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Solo Monk

:D 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.

Comments

  • NnimrodNnimrod Member Posts: 15
    Well just arrived in Kuldahar Pass, and this is about as boring as it gets. I just attack stuff until it dies and then go rest. No point in accumulation of wealth, as there's nothing to buy when you're a monk. Although, I imagine there's something to buy for monks in Kuldahar.

    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.
  • FardragonFardragon Member Posts: 4,511
    You can rest in the cave. I've never been ambushed there. Stupid orcs.
  • NnimrodNnimrod Member Posts: 15
    Fardragon said:

    You can rest in the cave. I've never been ambushed there. Stupid orcs.

    Yeah - and I did rest there some while clearing it out, but the ogre party follows you around once you agro it.

    And you can still get attacked while resting in the cave.
  • GamingFreakGamingFreak Member Posts: 639
    "nothing to buy as a monk"!? What about all those poor, lonely throwing knives just sitting there, waiting for some low-level monk wanting some nice missile weaponry with moderate APR (2 APR to be specific) that can help you through the first few levels!? What about all those amazing potions of defense and the glorious potions of freedom or antidotes to help offset horrible ailments and deteriorating health!? Are those not WORTHY of your large wealth!?

    You should be HONORED to splurge all your wealth on such various items of import, as the monk's life is a humble one!
  • NnimrodNnimrod Member Posts: 15
    God said:

    The monk might want to go on some sort of pilgrimage to Lonelywood in order to acquire a pair of bracers that were commissioned for a famous martial artist. These, along with the modest experience boost from completing some simple quests before being allowed to return to Kuldahar, would be of great help to a young monk. It has to be kept in mind that a large sum of gold may be required, as the church of Waukeen is not a charity and requires substantial coin in exchange for said artifact; the Burial Isle, however, holds many treasures, most of which an entrepreneurial monk could easily monetize. A few invisibility potions might be handy as well, should one be not-so-very-confident of one's sneaking abilities.
    I'll definitely visit the barbarians when I'm strong enough :) Thanks for the tip. I knew there were a couple high dollar shops there, but didn't remember what they sold.

    @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 :)
  • NnimrodNnimrod Member Posts: 15
    I just arrived in Kuldahar.

    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.
  • OlvynChuruOlvynChuru Member Posts: 3,079
    I don't think I'm going to solo as a monk if it means I'm going to have to fight with weapons. I'm not saying that Beamdog should make it so that monks can't use any weapons; it's just that using weapons as a monk feels wrong to me. That's my own problem, not the game's problem.
  • NnimrodNnimrod Member Posts: 15

    I don't think I'm going to solo as a monk if it means I'm going to have to fight with weapons. I'm not saying that Beamdog should make it so that monks can't use any weapons; it's just that using weapons as a monk feels wrong to me. That's my own problem, not the game's problem.

    Completely agree. I think, in my ideal D&D CRPG/IWD3/fictional fantasy game, monks would have the option of wielding some special, monk specific weapons. Like some staves, kamas, nunchaku, etc... These would be present in both normal and enchanted varieties.

    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.

  • GamingFreakGamingFreak Member Posts: 639
    One of the few things I prefer about NWN1/2 monks is that they can use quarterstaves, and in fact are encouraged to use them for early levels (that or daggers, kukri, or whatever random weapons monks can use). I actually have a few ideas of my own for a monk kit, but sadly no knowledge of how to make one.
  • DreadKhanDreadKhan Member Posts: 3,857
    Nnimrod said:

    I don't think I'm going to solo as a monk if it means I'm going to have to fight with weapons. I'm not saying that Beamdog should make it so that monks can't use any weapons; it's just that using weapons as a monk feels wrong to me. That's my own problem, not the game's problem.

    Completely agree. I think, in my ideal D&D CRPG/IWD3/fictional fantasy game, monks would have the option of wielding some special, monk specific weapons. Like some staves, kamas, nunchaku, etc... These would be present in both normal and enchanted varieties.

    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.

    3.0 made Monks the undisputed king of extra attacks, but offset this by making them really inaccurate. Seriously, they were mook killing machines, but suicide vs a boss usually. 3.5 really made them worth using.
  • RedViiperRedViiper Member Posts: 48
    DreadKhan said:

    Nnimrod said:

    I don't think I'm going to solo as a monk if it means I'm going to have to fight with weapons. I'm not saying that Beamdog should make it so that monks can't use any weapons; it's just that using weapons as a monk feels wrong to me. That's my own problem, not the game's problem.

    Completely agree. I think, in my ideal D&D CRPG/IWD3/fictional fantasy game, monks would have the option of wielding some special, monk specific weapons. Like some staves, kamas, nunchaku, etc... These would be present in both normal and enchanted varieties.

    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.

    3.0 made Monks the undisputed king of extra attacks, but offset this by making them really inaccurate. Seriously, they were mook killing machines, but suicide vs a boss usually. 3.5 really made them worth using.
    And pathfinder expanded on that. Crazy immunities, high AC, and cool combat style abilities.
  • GamingFreakGamingFreak Member Posts: 639
    Monks are a prime example of a character that gradually get better. Yes, you become one of the best front-liners in the game using only your bare hands... BUT YOU HAVE TO *EARN* IT!

    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.
  • DreadKhanDreadKhan Member Posts: 3,857
    edited November 2014


    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. :D

    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.
  • GamingFreakGamingFreak Member Posts: 639
    hmmm, I wonder, if I pitched the idea in the mod section about the Tattoo monk, maybe someone would be inspired to make it? If I had any modding knowledge at all I'd make it myself, but the thought of poison fists, the inability to fatigue, smite foes, self-haste, and other general party buffs sounds so appealing.
  • DreadKhanDreadKhan Member Posts: 3,857
    You can also go without food! Which is really cool but useless. Tiger was strongish for an unarmed fighter, Lion was cool but iirc, the ability wasn't was free action technically, so it was an unfortunate oversight. Might have been erated, seeing as it was a screw up. Scorpion was always a favourite of mine, very nice defensive buff. Spider was cool, but how often would you have a high cons monk? I did, but that was a DR monk.
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