Why do you need skills in Concentration for a monk?
I always just dumped it into Tumble, Heal, Hide and usually Lore. I never use Move Silently or Hide really....but Concentration?
Also, Spot and Search were always worthless skills to me for some reason. I always ran over the Traps, I don't think I ever got killed by one. Most of the time I roll high enough save against the damage anyways.
I might be missing here something... care to explain?
Monks has spell-like and supernatural abilities that can provoke attacks of oppertunity that concentration helps get around, plus it fits in-character for a monk to be able to concentrate.
Even ignoring that and removing it, as you mentioned you still have heal and lore, which even if you consider them secondary, you still need points to put in.
As to spot/listen, they are always useful against hostile sneaks, and hide and move silent are always useful for a character that has them, especially when you consider that monks won't have any armor check penalty.
But it comes down to playstyle, if you want to play a tanking monk who is only built around damage, than hork is relatively good, but if you want to build a more rounded character who isn't a one trick pony, you need more skill points, and therefor not a hork.
- Peregrinus Canas Delenda Est! Remember to use the Dasaria Wiki!
Zephis wrote:Also dont forget, no matter how low your int, you allwas recive the base amount of Skillpoints per level...
No, no, and no. You always recieve a minimum of 1 skill point per level, however, a negative modifier does affect skill points, meaning a hork monk who totally dumps Int has a 6, which translates to a -2 modifer, which means only 2 skill points per level, and 8 at first level.
- Peregrinus Canas Delenda Est! Remember to use the Dasaria Wiki!
I always play a dwarf monk with an Int of 10. I really like the dwarf from the RP perspective. Never even thought about playing a half-orc monk. I see your argument about it though. I don't see how you can RP a lawful good monk with a semi chaotic half-orc race, sounds just weird.
Zephis wrote:Also dont forget, no matter how low your int, you allwas recive the base amount of Skillpoints per level...
No, no, and no. You always recieve a minimum of 1 skill point per level, however, a negative modifier does affect skill points, meaning a hork monk who totally dumps Int has a 6, which translates to a -2 modifer, which means only 2 skill points per level, and 8 at first level.
Whoa O.o
No idea..
Every DND game I've played in its always been base skill points + your int modifier if it was positive...
Weird that...
Anyhow other fun thing, Hork Paladin!
It does work!
I've done it, its weird but fun
Other PCs: Haven't touched these in ages: Lok'Tok Lorne Mearesworth Mars Benedict Cpl John Mackev Gutsnikk Lorne Xavier Sunderson Falderhouse Skulltickler Mearesworth Oronar
Dwarfs do rule. Whack 14 int onto that dwarf monk and he will rule even more. For all the reasons Falson said aswell as for the extra feats you can unlock. Improved Disarm is invaluble aswell as the expertese feats to make him very versatile. Aswell as I'm sure there are plenty of other new nifty feats in NWN2 you can play around with! Also I find that a character learning martial arts to begin with should be rather intelligent to a degree, as it's more then just wisdom that lets you fight like that.
I'm more of a human man personlly these days after being elfed out in NWN1, but that's just because I like the RP of a normal standard human in a land full of strange and mythical creatures and beasts. They're also the most adaptable and fit in with any character build very well.
Feats? Feat points don't depend on the Int, does it? I personally still don't see a reason of putting 4 extra points into Int rather than Wis/Dex or Str. Dex gives you extra AC, Str more crap you can carry and hit harder, Dex gives you saves and accuracy.
From my understanding Int has nothing to do with Feats. According to this at least http://www.nwn2wiki.org/Intelligence I am coming totally from number perspective, I don't see how Int has any involvement with RP aspect either.
Int is very important with any caster character and a rogue. Basically all none melee players.
There are many feats that have a pre-requisit of a certain stat, many of the best melee ones have a prereq of 13 Int, and you round that upto 14 so you get the full bonus for skills. Feats like Disarm and Improved Disarm and the Expertiese feats, aswell as Improved KD (But you get that for free anyway as a Monk, or you did...).
And with regards to RP, you don't have to stick religously to your stats, but they should outline a general idea of how your character works. I like my melee fighters to be a bit cunning and smart with tactics and fighting skills, so the extra Int for those feats and skills adds well into my RP.
Note that this is just how I make my melee characters, there are many ways to go about it, I just find adding that small ammount of Int helps a huge ammount with adding versatility to all characters in more then one area.