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RangerTony
Australia
Приєднався 26 жов 2011
Do Dragons fly using Magicka in TESV Skyrim?
Do Dragons fly using Magicka in TESV Skyrim?
Переглядів: 387
Відео
Musing on the Making of a Master Mage, or How I build a pure Mage in the Elder Scrolls V Skyrim
Переглядів 393Рік тому
Musing on the Making of a Master Mage, or How I build a pure Mage in the Elder Scrolls V Skyrim
Tracking Mancar Cameron | Oblivion Magician #016
Переглядів 211Рік тому
Tracking Mancar Cameron | Oblivion Magician #016
Investigate Mythic Dawn | Oblivion Magician #015
Переглядів 63Рік тому
Investigate Mythic Dawn | Oblivion Magician #015
Rescue Martin in Kvatch | Oblivion Magician #014
Переглядів 137Рік тому
Rescue Martin in Kvatch | Oblivion Magician #014
The Arch Mage, the King of Worms and the Arch Mage | Oblivion Magician #013
Переглядів 181Рік тому
The Arch Mage, the King of Worms and the Arch Mage | Oblivion Magician #013
The Necromancers Amulet | Oblivion Magician #012
Переглядів 221Рік тому
The Necromancers Amulet | Oblivion Magician #012
Retrieving the Bloodworm Helm... Again | Oblivion Magician #011
Переглядів 173Рік тому
Retrieving the Bloodworm Helm... Again | Oblivion Magician #011
Skeletal Guardians in Bruma | Oblivion Magician #010
Переглядів 175Рік тому
Skeletal Guardians in Bruma | Oblivion Magician #010
Vampires and waiting on the Council | Oblivion Magician #009
Переглядів 96Рік тому
Vampires and waiting on the Council | Oblivion Magician #009
Necormances in Nenyon Twyll | Oblivion Magician #008
Переглядів 88Рік тому
Necormances in Nenyon Twyll | Oblivion Magician #008
Probing into Dark Fissures | Oblivion Magician #007
Переглядів 104Рік тому
Probing into Dark Fissures | Oblivion Magician #007
Spell Crafting and Necromancer Hunting | Oblivion Magician #006
Переглядів 138Рік тому
Spell Crafting and Necromancer Hunting | Oblivion Magician #006
Levelling and Enchanting | Oblivion Magician #005
Переглядів 95Рік тому
Levelling and Enchanting | Oblivion Magician #005
Joining the Mages College | Oblivion Magician #004
Переглядів 124Рік тому
Joining the Mages College | Oblivion Magician #004
Who knew learning to be a Wizard was all about politics | Oblivion Magician #003
Переглядів 243Рік тому
Who knew learning to be a Wizard was all about politics | Oblivion Magician #003
Joining the Mages Guild | Oblivion Magician #002
Переглядів 198Рік тому
Joining the Mages Guild | Oblivion Magician #002
Oblivion Pure Mage Start | Oblivion Magician #001
Переглядів 493Рік тому
Oblivion Pure Mage Start | Oblivion Magician #001
Skulduggery in Skuldafn | Skyrim Master Magician #025
Переглядів 81Рік тому
Skulduggery in Skuldafn | Skyrim Master Magician #025
Masterful spanking of Alduin | Skyrim Master Magician #024
Переглядів 98Рік тому
Masterful spanking of Alduin | Skyrim Master Magician #024
Speeding through Kynesgrove, Thalmor and Sky Haven Temple | Skyrim Master Magician #023
Переглядів 64Рік тому
Speeding through Kynesgrove, Thalmor and Sky Haven Temple | Skyrim Master Magician #023
Finally first Dragon, Greybeards, Shouts and finding a Horn | Skyrim Master Magician #022
Переглядів 90Рік тому
Finally first Dragon, Greybeards, Shouts and finding a Horn | Skyrim Master Magician #022
Enchanting "Ultimate" Gear and becoming a demi-Adra | Skyrim Master Magician #021
Переглядів 119Рік тому
Enchanting "Ultimate" Gear and becoming a demi-Adra | Skyrim Master Magician #021
Locked out of the Shout club and grabbing a Dragonstone | Skyrim Master Magician #020
Переглядів 65Рік тому
Locked out of the Shout club and grabbing a Dragonstone | Skyrim Master Magician #020
Grumpy old man and blockages | Skyrim Master Magician #019
Переглядів 61Рік тому
Grumpy old man and blockages | Skyrim Master Magician #019
Taking an Elder Scroll to Karthspire | Skyrim Master Magician #018
Переглядів 56Рік тому
Taking an Elder Scroll to Karthspire | Skyrim Master Magician #018
I put my Quest down, flip it and reverse it | Skyrim Master Magician #017
Переглядів 84Рік тому
I put my Quest down, flip it and reverse it | Skyrim Master Magician #017
A poke in the Eye with a blunt stick | Skyrim Master Magician #016
Переглядів 66Рік тому
A poke in the Eye with a blunt stick | Skyrim Master Magician #016
Morokei and the Staff of Magnus | Skyrim Master Magician #015
Переглядів 73Рік тому
Morokei and the Staff of Magnus | Skyrim Master Magician #015
Ancano reveals his true colours | Skyrim Master Magician #014
Переглядів 119Рік тому
Ancano reveals his true colours | Skyrim Master Magician #014
Why not motherless for the extra bit attack that with the bite trip cape can make everything synergize in one movement
I would vouch for Longstrieder - it doesnt do much for archers but its invaluable for melee chars, especially if you have dwarfs. Its one of very very few buffs without concentration.
Oblivion in 2024 is one of my favorite game but frequent crashes make it tough to play. Modding in the unofficial patch has been daunting but this tutorial is a life saver
40:38 Writing that down 🤣Thank you Tony!
Excellent vid
Jumping through all these hoops isn't necessary. I just placed the Mopy folder from the standalone version inside my skyrim directory and hit the .exe with wine, ran right out of the box
"monks aren't survivable" "crane style is of little use" Hmm
Why human and not elf? Elf has more power games stats for archer
I would take improved critical longbow at 8th. Double the change of a critical threat
Thanks for the quick tutorial on using this! It saved me a good bit of time for getting going on modding Oblivion.
Do u worry about efficient leveling at all new to the game not sure if its necessary late game
Archers are far better than base fighters as archers. Bow damage, whilst very solid in BG1, scales atrociously in BG2. Bonus damage from both the bows themselves and ammunition are largely removed, at the same time as melee weapons becoming dramatically more powerful in BG2 vs BG1. For example, a composite bow +1 with a +2 ammo will get a total of 5 bonus damage in BG1. A composite bow +3 (and it requires 19 strength to use) with +2 ammo gets only +3 damage in BG2. Also, you dont get higher than +2 ammo in BG2 with arrows, and only get +3 in TOB. This is a serious problem as a significant number of enemies in BG2 require +3 to hit and several important enemies in TOB require +4 to hit. In BG1, no enemy requires more than +1 to hit, so there is no issue with enchantment. In practice, if using bows you actually do a lot better with shortbows as you can get a +4 bow that launches its own ammo and the lightening damage averages a +4.5 bonus damage if using ammo. Its more damage and solves the issue with enchantment requirements. But if using its own ammo, the base damage is only 6.5, increasing to 11.5 with grandmastery and 13.5 with the best gloves in the game, which honestly is rather puny. In BG1, the +2 to hit and damage from an archer is nice, but not huge. The +5 to hit in damage in SOA scaling to +8 in TOB, on the other hand, is a very big deal. 21.5 is proportionally a massive damage increase over 13.5. Its still not that strong, and you go from being exceptionally good in BG1 to decidedly mediocre in BG2 and TOB. But if you insist on playing an archer (and in BG2 and TOB, Firetooth is your best bet), then the archery kit is definitely the way to go. Limited melee proficiency really doesnt matter - with grandmastery and the archer kit bonus damage, the only time you should melee is to bash things with a quarter staff if you need bludgeoning damage and the reach will help keep you safe even in light armour. With decent strength and greater whirlwind, you can still to pretty decent damage for the short bursts where crushing specifically is required. Stealth is nice, armour of faith is nice, called shot is a moderate damage increase and actually quite a nice situational debuff (dropping someones strength from over 18 to 18 or lower can really lower their damage, and with 9 or 10 APR, doing this to something like a fire giant is actually quite feasible and you can really tank spell saves too) and so all around, this is a much better option as a dedicated archer than anything else.
Is point blank master at lvl 6 still relevant since turn based mode allows you to just disengage for free with the five step thing (don’t remember the name exactly)?
You may be correct that repositioning with the 5 foot step thing may be able to sometimes get you out of range of an attack of opportunity, but I would not always trust it. Also consider that there may be times when you are cornered and have no where to go, or even when you decide you have to make the shot without repositioning Ideally you should never let anyone get that close to your archer, but there are any number of ways that the enemy can get in melee range without you being able to avoid it, i.e. paralysis/hold person, teleportation or even just really high movement rate
@@rangertony Thank you very much for your answer and your very helpful guides!
It's been quiet on your channel lately and I've been missing the series...everything okay?
Thanks. I hope to be back soon. Just a lot of work and a bit sick
Wait, which edition of NWN is this? It’s so smooth and polished
This is Neverwinter Nights 2
@@rangertony Right, I just meant which version is it, GOG, enhanced, vanilla with mods, I literally played NWN2 some weeks ago and I don't remember it looking nearly as good as it does here, I might be missing something ofc
Technically it is GOG
I am curious as to whether these guides were designed for higher difficulties.
crazy times, we look to the Rangers. Thanks Tony! UK Checking in. Be safe m8. to all the rangers/druids and crews out there - be well.
So very few videos on PFKM that are actually helpful. This one is not an exception.
Can this guy smack his lips anymore? Jfc
Hello, could you please tell where i can buy a lot of arrows in this game? Now I have finished quests in Neverwinter's trader district
There are always plenty of normal arrows available at any trader who sells weapons. As for magical arrows they become more available as you progress. The first place I remember seeing an unlimited supply of good arrows was at Old Owl Well, which if you have just finished the Traders district in Neverwinter Nights 2 you should be asked to help with soon
@@rangertony thanks you very much
why did you just make a single video?
Archer was my very first build, and still my favorite. this is great btw love your commentary
Finding combat boring and repetitive is a sign that you are not playing at the proper difficulty level. At the moment I am playing in Honour Mode with a single character. Not a single combat is either boring or repetitive. It seems paradoxical that an experienced D&D player, who is bored by the combat in BG3, would choose to play in Explorer Mode...
Ranged works great in this game
One day I will be able to actually play this, G_d willing. You should have seen the mods I dealt with in my last BG2 run.
I know you have read some forrgoten realms books, I really want to get into it. Do you have any recomendations?
It has been a long time since I bought any new Forgotten Realm novels. Howver the easy recommendation is to say buy anything by Ed Greenwood. He is the creator of the Forgotten Realms and has written lore books, campaigns, Dragon articles and novels. The other recommendation would be anything by R.A. Salvatore. The only issue here is that I feel since most of his novels are essentially the life and times of Drizzt DoUrden, you really want to read these from the beginning if you want to fully understand all of the references to past events. This is a problem because there are a LOT of his novels.
@@rangertony thanks!!
Tony have you considered giving solasta another look? With the unfinished Business mod you get a 6 player party, lots of new subclasses, races and even multiclassing. There are also some custom campaigns in the Steam Workshop specifically done for this mod
Yes I have considered giving it another look. Unfortunately there is just something that is holding me back right now and I am not 100% sure what it is. I do not know if it is the graphics style which just seems half-finished, or the non standard subclasses which all just seem pretty bland. I have started the game a few times in recent months and I just do not get much past the loading screen because something is just not right. Hopefully I can get over this and try it again soon because it is a great implementation of the D&D5e rules. In a way I am kind of glad I cannot get into it right now because if I did it would be harder to finish BG3, and I really want to finish it despite all of the stress the game engine puts me under.
@@rangertony Yeah i see what you mean, i stopped playing bg3 because of all the little UI issues it has. The mod for Solasta introduces some quality of life updates and adds some homebrew subclasses, but also the standard subclasses albeit with different names to avoid copyright issues i presume.
You are playing on explorer? Try balanced, its better, fights are more interesting.
Yes I am playing on explorer. I just do not trust Larian Studios to produce a fair and balanced game so I prefer for this run at least to play on the easiest difficulty
Solid build! :)
I think it's great that you added Lae'zel. I'd like to see you give the characters and their potential for growth a chance.
Late to the party. Now I'm trying Death Knights troop. All Death Domain Crusader build. Can't wait to reach level 8 so I can utilise channel negative energy.
Это прохождение за Ноя? Или это Эйс Вентура?
Ahh you actually went and started a BG3 playthrough! Great to be able to watch your streams again. I started with the Rogue playthrough video’s because you’re challenging yourself more and I’m curious to see how you will make this work. Thanks for the video’s keep it up 👍🏻👍🏻
Healing Radiance is such a strong ability!
You could just park a character at a store, with potions and feed the others in combat, health, debunks, scrolls etc.
Yes!!! Great Idea
What do I do if I don't have a /tmp/proton_$USER/run file ?
Hmm I have been thinking about this and I suspect that the issue may be that installed steam as a snap or flatpak. This only works if you have installed steam as a normal linux app and not sandboxed. you could go into a terminal and see if you can find the run file using the following command find . -name run -type f -ls
I gotta say, I do not understand the problems you are having with the combat engine. It's not 'broken'... the game forcing your character/party into turn-based combat is based on the enemies' ability to detect you. If one party member attacks NPCs, they attempt to detect where any hostile actors are located at that moment; other party members may not be detected if they are in stealth OR are too far away. Even the attacker may not be detected if he initiated from stealth and then succeeds on a stealth check, which is why sometimes you can attack and turn-based mode doesn't start. The way the game engine handles these two different states (and NPCs' ability to detect you) is certainly not perfect, but it is intentional, trying to judge what enemies know is a threat to them. So (as it was in your previous video) when your party is all in stealth and you initiate with one character, others remain out of combat if they cannot be detected. You can then maneuver them into combat and once they attack they will roll initiative and be placed in order. Sure this may come off as a bit janky and immersion-breaking, but if you think about it even for a moment, combatants standing around waiting for each one of them to have their turn is itself not realistic or immersive; you have to imagine that it's really all happening together and the turns just allow you to control your party effectively. You can likewise imagine that party members outside of turn-based combat were actually maneuvering into position at the same time as your first character was readying his attack and joined combat on his cue. This also explains what happened in the crypt: Your rogue was able to break line-of-sight then slip into stealth mode, which caused said enemy (who was the only one previously detecting you) to lose track of your character thus drop aggro. Turn-based mode ended at that point because it was initiated by the enemy; if you had initiated the turn-based mode, it wouldn't have forced you out of it as you found when you went back in, killed the enemy and was not released until you did so manually. You may also notice if you were to watch that encounter again that at the beginning, some of the enemies knew where you were and charged, while others (because you are a rogue and are sneaky) stood around until they 'detected' you attacking their mates, at which point they too ran over. The entire thing is based on NPCs' detection of hostile actors.
G'Day Pickle (may I call you pickle? it sounds wrong to call you Toxic) Look i understand what you are saying but I still disagree. Once one character enters combat the entire party should be in combat. If some are not detected then great they start combat still hidden and can do whatever they want while hidden, but they should still be in combat. The problem with only some characters in combat is you can really break things badly. One round of combat is supposed to be 6 seconds. If some of your characters are not in combat they are able to do things that would take more than 6 seconds, i.e. leave the temple go around and enter from a different entrance and attack enemies from a new angle (which I have done). I even had the situation where some of my party were still hidden and not in combat but the enemies, who were in the combat timeline, were still making stealth checks every few seconds to see if they could detect the characters outside of combat. This should just not be possible because it is not their turn in combat. Every game in the genre implements this properly. As an example Pathfinder Kingmaker when it first came out was only real time with pause. Then fans built a turn based combat mod which worked perfectly (modders built a mod for a realtime game that implemented turn based combat better than AAA company that has to date released 3 games that are supposed to be purely turn based combat?!?) and then finally Owlcat games the developers of Pathfinder Kingmaker released an update that added their own Turn based combat. The fact is if you play tabletop based D&D you would never have this situation. The unwritten but logical rule is that when one enters combat all enter combat. The only example I could think of where this might be valid is Multiplayer, but as it currently works it would still be broken. Let me explain... If I was playing multiplayer with one or more real friends (if i had any) then we could potentially split the party. Now if 2 of us go one way in a dungeon and 2 go another way and one group encounters enemies then yes that is fine only the one party that encountered the enemies should be in combat. However the game is still broken because in this example if the group that encounters enemies are in stealth and they enter combat and 1 enters combat and the other does not then this is still broken. That one character that is in stealth and not in combat could potentially leave the area and spend hours of game time hunting down their companions and lead them back to the combat... which should not be possible. I find it easier to forgive any jank about combatants standing around waiting for their turns in combat than I do accepting that you can just completely break time and do things like this. This has actually given me ideas to test just how broken the system is. Can I leave one companion in combat with enemies then I go an recruit another companion? Can I rest in camp while that companion is in combat? Can I leave multiple companions in multiple separate combats potentially tying up annoying or difficult enemies and I just continue on with the story line? I should not even be able ask these questions about a turn based combat game! There are literally hundreds if not thousands of turn based combat games from the last 50 years of computer gaming and Larian studios is the only developer I have seen that has produced a system like this. Thank you for your comment but I still think this is ridiculously broken
@@rangertony While watching your videos I got the impression that you were basing how this game works on other RPGs from the past and while I can understand that perspective, Larian setup their games to be a bit different. It's fine to not agree with how they did it but to call it 'broken' is to imply it doesn't work correctly. Can it be abused? Sure, but it's a single-player game and every person can decide how to or not to break their own game. Past games (such as those you referenced) were certainly broken in other ways that were abusable and this is no different, but the reason things work as they do is intentional. It allows multi-player to happen, sure, but it also helps keep non-combatants out of the turn order for example, and allows the player to fiddle with encounters to their liking. I dare say that without mechanics as they are, the very high-difficulty modes would be nigh impossible, for example. If you don't like it, that's cool... I only sent my initial message because after watching your three 'Rogue' videos I got the impression you didn't actually know what was happening and so I thought I'd shed some light on it. Cheers.
Good idea to do a signle character. I think I will try this too. I will try a Human Fighter who is an archer.
Just make sure you carry a melee weapon as well because ranged weapons have disadvantage when used at melee range so you will want to switch to a melee weapon
That bard look similar to Paris Hilton 😂
All these kinds of games are just s*** tried to get into them and you spend ages in a fight just missing anything thats like BG Is so bad. Give me an action RPG any day
56:29 lmao that´s why I only make human characters. Love the gameplay btw.
Have you tried a Kensai missile weapon build? They can out damage an Archer!
Ok so I am not sure if you are joking or trolling. Kensai cannot use ranged weapons except for daggers, throwing axes or hammers, all of which do less damage than longbows. Archers also get +1 to hit and damage every 3 levels with missile weapons which kensai do not get The only bonus a kensai gets is to speed. So I cannot see any way that a kensai ranged build can out damage an archer.
@@rangertony The Kensai bonus applies to any weapon they can use and throwing weapons add strength bonus to damage. Also, the throwing weapons in BG2 are actually very competitive with launcher + ammo combos in BG2, because the throwing weapons are decent and the bows and ammos in BG2 are massively nerfed. The firetooth dagger, for example, is 2d4+3 damage, +1d2 fire (if I recall correctly), can hit +3 (which only 2 shortbows and no longbows can) and can benefit fully from a Kensai's grandmastery, kit bonuses and strength modifier to damage. It also has 2 base attacks per round like a bow, so the suggestion is a good one. In ToB, there is a +4 throwing axe also, an easy to get early +2 throwing dagger and throwing axe, and if a dwarf, a +3 throwing hammer that is easy to get early on. And Kensai kit bonuses scale to +13 in TOB, whereas its only +8 with the Archer kit bonuses. So they actually do FAR more damage than an archer. With an exported half orc and evil hell trials, you can get 24 strength or +12 to damage, 13 from the Kensai kit and 5 from grandmastery. No gloves as a Kensai (though someone else in the party can use them instead). If you need to hit +4, K'logarath is your only option, which is 1d6+4, with an additional 2d6 on a failed save (this will almost never happen at this stage of the game on the targets which actually matter), but still, 1d6+34 is 37.5 on average and you will do a bit more with the firetooth dagger if +3 enchants suffice, which is usually the case. That is compared to 21.5 average damage with a max level archer using the gesen shortbow with its own ammo and using gloves that therefore cannot be given to another party member. The Kensai is dealing nearly double the damage. And that same Kensai will, needless to say, do dramatically more damage if it decides to melee with something like staff of the ram or flail of the ages and at high levels, you can get grandmastery in 3 weapon types.
Good stream man!!!!!🙂
Appreciate it
A few points about the background and weapon selection: - If you are using a one hander with an empty offhand, as a magus does, you will be able to take slashing grace. Once you have this, you can finesse and add dex bonus to damage with 1 handed slashing weapons even if they are not otherwise finessable. If you take neither fencing grace nor slashing grace, you wont add dex to damage, which is simply a non starter for a dex based character build. The other options are to take a 3 level rogue dip or mythic weapon finesse at mythic rank 2, both of which represent a much higher opportunity cost. Consequently, you really dont need to worry whether the base weapon is finessable. Level 3 is very early, and that is when you can qualify for fencing or slashing grace as a human magus (or level 1 as a human sword saint). - Duelling sword is not a good base weapon. A scimitar or rapier's increased threat range is far more valuable than a higher base damage, which averages only 1 damage per hit. The difference between a 20% and a 30% threat range with improved critical is FAR more than 1 damage per hit on average. In Wrath of the Righteous in particular, mythic critical means at least a x3 multiplier. For every 20 attacks, a 17-20 threat range will average 28 attacks worth of damage, vs 32 attacks worth of damage for a 15-20 threat range. This is assuming 100% crit and crit confirmation rate, but when factoring in auto confirmation mechanics or increased hit on threat roles specifically, and the fact that threat ranges are at the higher end of attack roles, allowing for a less than 100% hit chance will tend to increase rather than decrease the value of criticals. Anyway, 32 vs 28 is 14.3% more damage. If 14.3% increased damage is not significantly more than 1 damage by midgame, your damage is simply way too low. And this is to say nothing of other on crit effects, like triggering attacks of opportunity through outflank. 14.3% is really the worst case scenario. The actual value on the increased threat range may well be significantly higher. The best base weapon for a finesse warrior is estoc, though I believe this will always require an additional feat investment. - This may well be something you could not have know when making the video, but duelling swords happen to be very poorly itemised in WOTR. There are MUCH more powerfully enchanted scimitars and rapiers (although another party member will want to use rapiers), in addition to the base weapon being superior. The estoc is well itemised in chapter 1 (woljif sells one you can acquire very early on and is one of the best chapter 1 weapons), but scimitars are clearly better from late chapter 2 onwards and is better even without considering the extra feat cost of estoc. The best weapon is actually hand axe, with a 18-20 threat range variant (which increases to 15-20 with improved critical, unlike the keen weapon property) with its x3 base multiplier in chapter 3 and improved version of this in chapter 5, but there would be no way to anticipate that without metagame knowledge, as the base threat range is 20. - Pickpocket is a good background selection for the initiative bonus, which is a stat most players severely undervalue.
I have been so confused trying to figure out Wyre Bash- thank you so much for the easy to follow tutorial!
I'm loving your playthrough.
i have no proton_username after tmp
Hi Tony, nice to see you streaming. I think a d&d veteran like you can play on balanced difficulty, the fights in bg3 are much easier than in other Larian games, im no expert but i eventually played on tactician difficulty. If i remember correctly you can hover over your helmet in the inventory and check the option that makes it disappear in dialogues
hi rogertony try two worlds 2- game of the year edition is better game . good video about two worlds 1 on youtube
I am a bit puzzled by the idea this is a hit and run class. The reality is that this almost never makes sense to do. For starters, combat is generally resolved rather quickly. Just go in with your tank first and the combat will usually be over by the enemies give up and try someone else. Any warrior should be focussed on full attack actions, which requires you to root in place. A monk especially gets 2 extra attacks per round, so no way do you want to do anything other than full attack actions where possible. And if your AC is bad, you absolutely do not want to provoke attacks of the opportunity by disengaging. Also, unarmoured tanks generally are better than armoured tanks. Scaling with 2 attributes for AC and using mage armour/bracers scales much better than armour. +5 full plate is 14 AC, allowing only 1 dex bonus. Lets say you start with 16 wis and dex, which honestly is pretty conservative. You finish with 20 in 1 stat, and were items giving a plus +6 bonus, so 26 in 1 stat and 22 in the other. That on its own is +14 AC. You then get 4 AC from monk and up to +8 from bracers. Defensive fighting mode with crane style also works better. You can also benefit from reduce person much more effectively than a plate wearer (no AC cap and few issues with encumberence), you get 2 decent saves, evasion and several immunities and spell resist. You also get monk robes which add significant dodge AC, stacking with everything. Pure monks certainly are not the best tanks (though builds with scaled fist dips are), and you can optimise better than this even with 20 levels in monk pretty easily (halfling scaled fist adds a lot to AC), but a pure monk is not an unusually squishy fighter. As for why halflings are good, a dex based scaled fist is going to get +2 hit from size bonus and dex, +3 AC from dex, charisma and size, +1 initiative, +1 to DCs, an extra +2 AC when defensive fighting and +1 to all saves. Tanks generally do not go heavy into monk anyway, so you wont be using fists, and the size penalty on base weapon damage with weapons like kamas and sais is tiny. Even with one handed non monk weapons, its going to average 1 point of damage per hit, which is offset by your bonus to dex and the +2 hit is a significant offensive bonus. If you wanted to go for an offensive monk, basically forget about AC, rely on someone else to tank and use enlarge person for reach. A motherless tiefling gives bonuses to strength and wisdom and gives you a bite attack, though to be honest, classes like slayer or fighter will do substantially better. Alignment is pretty significant for a monk, because alignment specific monk robes offer significantly different bonuses. Good monks get a large boost to AC, evil unarmed monks get a large damage bonus, neutral get balanced bonuses. I believe 1 minute is 10 rounds. Crushing blow, it should be noted, is a full round action, which is fairly painful. You can stunning fist and perform a full attack action, and the stunning fist itself lands a lot sooner. Leg sweep is the best style strike. Prone is a hefty AC penalty, and the attacks of opportunity it generates amounts to a lot of extra damage. Pummelling style is like clustered shots. Cold ice strike is much better than shout, because its a swift action and is AoE. Shout is not going to do more damage than your attacks. Ice strike is something you can do in addition to your attack. Its also better than quivering palm, which is seldom going to work on the targets you would like. And monks absolutely do NOT excel at bosses. The DCs of their abilities are way too low to work against bosses reliably. They also have quite bad AB for a warrior. They get 2 extra full BAB attacks, which is nice, but literally no direct bonuses to AB as a class feature. Fighters, get +4 from weapon training (increased to +6 with gear) and greater weapon focus, netting +7 in total. Rangers get a whopping +14 with instant enemy and improved quarry. Paladin's smite unfortunately doesn't work against a significant number of enemies in this setting, but allows AB to scale with 2 stats when it does (conservatively, this is +6AB) and get divine favour for an additional +2 in excess of prayer. Slayers get +5 from study target. Barbarians get +4 base from rage, with a further +6 from lethal stance or reckless stance, being +10 in total. AB matters because its the most significant hurdle warriors face when fighting bosses in this game. If a fighter has a 50% to hit with a full BAB attack, a monk has a 15% chance, which is less than 1/3rd the damage (before accounting for a fighter's attacks hitting significantly harder when they do land).