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Monk : Harming undead etc. with fists

Posted: Fri Jul 19, 2002 9:46 am
by limorkil
At certain levels a monk gets "ki" bonuses to her fists so that she can hit through the damage resistance of undead, demons and the like. I think it is +1 at level 10, +2 at 13 and +3 at 16, or something similar.

Are there any gloves that a monk can get that do the same thing? I know some gloves add elemental damage, but I was wondering whether there are any "Gloves +2" or similar.

The reason I ask is that was thinking of multiclassing my monk and I was wondering how important it is to get the ki bonuses. If I took 4+ levels of a different class then I would not be getting the +2 or +3 bonus until late in the game, if at all. Note that I am not bothered about losing other monk abilities. Quivering Palm feat and above are cheese as far as I am concerned and I don't really need 1d20 fist damage or extra attacks or AC because that is way more fighting power than is necessary.

Posted: Fri Jul 19, 2002 11:06 am
by Datt
THere are gloves of up to +5, but if they let you hit through damage resistance I don't know.

In NWN can you can freely multiclass a monk? I know that in P&P 3E once you leave the monk class you can't come back. Unless it is a prestige class that says you can.

Are you going to be using your fists as your main weapon even though you are multiclassing?

Posted: Fri Jul 19, 2002 12:05 pm
by Phantom Lord
I've never played a monk but usually elemental damage bypasses the protection of zombie lords and the like, like fire, cold or lightining damage if the target isn't immune against the type of damage in question.

Posted: Fri Jul 19, 2002 2:25 pm
by Nygma
I played a monk all the way through. There are +5 gloves, but the description says "+5 to attack". Not sure, but I think the gloves just boost the AB (and maybe add elemental), and don't count as magical weapons like the Ki Strike gives your fists.

About Quivering Palm, I used it several times. I didn't consider it cheese, because the only thing I ever killed was a single Fire Giant (out of what? 150?). Now having loads of the ever reliable Stunning Fist and unlimited Improved Knockdown, on the other hand...

Posted: Fri Jul 19, 2002 2:26 pm
by Sirius_Sam
Just tried this with a new multi-class monk this time through (Wiz1/Druid1/Monk1-18). Figured I would gimp the guy straightaway by killing his XP gains, but I can still use buku low-level spells,scrolls, items and familier/animal companion early on.

Anyway, The gloves DO let you bypass damage resistance. I don't know if there are any generic "+2 gloves" or anything, but "Gloves of the _____ +X" usually add a magical 'to hit' modifier as well as some elemental damage, as well. You can buy the "Gloves of the Yellow Rose +2" from Aribeth very early in chapter 1. I was able to wear 'em and kill the earth mephit in the Peninsula district solo...and I was a 1st-level monk.

S_S

EDIT: A kama is a good choice for a multi-classing monk, as well (fists are still better in the long run). Again, you can purchase a kama +1 early, use it to hit damage resistant creatures and still keep most benefits of your unarmed attacks. You can even dual-wield kamas if you have the right feats :)

Posted: Sun Jul 21, 2002 3:00 am
by Xyx
Originally posted by Sirius_Sam
Just tried this with a new multi-class monk this time through (Wiz1/Druid1/Monk1-18). Figured I would gimp the guy straightaway by killing his XP gains
Actually... With a low level familiar and animal companion you rake in ten times the XP you do without. Thank BioWare for this "nice" XP algorithm...

Posted: Sun Jul 21, 2002 6:28 am
by Phantom Lord
... yes, and the whole game boils down to familiar protection.

:rolleyes:

Posted: Sun Jul 21, 2002 9:50 am
by Sirius_Sam
Originally posted by Xyx
Actually... With a low level familiar and animal companion you rake in ten times the XP you do without.
True, but since I'm intentionally crippling his level progression, it's really not much of an issue. I haven't used a summon for anything except traps since 3rd level.

The summons stay at level 1 so, as Phantom Lord pointed out, I assume you would do nothing more than try to protect your familiar/companion at higher levels. You actually get less XP when using a familiar/animal companion at low levels while still being able to prevent having your a$$ served to you through the early part of chapter 1.

The best thing about putting a single level in wizard/sorcerer or cleric/druid is the ability to use scrolls, IMO. :)

S_S

Posted: Sun Jul 21, 2002 10:37 am
by Phantom Lord
At the moment I'm Ranger 10 / Rogue 6, near the end of chapter 2. This is probably a pretty high level for chapter 2, but from the point I've discovered that familiar bonus early in chapter 2, I've been leveling up pretty fast, exploiting a little respawn situation played a minor role too. ;)

It seems that the level difference between my char and my familiar is pretty constant since I was Ranger 6 / Rogue 5. Having my familiar with me gives me roughly 9.5 times the XP I'd get without him.
The best thing about putting a single level in wizard/sorcerer or cleric/druid is the ability to use scrolls, IMO.
Besides scrolls some of the robes look interesting too for light armor users whith very high dexterity.