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Feat progression for my pure Monk


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#1
Skafsgaard

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Hey guys!I'm going to play a Gray Orc unarmed pure Monk for a co-op romp through the original campaign, with my buddy playing a Drow Ranger.My ability scores are going to be the following, with the + symbol indicating where I intend to allocate additional ability score points gained throughout the game:

STR: 18 +4
DEX: 15 +1
CON: 12
INT: 6
WIS: 18
CHA: 6

Now, I'm wondering about which feats I should take. I'm going to focus on getting as many hits in as possible with my character, and thus Circle Kick and Cleave will be essential. As such, I'm debating with myself whether I should get Luck of Heroes or not. On one hand, it's a great Feat that will give me more AC (and AC that can't be negated, unlike Dodge), but on the other hand it will slow down the rate at which I'll be able to get both Circle Kick and Cleave. Essentially, my initial feat progression will look either like this:

LVL1: Luck of Heroes
LVL3: Power Attack
LVL6: Circle Kick
LVL9: Cleave

Or like this:

LVL1: Power Attack
LVL3: Cleave
LVL6: Circle Kick
LVL9: Probably Great Cleave

So, what do you guys think?

Much appreciated! :)

Modifié par Skafsgaard, 15 juin 2012 - 10:23 .


#2
Arkalezth

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Circle Kick is crap since it changes targets, and that's a bad idea. Cleave is good when you have few attacks per round, but monks have a lot and you can't use Power Attack and Flurry at the same time, so I recommend passing on it as well.

Feats you should look for: Luck of Heroes, Weapon Focus (Unarmed Strike), Improved Critical (Unarmed Strike), Blind Fight. Also Finesse if DEX based (not the case). The rest can be spent on PrC requisites, Extra Stunning Attacks, Toughness, or whatever.

Modifié par Arkalezth, 15 juin 2012 - 10:36 .


#3
Avalon Aurora

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I hope your buddy is taking the social skills, because using NPCs for them in the OC is impossible without mods, and even then confusing and unreliable.

Power attack line is bad for monks because of reasons noted by Arkalezth and they only get 3/4ths BAB and can't really afford the to-hit penalties of power-attack, while cleave and circle kick don't really have much synergy with their other abilities. Unless it is a pre-requisite for something, I un-rec toughness, the boost to hit points is too small to matter except at very low levels. Weapon Focus (unarmed strike) however is wonderful, making all those attacks that would have missed by one over your career be a hit and particularly helpful on someone taking too hit penalities earlier on for flurry of blows, and someone who is rolling more attack rolls, and Luck of Heroes is awesome, especially on a Monk where it boosts your already great saving throws nearer to godly levels, allowing your clerics to focus more on other party members and you to aggro enemy mages with little fear.

Only take extra-stunning if it is a pre-requisite or you are actually regularly using stunning attacks, and semi-regularly resting. One warning is that there is a glut of enemies in the OC towards the end who are immune to stunning attacks (undead), so be prepared for that. Stunnning enemies is awesome though.

Blind-Fight also gets you though some of the few conditions mages can affect you with ignoring your awesome saving throws and various immunities at higher levels, like invisibility and darkness and such. So yeah, I agree with Arkalezth for the most part, just with more details to help your decisions.