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Nearsighted Monk (DnD Optimized Character Build)

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Created By
1Q3S3T (talk)
Date Created: 12/16/07
Status: In Progress
Editing: Please feel free to edit constructively!

Contents

[edit] Introduction

We've all felt it -- that sickening sensation when you realize your fast-moving, artful-dodging, multi-weapon-wielding monk can just about hit the broad side of a barn -- in one of three tries, with his fist. The realization that your would-be master of the deadly arts in helpless in the face of chain mail. Some of us give up monks then and there as underpowered. Some of us build smarter. But there's another option. What if we made a virtue of it?

The conventional wisdom would tell us that a warrior lives and dies by his ability to hit stuff. To put into numbers what we all know intuitively, the efficacy of an attack is, with some exceptions, proportional to the chance of a hit times the average roll of the damage dice. At early levels, when every to hit number is high (15 or more against a simple grunt with less than 100gp of protection), this means BAB normally dwarfs all else. (Dwarves all else?) For an AC requiring 20 to hit (.05 * avg damage), another +1 to hit doubles the attack's efficiency (chance times average damage, the term I have just now made up: 19 to hit is .1 * avg. dmg). An ordinary situational bonus of +2 triples the efficiency, and to a well-ordered mind is just as exciting as triple damage dice.

But there is another way, flying in the face of the conventional wisdom -- the Tao of the Nearsighted Monk.

[edit] References

Player's Handbook (3.5e), Oriental Adventures, Unearthed Arcana, Expanded Psionics Handbook

[edit] Game Rule Components

This build requires Lawful alignment.

[edit] Race and Templates

Vanara or Nezumi (for the additional attack with tail spikes). Vanara are assumed for the remainder of the build.

At the cost of one attack, a size large creature could be selected. This would be useful in the context of the build primarily to increase the character's reach and with it, his attacks of opportunity. The increased damage would also be helpful, although the AC hit would hurt.

[edit] Classes

This build uses the Monk (PHB v3.5), the Psychic Warrior (EPH), as well as the Shinto Monk and Shiba Protector prestige classes and the Sohei (OA).

[edit] Feats

[edit] Early Feats

Improved Unarmed Strike

Blade Defense (1st) (+2)

Weapon Focus (Naginata) (1st)

Combat Expertise (BAB +5) (1st)

Overbear [General, Fighter] (1st) (+2)

Pole Fighter (1st)

Combat Reflexes (2nd)

Improved Unarmed Combat (2nd)

Monkey Grip(3rd)

Power Attack (3rd)


Dodge

Deflect Arrows

Sidestep Charge

[edit] Late Feats

Two-weapon Fighting

Improved Two-weapon Fighting

Greater Two-weapon Fighting

Iron Fists

Roundabout Kick

Flying Kick

[edit] Traits

Reckless (+1 damage, -1 to hit)

Cautious (+1 AC when fighting defensively, -1 save vs. fear)

[edit] Flaws

Murky-eyed (role miss chance for concealment twice)

Shaky (-2 to ranged attacks)

[edit] Spells, Powers, Items

Deep crystal weapons:

Tail spikes, large

Katanas, L (2, for throwing)

Naginata, L (crystal)

Three-section staff, L

Spiked Chain, L

Items:

Monk Belt

Pearl of Wisdom +6

Gloves of Dex (or other Dex booster; needed for Greater Two-Weapon)

Amulet of Fists


  • Deep crystal weapons can be charge with psionic energy as a free action. The weapon so charge gets +2d6 on its next successful hit. A charge lasts for one minute or until used, and costs two power points (EPH).

[edit] Miscellaneous

This build makes use of several optional rules from Unearthed Arcane including the use of traits, the use of flaws, and fractional BAB+ advancement.

[edit] Progression

Initial scores (32 point buy):

Vanara (-2 Str., +2 Int., +2 Wis.)

Str: 12 Int: 13 Wis: 18 Dex: 16 Con: 10 Cha: 9

ECL Class/HD/LA Feats Special
2nd Sohei 1 Weapon Focus (Naginata), Pole Fighter, Blade Defense, Combat Expertise ki frenzy 1/day
3rd Monk 1/Sohei 1 Improved Unarmed Strike, Combat Reflexes Monk abilities
4th Monk 1/Sohei 1/Psychic Warrior 1 Sidestep Charge Inertial Armor, +1 Str
5th Monk 1/Sohei 1/Psychic Warrior 2 Power Attack Precognition (Defensive)
6th Monk 2/Sohei 1/Psychic Warrior 2 Defect Arrows Evasion
7th Monk 3/Sohei 1/Psychic Warrior 2 Dodge Still mind
8th Monk 3/Sohei 1/Psychic Warrior 2/Shinto Monk 1 Alertness Touch the Void Dragon, +1 Wis
9th Monk 3/Sohei 1/Psychic Warrior 2/Shinto Monk 2 Two-Weapon Fighting Detect evil, Smite evil, speak to the soul
10th Monk 3/Sohei 1/Psychic Warrior 2/Shinto Monk 3 Iron Will grasp the earth dragon
11th Monk 3/Sohei 1/Psychic Warrior 2/Shinto Monk 3/Shiba Protector 1 Improved Two-Weapon Fighting grasp the earth dragon
12th Monk 3/Sohei 1/Psychic Warrior 2/Shinto Monk 4 Roundabout Kick Purity of Shinsei, +1 Wis
13th Monk 3/Sohei 1/Psychic Warrior 2/Shinto Monk 5/Shiba Protector 1 Flying Kick Channel the fire dragon
14th Monk 3/Sohei 1/Psychic Warrior 2/Shinto Monk 6/Shiba Protector 1 Iron Will Great Silence
15th Monk 3/Sohei 1/Psychic Warrior 2/Shinto Monk 7/Shiba Protector 1 Fists of Iron, Greater Two-Weapon Fighting +10 to acrobatic skills, Steal the air dragon

[edit] Highlights

Five attacks per round at ECL 1; base, ki frenzy, monk flurry, an off-hand strike, and tail spikes. The combination of a reach weapon (the naginata) and the Combat Reflexes feat adds additional attack chances.

At ECL 15, nine attacks per round; all of the above plus 2 BAB, and 2 from TWF feats.

AC, sample progression: Inertial Armor (+4), Dex 16 (+3), Wis. 18 (+4), feats (+2), trait (+1)

Defensive Fighting (+2) = 26

2nd: CE +1, 5 ranks Tumble +1 = 27

3rd: CE +1, Gloves of Dex (+3) = 31

4th: CE +1, Dodge (+1) = 32

5th: Wis 24 (pearl) +3 =35

[edit] Munchkin-Size Me

For a low-level monk without the multiple attacks and crippling attack penalties, see my Armed Monk.

[edit] Side Notes

[edit] Limitations

With five attacks per round, the build has about a 25% chance to score a hit on the toughest opponents. He also has a 25% to score a hit on a roaring drunk village idiot struck from behind. In a fight with no really tough foes, the monk will not shine.

His AC is excellent but a lot of it is dodge AC. He must not be flanked or caught flat-footed, or he's toast. If that's an unacceptable risk, trade out three levels of Shinto Monk for Heshin Mystic. That monk prestige class gets an uncanny dodge equivalent at third level.

[edit] DM Counters

If the DM feels that it is abusive to rack up negative attack modifiers, he has many recourses. He could houserule it that a to-hit number of 30 or better requires a confirmed critical hit to strike. He could rule that the extra attacks from ki frenzy and monk flurry don't stack. He could also disallow Pole Fighter, which allows the monk to flurry with a polearm.

In general, though, this build is underpowered, if anything. It definitely games the system -- that's why it's an optimized build -- but a guy who hits once or twice every five rounds is not going to unbalance your game.

[edit] Miscellaneous

[edit] Combat Tactics

The nearsighted monk will typically chose to fight defensively (-4 to hit), max out Combat Expertise (-5) and max out Power Attack (-5). Considering the penalties for wielding large weapons (-2), weapons in which he is not proficient (-4), and two weapons without two-weapon fighting proficiency (-8/-4), it is safe to assume the monk hits most targets only with a natural 20 on the attack roll. With significant damage on a successful hit (+5 for Power Attack, +2d6 with a crystal weapon, 2d8 + enhancement bonus if he hits with the naginata) and five or more chances per round, this means the the build is, paradoxically, a very consistent damage-dealer. Regardless of the AC or the target, regardless of any situational modifiers, the monk will inflict at least 20 points of damage every few rounds.

Eventually, the monk is going to want to move beyond the 5% success rate strategy. He or she can and should go back and forth as to the weapons and attacks used, depending on the characteristics of the opponents. Still, at some point the player will want to shift from strategically maximizing attack penalties (because the penalties are tied to benefits, and the penalties don't affect the hit chance, which is already as low as it can go) to minimizing them, like a normal DnD build. I suggest ECL 13, when the player takes a level in the Shiba Protector prestige class. This gives him bonuses to attack and damage from Wis, stacking with Str and or Dex. Assuming the character has acquired a Pearl of Wisdom, as advised, this will give him an instant +7 on attacks and damage, and with that to strengthen his resolve, he can put away his exotic weapons and come out of his defensive crouch. Looking forward, he meets the prerequisites of the Bear Warrior prestige class (OA), whose 1st-level +8 Str bear form is always a boon to the monkish set.

[edit] Other Options

For an example of how to navigate the early levels without weapons, see Survivor Monk (DnD Optimized Character Build). For the end of the rainbow in optimizing the unarmed monk, see Ultimate Monk.

For general ideas on optimizing 3.5E monks, see "Ten Steps to Your Broken Monk" at the end of the Survivor Monk (DnD Optimized Character Build) article.



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