLENT BUILD SHALL REMAIN A SECRET UNTIL HIS POWER IS UNLEASHED ON STORMREACH :)

table of contents:
A) STATS
B) KI
C) FEATS AND GENEREAL BUILD INFO Normal monk info is listed as number 1, Oriental Adventures additions are under breakline and listed as number
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A) STATS:
here are some possible stat combos to look at ( i will add more later) per race is as follows:

ok so start with approx this (32 pt build) basics for the

monk..remember the monk uses wisdom for additional ac

keep in mind, there are many other factors including feats and enhancements that can and will affect your build.

Here are some very basic examples:




human:

Str 16 +6 item +2 tome + human st 2 26
Dex 14 +6 item +2 tome 22
Con 15 +6 item +2 tome +1 stat increase 24
Int 8 8
Wis 15 +6 item +2 tome +3 stat increase 26
Cha 8
add toughness for hps 8
wisdom for additional ac
int for additional skill points


dwarf:

Str 14 +6 item +2 tome +2 stat increase 24
Dex 16 +6 item +2 tome 24
Con 16 +6 item +2 tome + dwarven con 2 26
Int 8 8
Wis 16 +6 item +2 tome +2 stat increase 26
Cha 6 6
add toughness for hps
wisdom for additional ac
int for additional skill points

warforged:

Str 14 +6 item +2 tome +2 stat increase 24
Dex 16 +6 item +2 tome 24
Con 16 +6 item +2 tome + wf con 2 26
Int 8 8
Wis 14 +6 item +2 tome +2 stat increase 24
Cha 6 6
add toughness for hps
wisdom for additional ac
int for additional skill points

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B) KI

QI or Ki as it is sometimes called is a magical power that monks possess that allow them to (using simple terms so as not to confuse) dimension door, walk through walls, hide in plain sight, and build up giant amounts of energy for an attack. In DDO, this will be used as a mana bar of sorts, as you fight the bar increases until at full or close to full, you can release this power. Secondly, the monk will have the meditate ability (say for example while gathering right before a final boss) that will allow him to also charge his KI.

As a side note, an item will be dropping in deleras as a tribute to Gary Gygax and bound called "VOICE OF THE MASTER" a trinket gives 5 percent extra xp on quests

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C) FEATS AND GENERAL BUILD INFO:

1)

MONKAlignment: Any lawful.
Hit Die: d8.

Class Skills
The monk's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x.4.
Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Monk
Level Base Attack Bonus Fort Save Ref Save Will Save Special Flurry of Blows Attack Bonus Unarmed Damage1 AC Bonus Unarmored Speed Bonus
1st +0 +2 +2 +2 Bonus feat, flurry of blows, unarmed strike -2/-2 1d6 +0 +0 ft.
2nd +1 +3 +3 +3 Bonus feat, evasion -1/-1 1d6 +0 +0 ft.
3rd +2 +3 +3 +3 Still mind +0/+0 1d6 +0 +10 ft.
4th +3 +4 +4 +4 Ki strike (magic),
slow fall 20 ft. +1/+1 1d8 +0 +10 ft.
5th +3 +4 +4 +4 Purity of body +2/+2 1d8 +1 +10 ft.
6th +4 +5 +5 +5 Bonus feat,
slow fall 30 ft. +3/+3 1d8 +1 +20 ft.
7th +5 +5 +5 +5 Wholeness of body +4/+4 1d8 +1 +20 ft.
8th +6/+1 +6 +6 +6 Slow fall 40 ft. +5/+5/+0 1d10 +1 +20 ft.
9th +6/+1 +6 +6 +6 Improved evasion +6/+6/+1 1d10 +1 +30 ft.
10th +7/+2 +7 +7 +7 Ki strike (lawful),
slow fall 50 ft. +7/+7/+2 1d10 +2 +30 ft.
11th +8/+3 +7 +7 +7 Diamond body,
greater flurry +8/+8/+8/+3 1d10 +2 +30 ft.
12th +9/+4 +8 +8 +8 Abundant step,
slow fall 60 ft. +9/+9/+9/+4 2d6 +2 +40 ft.
13th +9/+4 +8 +8 +8 Diamond soul +9/+9/+9/+4 2d6 +2 +40 ft.
14th +10/+5 +9 +9 +9 Slow fall 70 ft. +10/+10/+10/+5 2d6 +2 +40 ft.
15th +11/+6/+1 +9 +9 +9 Quivering palm +11/+11/+11/+6/+1 2d6 +3 +50 ft.
16th +12/+7/+2 +10 +10 +10 Ki strike (adamantine), slow fall 80 ft. +12/+12/+12/+7/+2 2d8 +3 +50 ft.
17th +12/+7/+2 +10 +10 +10 Timeless body, tongue of the sun and moon +12/+12/+12/+7/+2 2d8 +3 +50 ft.
18th +13/+8/+3 +11 +11 +11 Slow fall 90 ft. +13/+13/+13/+8/+3 2d8 +3 +60 ft.
19th +14/+9/+4 +11 +11 +11 Empty body +14/+14/+14/+9/+4 2d8 +3 +60 ft.
20th +15/+10/+5 +12 +12 +12 Perfect self,
slow fall any distance +15/+15/+15/+10/+5 2d10 +4 +60 ft.



Class Features
All of the following are class features of the monk.
Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are not proficient with any armor or shields
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x .1-1/2 or x.1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Table: Small or Large Monk Unarmed Damage
Level Damage

1st-3rd 1d4 1d8
4th-7th 1d6 2d6
8th-11th 1d8 2d8
12th-15th 1d10 3d6
16th-19th 2d6 3d8
20th 2d8 4d8


Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Ki Strike (Su): At 4th level, a monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.
Improved Evasion (Ex): At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.
Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).
Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.
Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.
Perfect Self: At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.

Ex-Monks
A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.
Like a member of any other class, a monk may be a multiclass character, but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level, though she retains all her monk abilities.
Find topic in: Basics, Characters, Combat, Divine, Epic, Equipment, Magic, Psionic, Rules of the Game
Damage Reduction Urban Adventures
Combat Reflexes Deflect Arrows Improved Disarm
Improved Grapple Improved Trip Improved Unarmed Strike

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2)

the Monk from Oriental adventures is as follows:

The monk is a special warrior-priest who has been taught the arts of unarmed combat. Orders of such monks exist, apart from normal society, where they focus their attention on improving and disciplining their minds and bodies. Instead of praying to the gods for spells, monks learn to harness their inner power, or "chi", which they use to perform superhuman feats. Their mystical study of the martial arts makes monks unique and dangerous opponents in combat.

Monks tend to follow pure philosophies (see the Complete Priest's Handbook for examples) or Powers of philosophy, meditation, or self-control, and strongly tend towards Lawful alignments. Monastic orders are removed from any nearby community and usually value their isolation. These secluded orders have their own, usually intricate, set of restrictions and rituals. Most orders demand a high degree of obedience from the monk, and require some kind of trial or ordeal to advance in the order (and learn more advanced powers). These tests range from philosophical quizzing or trials of fortitude all the way to combat to the death in especially evil orders. Some monks take up a life of wandering outside the cloistered walls of their monasteries, both to learn from the outside world and to bring the monk’s philosophy to it.

The monk uses the Priest XP advancement table, gets 8-sided Hit Dice, and uses the Priest THAC0 and Saving Throws table. Monks also are treated as priests for purposes of learning non-weapon proficiencies. In fact, the monk is a priest in most respects. The two important differences are in their combat style and spell selection. Monks with 16 or above in both Wisdom and Dexterity receive a 10% experience point bonus. Monks progress in skill with level as follows:



Level XP Required Hit Dice (d8)
Number of Attacks
Attack Bonus
Damage Bonus
Armor Class
Chi Powers (by level)

1) 0 1
3/2
+1
+1
9
1
2 )1,500 2
3/2
+1
+2
9
2
3) 3,000 3
3/2
+1
+2
8
2/1
4) 6,000 4
2
+1
+2
8
3/2
5) 13,000 5
2
+1
+2
7
3/3/1
6) 27,500 6
2
+2
+2
7
3/3/2
7) 55,000 7
2
+2
+2
6
3/3/2/1
8) 110,000 8
5/2
+2
+2
6
3/3/3/2
9) 225,000 9
5/2
+2
+2
5
4/4/3/2/1
10) 450,000 9+2
5/2
+2
+3
5
4/4/3/3/2
11) 675,000 9+4
5/2
+2
+3
4
5/4/4/3/2/1
12) 900,000 9+6
3
+2
+3
4
6/5/5/3/2/2
13) 1,125,000 9+8
3
+3
+3
3
6/6/6/4/2/2
14) 1,350,000 9+10
3
+3
+3
3
6/6/6/5/3/2/1
15) 1,575,000 9+12
3
+3
+3
2
6/6/6/6/4/2/1
16) 1,800,000 9+14
7/2
+3
+3
2
7/7/7/6/4/3/1
17) 2,025,000 9+16
7/2
+3
+3
1
7/7/7/7/5/3/2
18) 2,250,000 9+18
7/2
+3
+4
1
8/8/8/8/6/4/2
19) 2,475,000 9+20
7/2
+3
+4
0
9/9/8/8/6/4/2
20) 2,700,000 9+22
4
+3
+4
0
9/9/9/8/7/5/2



Martial Arts

Monks are masters of unarmed combat. They gain skill in the martial arts with level per the chart above. Monk hand attacks cause 1d3 points of damage, and kicks cause 1d4 points. Monks cannot wear anything heavier than normal gloves or shoes, or any kind of armor, and still receive their martial art bonuses. These martial arts mastery bonuses are in addition to any attack or damage bonuses for high Strength. These bonuses only apply of the monk is unarmored, and either unarmed or using the martial arts weapons specified in Oriental Adventures, Combat & Tactics, and Skills & Powers (Bo stick, Chain, Fang, Gunsen, Jitte, Jo Stick, Kau Sin Ke, Kiseru, Lajatang, Nunchaku, Sai, Sang Kauw, Siangkam, Spear, Tetsubo, Three-Piece Rod, Tonfa).

Monk Armor Class improves by one step for every two levels (rounded down) according to the chart above - Dexterity bonuses also apply. These attack, damage, and AC bonuses are to be used in place of the unarmed combat specialization and mastery rules and martial arts styles and talents presented in various other rulebooks (Player’s Handbook, Skills & Powers, Combat & Tactics, Complete Priest's Handbook).

Alternately, you can use the Combat & Tactics mastery rules - at first level, the monk is a specialist in the martial arts. At 5th level he or she becomes a master, at 10th a high master, and at 15th a grand master. This increase in mastery is in addition to the monk’s usual weapon proficiencies. Monks otherwise gain weapon proficiencies as a priest.

Monk unarmed martial arts damage is three-fourths temporary, like normal unarmed combat damage. At fifth level, the monk can choose to deal out fully lethal damage. Due to their martial training, monks can attack opponents barehanded without suffering penalties or provoking attacks of opportunity as per Combat & Tactics. Unarmed martial arts damage is reduced by one-half per size class that the target is larger than the monk (rounded down). For example, a human monk (size M) attacking a hill giant (size H) does only one-quarter normal damage. Note that unarmed combat damage is usually not effective against undead, vegetable, fluid, or inorganic creatures, creatures only hit by magical weapons, or any creatures immune to bludgeoning attacks – though some Chi powers can affect these restrictions.

Monks making use of any strength or dexterity enhancing magic items, or magic items that imitate armor of any sort (e.g. Bracers of Defense), lose the martial arts and AC bonuses from the chart above. Such magics interfere with the complete control of mind and body required to practice the martial arts at their peak. Monks may use magic weapons and any magic item usable by clerics.

But the monk's real strength lies in their study and discipline of their chi, allowing them to use fantastic abilities known as Chi Power...chi is as follows:
Chi Powers

The monk does not gain spells as a priest does. Instead, monks draw upon their inner strength, a form of willpower, which monks call "chi." This chi is used to perform incredible acts not possible for a normal person. Chi powers are kept track of using spell slots, just like priest spells. Monk chi power progression proceeds as the priest spell table progression. Monks also garner bonus Chi powers for high Wisdom as if they were bonus spells. Chi powers are broken up into levels like priest spells. However, chi powers are not magical, and cannot be dispelled or otherwise affected by anti-magic effects. Chi powers are much closer to psionics in nature, and can be affected by spells or items that suppress psionics. However, monks are not psionic in the traditional sense, and do not have PSPs or psionic attack or defense modes (unless they are wild psionic talents).

Monks must meditate in the morning and prepare themselves to call upon the desired chi powers for the following day, just as priests must pray to receive spells. Monks must conform to the usual spellcaster restrictions, like needing a full night’s rest in order to renew their powers. Spell point systems, like those from Player’s Option: Spells & Magic, can be used for chi powers also if desired. Chi powers must be initially learned, like wizard spells. A monk can learn a new chi power from a teacher who knows the power – or, less commonly, from a book or other source. Monks must make a Learn Spell roll according to their Intelligence after each two weeks of trying to learn a chi power. If the roll is failed, the monk has to start over and spend another two weeks learning the power before making another check, but this process may be repeated as often as desired. The monk may develop one new chi power per experience level without being taught. Different monastic orders know and teach powers to their initiates.

Some chi powers are continuous in nature - if they are "memorized" at the beginning of the day, they function continuously throughout the day and need no special invocation to use. For example, the second-level chi power Iron Skin gives the monk an AC bonus of 2 against all opponents the entire day if the monk selects that power. Other powers must be invoked when desired, like a spell. Chi powers each have a duration and a focus time (equivalent to a casting time) just like spells. Any chi power with a focus time of 0 can be invoked at will at any point in the combat round, and does not count against the monk's actions that round. Other powers with focus times greater than zero can be invoked upon any of the monk's usual attacks, taking the focus time to prepare as if it were a weapon speed or casting time, and using an attack as usual. The focus time supersedes any weapon speed that might apply for the attack. Chi powers can be disrupted during the focus time by dealing damage to the monk, just as striking a spellcaster in the midst of casting a spell can disrupt spells. Monks can use multiple Chi powers in a round, as focus times allow, as if they were simply multiple attacks. Remember that using the Combat & Tactics rules, any multiple attacks come one in each next action phase; using the core rules all multiple attacks wait until everyone has attacked first in the combat sequence, and then all second attacks go in order of initiative, and so on.

Though multiple Chi powers may be in effect at the same time, under no circumstance can two chi powers simultaneously be producing the same or similar effect. For example, only one power can be enhancing Armor Class against all opponents at the same time, or doubling damage of attacks, or providing a bonus to hit. Variations are OK (for example, a power giving an AC bonus versus all opponents along with a power giving an AC bonus versus a specific opponent), but the same effect is never "stackable." In the event of power conflict, just take the better of the two effects.

Example of Chi Powers in Combat

A 6th level monk character that attacks twice a round, and has the powers Axe Kick, Claw of the Dragon, and Bite of the Dragon memorized, is fighting an evil warlord. He rolls a 6 on his initiative and the warlord rolls a 5 (and is using a sword with a weapon speed of 5). The monk chooses to attack first with an Axe Kick (focus time 1), which means he executes a kick attack on the warlord per the Axe Kick power description on an initiative count of 7. He hits, gaining an automatic knockdown from the Axe Kick. After he hits he decides to use Claw of the Dragon to double the damage. This power has a focus time of 0, and thus does not use an additional attack – the monk’s kick damage is doubled from its usual 1d4+2. The warlord then attacks the monk on 9, and then the monk can attack the warlord again during the second attacks part of the round, this time with Breath of the Dragon, with a focus time of 5. This attack routine uses up three of the monk’s chi powers for the day.

The monk’s strength in combat is not in straight-ahead damage dealing, but in making use of many of the optional combat maneuvers discussed in Player’s Option: Combat & Tactics and the Complete Fighter’s Handbook. DMs allowing this monk class should be clear which of these optional rules are allowed in their campaign, and should make sure and be familiar with them.




Level 1
Axe Kick
Bite of the Dragon
Coil of the Snake
Concentrated Push
Crushing Blow
Edge of the Storm
Eyes of the Snake
Five Happiness Fist
Hands Without Shadow
Jump
No-shadow Kick
Phoenix Strike
Prone Fighting
Sparrow Palm
Spring Breeze
Tail of the Dragon
The Rain Falls
The Shadow Passes
Tiger Fist
Tiger's Eye
Tongue of the Dragon

Level 2
Breath of the Dragon
Circle Kick
Eagle Eye
Eye of the Dragon
Flying Kick
Friend of Shadow
Great Throw
Inner Focus
Instant Stand
Iron Skin
Iron Will
Leap
Phoenix Kick
Raven's Cry
Recoil and Strike
Serpent's Fang
Tail of the Serpent
The Lightning Strikes
Tiger Senses
Willow Step
Wings of the Dragon

Level 3
Choking Coil
Claw of the Dragon
Constrictor Stance
Empathy
Feign Death
Fist of Steel
Flow Like Water
Giant Leap
Healing Chi
Horns of the Dragon
Immovable Stance
Iron Cloth
Lightning Fist
Mantis Block
Natural Order
Phoenix Egg
Shadow Self
Steady Step
Swallow's Dart
Tiger Claw
Tornado Dodge

Level 4
Calm Pond
Crane's Call
Desperate Lark
Drunken Stance
Eye of the Storm
Flow of Chi
Flower Petal
Friend of Darkness
Mind Over Body
One Finger
Phoenix in Flight
Serpent's Strike
Slither of the Snake
Stomp of the Dragon
Storm Wind
Strength of the Dragon
Stunning Touch
Tiger Stance

Level 5
Blood of the Dragon
Chi Sight
Dragon's Crush
Flying Windmill Kick
Healing Trance
Improvise Weapon
Tortoise Shell
Mantis Strike
Mountain Stream
Phoenix Feather
Python's Embrace
Read Chi Residue
Shadow Step
Vengeance of the Tiger
Wings of the Phoenix

Level 6
Cobra's Kiss
Flame of the Phoenix
Mind Bar
Nightingale's Song
Quivering Palm
Scales of the Dragon
Serpent's Venom
The Storm Reverses
Thunder Kick
Transfer Chi
Unyielding Tiger Stance
Will of the Dragon

Level 7
Arrogance of the Dragon
Dim Mak
Eagle Claw
One With Nature
Phoenix Rising
Premonition
Rebalance Chi
Shadow Walk
Spitting Cobra
Tiger In The Grass
Torrent of Fury
Venerable Dragon

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This is all the information I have readily available for the monk. However...MOST everything about this monk will be based on the info in Part 1...My understanding is that stances and fighting movements will be based on those created in Oriental adventures which is part 2 of the above information.

Thanks
Ughh Fu

Rameses
03-25-2008, 11:14 AM
Very insightful information Ughh. Thank you for teh time it took to write this out.

Do any of the Monks abilities (from your experience in PnP) have a pre-req minimum linked to Wisdom?

MrCow
03-25-2008, 11:20 AM
warforged:

Str 14
Dex 16
Con 16
Int 8
Wis 16
Cha 6

The stats you suggest are not possible to start out with and would require either a 38 point build or reducing that WIS by 2 (down to 14).

Ughh
03-25-2008, 07:26 PM
sorry, that was a mistype, the stat for wisdom has been corrected on the wf, thanks

Ughh
03-25-2008, 07:43 PM
here are some big reasons for a fairly high wisdom:

one, Preternatural Awareness...The monk gains Wisdom bonus to Armor Class which is not lost when unprepared, ambushed, stunned, etc.

two, Stunning Attack (1/level/day):
Fortitude Save DC=10+ (½ monk’s level) + (Monk’s Wisdom Modifier)
Opponent stunned for one round—(cannot act, loses dex bonus to AC, attackers get +2 bonus to hit)

three, quivering palm: Once/Week. Fort: DC 10+ (½ monk’s level) + (WIS Mod)

four, AC all the way to 20th level,monk has no proficiency with armor or shields, but she gains a level-based Armor Class bonus and can use her Wisdom bonus to improve Armor Class.

five, Good Fortitude, Reflex, and Will Saves: A monk uses the best save progression in the game for all saves . This natural mental and physical resilience helps her resist most effects that attack her body or her mind

six, at epic level sense motive: wisdom Make an adjacent, willing creature or object of the character’s size or smaller “disappear” while in plain view. In fact, the willing creature or object is displaced up to 10 feet away—make a separate Hide check to determine how well the “disappeared” creature or object is hidden.

these are just a few but there are many more

thanks
Ughh