I used a monk for my first run through of the main campaign. PF monks are great - there flurry has almost not attack penalty compared to a regular fighter and they get immunity to poison, disease as well as magic resistance etc as they level. The ki point pool is also very cool +1 melee attack at highest bonus, or host of other abilities. Their blows can also get through DR magic/cold iron/silver/adamantine as they level…in PF P&P game you can cast align weapon on their hands, but I don't think that works in the game (or there is no spell?). One negative - they only do bludgeoning damage - so either you need some special ability that can transform that or you can use a monk weapon (like sai etc) that can do slash or pierce to deal with creatures that have high DR or immunity to bludgeon (but then you lose the unarmed DR - as far as I know). And monks have great saves ;-) A good choice really…
Yeah, PF Monks look pretty good! Monk is a class I've always been interested in but never really played because I don't like the restrictions on gear and alignment.
Do you think it's better to take all 20 levels as Monk or do you prefer a multiclass build? I remember in NWN a friend made a cool druid/monk build who could fight in dragon form with Flurry on his claws.
I actually haven't even looked at druids yet! Do they get dragon form or anything cool like that? Do you think a monk/druid like that would be possible?
In Pathfinder and 3.5 rogues are very capable party members if they are built right. Sneak attack damage gets to a very solid amount. I think a dip into duelist and "Accomplished Sneak Attacker" feat to ensure sneak attack stays at max should work out well.
The other option is to take one level of rogue (and pick up the sneak attacker feat) and 3 levels wizard and then go arcane trickster for 10 levels and the rest back to wizard. That combination has basically full spell progression and sneak attack damage on spells.
Sneak attacks seem to happen fairly often, too, without even trying. I can see it being a very worthwhile ability.
This is pretty much what I'm doing with Octavia! I noticed pb say somewhere about ranged ledgermain allowing multiple attempts to pick locks and after picking it up I think it's something you definitely always want in your party.
I think I might start this soon to see if it is any good. Is there anything I absolutely must know before I start. I mean I don't want to spoil the game but sometime there are things one really should know in advance… Also should I play on easy, normal, hard, … ??
Have a look at the options when you get there, but Normal gives you 20% Damage Reduction and Challenging is 0% and probably the closest to tabletop rules.
You can sort of make it easier just by save scumming, anyway. Quicksave after every encounter and reload if someone fully dies because res scrolls are too expensive. That's a money cheat, right there. If I bought an 8000g scroll every time someone died I'd have 0 gold and a fully dead party.
Also, most big monsters will have a chest or dead body behind them you can just sneak in and loot. I've found some really good items like this. Then you come back later for the boss.
I play where a full rest clears all bad conditions. Just seems like busy work to me if that's not checked.
This seems like a huge advantage to me. It might be busy work to restore all your ability score damage when you're safe in the capital and have to rest 2 or 3 times for your 3 Lesser Restoration spells, but when you're risking camping with no supplies in a poison cloud filled swamp while everyone is close to dying from being reduced below 0 Con it's cheating to fully restore everyone in one rest without even memorizing one restoration spell. Much, much easier. Which is, of course, fine if you're after a more casual experience.