Solo Monk
Nnimrod
Member Posts: 15
got bored, wanted something kind of low key/mindless, so I'm going to solo normal difficulty with a Monk. I'd tell you about my character build, but there really isn't a build because of the *** 2e rules.
I'll update as I go along. For the record, I imagine I won't be able to complete the game.
I'll update as I go along. For the record, I imagine I won't be able to complete the game.
8
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Combat wasn't difficult, although I should note that the Ogre heals if you leave the cave area and go back to Easthaven to rest. So instead of trying to kill him first, kill the orcs. Because you can kill one or two, and then go rest. Rinse and repeat until it's just you and the ogre. Much easier then Although killing him with all the orcs there is possible - just have to succeed with stunning blow on both attacks (You get two attacks per round at level 4) and roll well on the damage.
Arriving in Kuldahar Pass I'm level 4 with 11,420 XP.
And you can still get attacked while resting in the cave.
You should be HONORED to splurge all your wealth on such various items of import, as the monk's life is a humble one!
@GamingFreak Yes, I'm sure I can find something to buy from Oswald - I'm also planning an IWD 2 run atm. Oswald drops you off a very nice potion conferring permanent stat boosts about half way through that game. What a guy
Unfortunately I'm too dumb for the dialogue options that give you the ogre's quest, so I just killed him for 270xp. Easily done with stunning blow.
Also, the northern pass to the area with tons of goblins - I didn't clear that, as it would be too difficult with only 3 AC. I can come back at a later date for them.
Upon entering Kuldahar I was level 5 with 14,900 XP. I have a little bit of treasure as I haven't sold anything yet. I can improve my reputation in kuldahar by donating to the temple and completing the quests, this will allow me to sell it for a little more.
Then you just need to find a way to differentiate them from normal weapons that a fighter or barbarian would use. That could be done by making the weapons weaker (like 1d4 for kamas that must be dual wielded), but giving the monk access to special monk specific feats. Here's an example that took me about 15 seconds. I'm sure someone better than I could come up with less cheesy names ^.^
Whirlwind Strike - A monk can use whirlwind strike while wielding a monk staff once a day (with an additional use at 11th, 15th, 19th, 23rd, and 27th level) to strike all opponents within 8 feet with one standard attack. This attack takes one full round.
Prerequisite: 7 Levels of monk, must have monk staff equipped.
Monks could have a whole bunch of feats like that available for them, and they just choose the ones they want, and not the ones they don't. There could be feats for weapon styles (like the staff feat I made), unarmed feats, and specifically defensive feats. And the monk just gets one of these monk specific feats every several levels (something like 1 every 4 levels). And the weapons should be balanced to not be unequivocally stronger than unarmed combat.
My ideal D&D game would probably feature a variant of 3.5E rules and turn based combat.
Level 1 monk? Flops every time he tries to strike his opponent, maybe even breaking his hand on some armored opponent. Higher level monks? Either they toned their bodies to hit like bricks, or channeled their ki to make precision strikes. Some even become ninjas or learn to cast spells as elemental masters.
I did enjoy the idea of using one with Antimagic gear though. Iirc, Magebane Manacles create an area of antimagic around you, so you would be fine grappling a mage.
3.5 had Monk Styles in Unearthed Arcana, and some interesting alternative options. I found the DR monk cool.
Edit: Tatooed Monk was 'cool' too in 3.5. You could make some really nifty multiclasses that were unique, I loved the Bloodhound/Tatooed Monk/Ranger I worked out. Crazy tracker, utterly relentless. Certainly not overpowered, but very solid.