Hi! Currently I'm playing in a Final Fantasy inspired campaign. We have a paladin, samurai, white mage (squishy healer) and my monk. I am wondering what archetype would fit best in this party? We are using point buy, my scores are 10, 17, 14, 10, 15, 8, and we are level 2. I am leaning towards Drunken Master, Way of the Shadow, or this remaster of 4 Elements: Four Elements Remastered Any opinions would be greatly appreciated!
Drunken Master could be pretty fun (Made one I'm waiting to use myself!) but the others feel more suitable for the team to me.
Depending on how dedicated to the White mage role your healer is (Cleric I assume?) your parties ranged options seem pretty limited so a Shadow Monk could be nice with the teleportation to close the distance on ranged and running enemies. Looks like the remaster of the Four Elements has less ranged options than I remember the vanilla version having, but the utility could be nice and it could fill a pseudo Black Mage roll (Because honestly, any good FF team needs one!)
Other then that though, the three types feel like they lean towards very different character types for me. If you've got a personality in mind for the Monk, I'd advise picking the fighting style that leans into it the most.
The white mage is actually a homebrew that is almost fully a healer, with little damage (still has spells to choose from.)
My character is from a tribe in the mountains, and has never seen cities before now. His people Revere lightning and Ramu, and he is the chosen of Ramu (though he does not know that yet.)
I agree, we are very light on range and distance-closing, which is what appeals to me about Shadow. The issue I have is that much of our combat is done out in open fields, or inside well lit castles, so I don't know how often the teleport would work. The spells I would get would be nice, though, since we have no one that is sneaky.
Lightning and Ramu? Sounds to me like you should go 4 element revamped and have focus on lightning (ask DM to see if you can get electrical base spells)
Hmm, as a Way of Shadow you can cast Darkness with Ki points, but that's still mainly an entrance or exit =/ It's still a 15ft radius though, so you could do a 30ft jump if you go from one extreme to another. It's a bit costly at 2 ki a pop though, and would probably be a big inconvenience to your team in tighter castle corridors... Being inside or in open places isn't too bad, but everything being bright certainly does harm it's usability as you say.
With the Ramuh and lightning though, the 4 elements with a storm tint like Avikus suggested would probably be more fitting though, and could be useful to get some magic damage potential in the team.
Kensai would let you be an effective ranged combatant, but then you loose the flavor of guy who punches things. Not sure what I would pick from what you noted.
Hi!
Currently I'm playing in a Final Fantasy inspired campaign. We have a paladin, samurai, white mage (squishy healer) and my monk. I am wondering what archetype would fit best in this party?
We are using point buy, my scores are 10, 17, 14, 10, 15, 8, and we are level 2. I am leaning towards Drunken Master, Way of the Shadow, or this remaster of 4 Elements: Four Elements Remastered
Any opinions would be greatly appreciated!
Drunken Master could be pretty fun (Made one I'm waiting to use myself!) but the others feel more suitable for the team to me.
Depending on how dedicated to the White mage role your healer is (Cleric I assume?) your parties ranged options seem pretty limited so a Shadow Monk could be nice with the teleportation to close the distance on ranged and running enemies. Looks like the remaster of the Four Elements has less ranged options than I remember the vanilla version having, but the utility could be nice and it could fill a pseudo Black Mage roll (Because honestly, any good FF team needs one!)
Other then that though, the three types feel like they lean towards very different character types for me. If you've got a personality in mind for the Monk, I'd advise picking the fighting style that leans into it the most.
The white mage is actually a homebrew that is almost fully a healer, with little damage (still has spells to choose from.)
My character is from a tribe in the mountains, and has never seen cities before now. His people Revere lightning and Ramu, and he is the chosen of Ramu (though he does not know that yet.)
I agree, we are very light on range and distance-closing, which is what appeals to me about Shadow. The issue I have is that much of our combat is done out in open fields, or inside well lit castles, so I don't know how often the teleport would work. The spells I would get would be nice, though, since we have no one that is sneaky.
Lightning and Ramu? Sounds to me like you should go 4 element revamped and have focus on lightning (ask DM to see if you can get electrical base spells)
Hmm, as a Way of Shadow you can cast Darkness with Ki points, but that's still mainly an entrance or exit =/ It's still a 15ft radius though, so you could do a 30ft jump if you go from one extreme to another. It's a bit costly at 2 ki a pop though, and would probably be a big inconvenience to your team in tighter castle corridors... Being inside or in open places isn't too bad, but everything being bright certainly does harm it's usability as you say.
With the Ramuh and lightning though, the 4 elements with a storm tint like Avikus suggested would probably be more fitting though, and could be useful to get some magic damage potential in the team.
Kensai would let you be an effective ranged combatant, but then you loose the flavor of guy who punches things. Not sure what I would pick from what you noted.
Sun Soul is as ranged as ranged can be for monks. Your DM could change the flavor to lightning to fit the backstory and theme.