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Monk
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Grade: A ... The most interesting class in the game
Best Races: must be Human
Best Weapon
Proficiencies: Scimitar and 1 weapon style. However, the Monk's best weapon
is his fists, which he uses only when you have no weapon
equipped. He is automatically considered "proficient" in
no-weapon fighting.
Max Level w/
Experience Cap: 21 ToB: 40
General Information:
Monks are warriors who pursue perfection through contemplation as well as
action. They are versatile fighters, especially skilled in combat without
weapons or armor. Though monks cannot cast spells, they have a unique magic
of their own. They channel a subtle energy, called ki, which allows them to
perform amazing feats. The monk's best known feat is their ability to stun
an opponent with an unarmed blow.
Advantages:
- The monk can make one unarmed attack per round; he gains one additional
attack every 3 levels.
- As the monk increases in levels, the damage his fists inflict does as
well:
- Level 1-2: 1-6
- Level 3-5: 1-8
- Level 6-8: 1-10
- Level 9-14: 1-12
- Level 15+: 1-20
- A monk's natural armor class gets better as he goes up in levels. His
armor class starts off at 9, and then decreases by 1 for every 2
levels.
- Stunning blow, once per day for every 4 levels. All attacks in the next
6 seconds force the victim to save or be stunned. Note: This special
ability automatically modifies a monk's normal attack, no targeting
needs to be done.
- Monks have the Deflect Missiles ability. This gives them a -1 to their
AC vs missiles for every 3 levels.
- The monk gains a +2 to save vs. spells.
- A monk starts off moving at +2 move, then +1 move every 5 levels.
- 5th level: Immunity to all diseases, and cannot be Slowed or Hasted.
- 7th level: Lay on Hands to heal 2 hit points per level.
- 8th level: -1 to speed factor.
- 9th level: +1 to all saves. Immune to charm. The monk's fist is
considered a +1 weapon (+2 at 12th, +3 at 15th).
- 11th level: Immune to poison.
- 12th level: Another -1 to speed factor.
- 13th level: Quivering Palm spell once per day. This spell gives them
one hand attack. If they hit an opponent, the opponent must save or
die.
- 14th level: The monk gains 3% magic resistance per level (ie. 42% at
14th level).
- 20th level: Immune to non-magical weapons.
ToB:
- 21st level: +1 AC
- 24th level: +2 AC
- 25th level: Fists become +4 weapons
- 27th level: +3 AC
- 30th level: +4 AC
- 35th level: +5 AC
- 40th level: +6 AC
Disadvantages:
- The monk cannot wear armor.
- A monk can only uses weapons available to the thief class (except 2
handed).
ToB:
- Magic Resistance capped at 78%
Pro: Just one look at the massive "Advantages" list gives you an idea on how
powerful this class is. Let's go through the better abilities, in no
particular order.
First, although the Monk can wear no armor (actually, with the proper
stats, he CAN wear Keldorn's default armor), he has a natural AC that
improves 1 AC point every 2 levels. His AC starts at 9 and continues
to improve. At the beginning of the game (Level 7 or 8) you'll have
6 Base AC. By the 21st (and final) level his AC will be at -1. Then
add into that the DEX bonus (possibly +4 to AC) and you get -5, then
realize you can wear Cloaks, Rings and so forth and maybe you drop your
AC down to -7 or -8. As such, the only time you will worry about AC is
at the very beginning of the game, as soon as you start gaining levels,
your monk toughens up.
Secondly, the monk requires no weapon to be deadly. At the start of
the game, his fists are as efficient as a Katana (1d10), at level 9
they improve to Greatsword level (1d12 +1) and by the end of the game
it's up to the level of TWO katanas (1d20 +3). Not only that, but you
gain 1/2 attack every 3 levels. This means you start the game with 2
attacks, and by level 9 you get 2.5, 12 has 3 attacks, 15 3.5, and at
level 18 you get the final 4 attacks per round. (4 * (1*20 +3) = 92)
All this adds up to a possible maximum of 92 damage per 6 seconds of
combat, without even using any weapon at all.
The Monk runs on the Priest experience table, meaning two things, they
level up faster than the Fighter and can get up to a higher level as
well. (Fighters max out at level 19, Monks can get up to 21)
The Monk has a great many special abilities, immunities and so forth.
It has the Stunning Blow that stuns an enemy for the next 6 seconds.
Not the best of abilities, but a better one comes later at level 13
when he gains the Quivering Palm attack, which can automatically kill
any monster, including dragons. (the target can Save, of course)
Further, the Monk is immune to all sorts of things (at various levels):
Disease, Haste (not good), Slow, Charm and Poison. Monks can Lay On
Hands to heal themselves at 2 HP/level, for a Maximum of 42 HP at the
end of the game (and about 14 at the start). The best abilities come
at the end when the Monk gains Magic Resistance (14th level) and
immunity to all non-magical weapons (20th level).
These are just the most significant abilities. Don't forget that since
Monks are somewhat Priests, they can cast Priest spells, not from
memory but from Scrolls. Which means that if you buy the scroll ahead
of time, your Monk could Raise Dead, Heal, or any number of functions.
The monk can also: Find Traps (not disarm, just find), Hide in Shadows,
and moves faster.
Con: The only real problem with monks are how weak they are at the start of
the game. They start with an AC of about 5 (with the DEX bonus, of
course) and can wear no armor. This makes them weak as a kitten in any
battle. It won't be long before your Monk has to disengage from combat
and come hide.
Although it is nice to have such deadly weapons without having to
actually buy or equip anything, you must realize that at best, these
are +3 weapons, and there are several monsters that require +4 or more
to hit.
Pro Rebuttal: There are very few monsters that require a +4 to hit.
Kangaxx is one. And you should have other people in
your party who can use +4 and +5 weaponry. Remember,
at 1d20+3, the monk's DEFAULT weapon is the most
powerful weapon in the game. The next most powerful,
Carsomyr is a 1d12+5, meaning the monk does 6 more
damage.
The Monk cannot be Hasted, which can result in some odd problems when
you haste your entire party. While everyone else is running at twice
the speed and getting +1 attack/round, the Monk is now moving at 2/3
the speed of everyone else and getting behind.
Pro Rebuttal: A VERY small price to pay for all the Monk's wonderful
abilities.
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