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I'm AFB but without any other feats I think it would be this:
Only TWF would be:
with flurry you get -2 to every attack:
not so sure although.
Remember flurry gives you an additional attack at the highest BAB from level 11 onwards. Also no idea where your 3rd attack at -5 is coming from.
Full TWF Tree:
Flurry (with full BaB):
Flurry and TWF:
Flurry and full TWF Tree:
If you really want to go crazy on attacks/round i'd suggest to look into ToB, the tiger claw manouvers and stances are awesome for this.
A Warblade 16 / Broodclaw master 4 // Monk 20 with the TWF tree can do:
+20/+20/+20/+20/+20/+20/+20/+20/+15/+15/+10/+10/+5, plus bite and two claws (+20, +18 or +15 depending on feats), gaining an extra attack for each critical threat (lightning maces feat) and gaining a cumulative +1 hit / dam for each critical hit scored. And that's not even optimized.
For all builds consider an extra attack at full bonus from haste.
Last edited by docnessuno : 10-30-2012 at 08:03 AM.
First, please don't start threads with ideas you don't support just to see what reactions you get. That's almost the definition of trolling.
Second, the whole "blue text" thing is not a forum rule or even a recommended procedure. If someone wants to do it in their own posts, fine, but everyone should stop telling people that they "need to" or "should have" posted in blue just because they're being sarcastic/ironic/whatever.
Well by level 20 you'll have a haste item for a 5th full BAB attack, and those are the ones that matter the most. Scout rewards the ability to move at least 10 feet and full attack, moving 100 feet isn't really related. I'm surprised how poor people's understanding of monk synergy in general is. What is related are the large number of high attack bonus attacks and bonus damage. You can also get sparring dummy of the master for 10 foot 5 foot steps on a monk, that's related.
A TWF monk works well with effect per hit abilities such as bonus damage and tripping. You might want to wield 2 kamas for trip + skirmish damage. Disarming works well too if you expect a lot of humanoid opponents. Potions of enlarge person help both a lot, and potions of mage armor help monks in general. There's also spell storing, poison (mainly levels 5-10), and many other per hit effects you might look into. And favored enemy of course. It will be hard to maintain a good AC especially since you need a strength focus to trip and deal even more damage, but if you include disables like tripping that should protect you well enough. Might as well throw in a stunning fist on a kick or ki focus weapon, going back to the kamas for remaining attacks.