So it strikes me that there are quite a few Black Belt fans out there. It also strikes me that a great many of you think the monk is a worthless class in 3rd edition D&D. I present to you a formula (thoroughly researched
) to make your monk completely bad-ass to the extreme max.
[formula lost to the mists of time, but basically it's about how far a monk can run with a bunch of buffs and stuff in order to make a flying kick (which can be made as long as a monk can run)]
If you follow this formula, your monk will be able charge from 320 feet away, and deliver a flying kick which will do 2d12 + 40 points of damage and leave the target stunned for one round, and nauseated and unable to move for the next. I’m assuming your monk is 15th level. It’s not impossible to make this work at lower levels, you probably just won’t have the same range or damage. It’ll still be impressive though.
Spells needed: Cast Divine Wisdom, empowered, at the beginning of the day. This will give 6 points of Wisdom. DW is from Relics and Rituals; the spell is not necessary, but very useful, since WIS adds to both stun DC and the monk's AC.
Essential items: Potions of True Strike Monk's Belt (for Haste) Sandals of the Tiger (from S&F) with layered Boots of Striding and Springing. (This second power will cost you double because it is added to a slotted item (see the DMG), but since the power costs all of 1000 gp for a mage to create, you'll end up striding for 2000 gp. The best deal in the game). Ki Straps (from Sword and Fist)
Feats required: Pain Touch Power Attack
This is how it all breaks down:
Round 1: The monk hastes himself (monk's belt) Round 1 partial: The monk drinks a potion of true strike.
Round 2: The monk launches a 320 foot flying kick. Her base move is 80; the striding makes it 160. Doubled (for a charge), this is 320. The flying kick (based on the Sandals) does double damage, so 1d12 + 10-15 (power attack) + 5 (strength bonus) * 2 = 2d12 + 40.
But the real fun is in the stun. Save DC is 10 + half monk's level ( 7 or 8 ) + wisdom bonus (5 at least, see Divine Wisdom), + 5 (Ki straps). Our monk, who started with an 18 wisdom (raised to 24 by the DW), delivers a stun with a DC of 10 + 8 + 7 (wis) + 5 = 30.
When they're stunned, they're out of combat for 2 rounds, because of the pain touch feat. What's great about this tactic is that you can basically do it once every round, since your save DC is 30 for the stuns. The extra damage and distance for the charge is neat, but what really hurts is having a monk keep half of the opposition stunned / nauseated during a fight.
Also note that anyone who fails that 30 DC save is vulnerable to sneak attack damage from rogues. Have your rogue delay until just after the monk goes for maximum Destroying the DM’s Campaign Effect.