Page 1 of 1
Help With a DG Monk Decoy Build?
Posted: Sun Oct 12, 2008 1:40 am
by Rhombul
My first party will have a tank,(F4/Barbx), SD battleguard of Tempus, Human Morninglord of Lathander, Human Sorc, and an undecided wiz. I'm working on my decoy, a DG monk.
Stats:
16/18/20/3/18/1
I'm aware that I'll have to keep the monk well protected in the beginning, which I think I can do with the Barb and bg of Tempus. I'm looking for some advice on levelling and feats. Any input is appreciated for this newb, thanks.
Posted: Sun Oct 12, 2008 5:56 am
by kmonster
Deep gnomes get only 74 stat points, not 76.
Levelling advice is simple, just take monk levels and raise strength, con, dex or wis.
I'd start with the dodge feat and take power attack, cleave, rapid shot, improved critical and dirty fighting afterwards. If you want more hitpoints you can take toughness at the start, the offensive feats aren't earthshaking, especially for a character 3 levels lower than the rest of your party.
Posted: Sun Oct 12, 2008 5:34 pm
by Klorox
Get that Monk's INT to 13. You can't be a good decoy without Expertise.
I know they look like crappy characters, but a DG Monk isn't about dishing out the damage.
Posted: Sun Oct 12, 2008 6:17 pm
by kmonster
I don't think it's worth taking 13 int for expertise. With the monk and deep gnome bonuses your monk's AC will be about 10 better then your tank's which should be enough for normal mode, especially with buffs from your casters.
It might be worth considering starting with only 12 strength, so you can max out dex, con and wis and taking toughness instead of power attack and cleave, but the price for expertise (one feat, 10 stat points (you'll have to lower AC or HP for this since 2 str isn't bearable) and -5 to hit) is too high.
Posted: Sun Oct 12, 2008 7:44 pm
by Klorox
I'm of the opinion that if I am going to play a decoy, I want him to be the best decoy possible. The other stats don't matter.
And 5 points to your AC makes a huge difference.
Posted: Mon Oct 13, 2008 5:46 am
by kmonster
If you have the goal of reaching as high AC as possible adding expertise is consequent, but for playing a normal game it's not worth the costs, especially since you can get perfect AC without this bonus for most enemy attacks.
Posted: Mon Oct 13, 2008 1:01 pm
by Claudius
Personally I'd take int 13. I'd also build in 6 levels of illusionist which will grant Several Mirror Images and Blinks. Plus some chromatic orbs. Those spells will increase the tanking power beyond that afforded by needing a 20 to hit the high AC. not to mention defense against AOE spells in case you miss a SR check. Actually straight illusionist might be a good class for a normal mode AC tank because you would actually have some useful spells. Or maybe shoot for illusionist 6 Fighter 8 for 11 BAB 3 attacks.