View Full Version : Fighter/wizard/monk
Rexo99
04-19-2009, 12:38 PM
Need some help to build this character if it's possible. Looking to go 12 ftr/7 wiz/1 monk halfling 28 pt with dragon marks. Optionally I would do Ranger instead of fighter if it's that much better and I can fit the marks in. I would like to use kopesh if it fits as well as umd.
This is why I am making this character. Dps and minimal cost and self sufficient. I can cast all buffs up to fire shield and stoneskin that I will need. I can self heal. And with the monk level and the ac increase I should have a very good ac. along with the self buffs like displacement. I'm not brand new but still learning a bit but I do believe this character will be fun for me as well as cheap to play for the most part.
Any help would be greatly appriciated =)
The easiest and most self sufficient Gish type is a warforged Wizzie as they can use repair spells/wands to self heal.
Note that as a level 1 wizzie,you will scroll casting a lot of those buff spells and they will not have the duration you need (displacement and haste will only be 30 seconds for example.
To keep your theme though,
A halfling ranger 18/rogue 1/monk 1 might work, take rogue at level 1 and max UMD and keep it max so you can use those wands and scrolls. Ranger can use cure wands for when you run out of dmarks and also have very good buffing spells (resist/protects, rams might, FoM).
1 rogue - dodge
2- ranger -
3 - ranger - least DM
4 - monk - mobility (bonus)
5 -20 ranger
6 - Spring attack (to pick up tempest at lvl 8)
9 lesser DM
12 grt DM
15 toughness or imp crit
18 - the other one
Rexo99
04-19-2009, 01:19 PM
As you read my post you will notice that I am trying to stay away from wand and scroll use as much as possible. That's why i'm trying to build a self sufficient character. Yes I would like umd because I think it's nice to have options for equipment and scrolls late game but that's a secondary concern. My main concern is not spending a ton of money to do a quest. And often I pug so I want to be able to handle a gimp healer or a non buffing wizard etc. It happens and my play time is opposite the peak play time for most. Also it never hurts to be able to self buff in the even someone is out of mana or I die and don't want to force someone to waste mana. Also there might be times I have to go alone.
VKhaun
04-19-2009, 02:07 PM
I think you're missing a few pieces of information, Rexo99.
1) Arcane spell failure chance is built into all armor except robes. The heavier the armor the higher the chance. In full plate armor as a fighter, you're talking over one third of your spells just failing on the spot when you try to cast unless you invest AP and get special armor. Still, it will be there.
2) Rangers, Bards, and Paladins also get spells beginning at level four, which do a lot of what you want. Paladins and rangers in particular run those spells off of wisdom, rather then intelligence, which meshes better with your monk level to increase your AC (which is based on you character's wisdom wisdom mod).
3) You find wands and potions. No, you aren't going to be a hardcore player trying to run with two pages of junk to whip and pour, but you'd be a very bad player, even role player or theme player, to ignore the many potions laying on the ground and wands in chests.
18paladin/2monk for example.
Paladin spells are DIVINE, not arcane and will not fail. The paladin gets natural bonuses to saves. Level two monks get evasion which rewards your reflex saves by taking zero damage from what you were saving against, rather then half damage as normal. Paladin spells are based on wisdom, which gives you AC due to having monk. Paladins wear very heavy armor in addition to this limiting their need for dex to boost AC, and you will be getting lots of dex (+2 base, +3enhancements) from being a halfling, meaning you can probably start with a great points savings by not adding any to dex at all in the creation. Even if you had it you won't have the skills and items to take advantage of it right away.
14str
10dex
12con
10int
14wis
14cha
UMD and Diplomacy.
Go paladin to 4 for your spells. Then monk to 2. Monk gets extra skill points at level compared to paladin, so after maintaining UMD and Diplo, throw them into Tumble so you can tumble even in your armor and shield and the penalties they bring. If you had done monk first the cap for tumble would be too low to do this and you'd have to split the extra monk points between two skills. Remember that at both levels of monk you can pick a monk-class enhancement. Look at the enhancements you want and find out which are monk ones, so you take those when you have to and not waste a paladin feat.
Tweak as you like, and even if you don't like this particular idea, I hope you see the concept of mixing stats that agree with each other. A fighter/wizard/monk halfling would be very frustrating to play, as no stats aid each other across those classes.
Phidius
04-19-2009, 02:24 PM
Note: I'd highly recommend getting 1750 favor first, as an extra 4 build points will be huge on a build stretched as thin as this will be.
Thoughts on this build:
1. Going dex based as it helps your reflex save and armor class.
2. Built using ranger as it will give evasion once the cap goes up, Tempest, +5 Barkskin at level 20, TWF/ITWF/GTWF for free, extra skill points, the ability to use wands early, more self healing spells, etc... Wands will last you long enough to get your UMD up, your ranger cure spells, and your dragon marks.
3. Wizard bonus feats are Extend (to make your buffs last longer), and Maximise (to get the most out of your Dragonmarks)
4. Couldn't fit in Khopeshes, as they are not finessable, and you would need 2 feats for best use (Exotic Proficiency + Oversized TWF).
5. Take Ranger from level 17-20. I wouldn't bother with Tempest II, as you can have a 14 minute Shield spell that will over-ride your Tempest shield bonus, plus you'll be immune to Magic Missle.
6. As you asked, UMD is maxed out for the classes involved, but not sure how useful you'll find it. Still, it's better to keep it up than to find out later how useful it would be.
I may try this build out myself :)
Character Plan by DDO Character Planner Version 3.00
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Consider Me
Level 16 Lawful Good Halfling Male
(1 Monk \ 8 Ranger \ 7 Wizard)
Hit Points: 152
Spell Points: 384
BAB: 11\11\16\21
Fortitude: 13
Reflex: 22 (+5 item, +4 GH, +2 HoGF, +1 alchemical = 34)
Will: 14
Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 16)
Strength 8 8
Dexterity 18 26
Constitution 14 14
Intelligence 10 10
Wisdom 14 14
Charisma 10 10
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 16)
Balance 8 21
Bluff 0 0
Concentration 5 21
Diplomacy 0 0
Disable Device n/a n/a
Haggle 0 0
Heal 2 4
Hide 4 10
Intimidate 0 0
Jump 3 18
Listen 2 4
Move Silently 4 10
Open Lock n/a n/a
Perform n/a n/a
Repair 0 0
Search 0 0
Spot 2 2
Swim -1 -1
Tumble 5 9
Use Magic Device 2 9.5
Level 1 (Monk)
Feat: (Selected) Dodge
Feat: (Monk Bonus) Mobility
Feat: (Automatic) Attack
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Exotic Weapon Proficiency: Kama
Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
Feat: (Automatic) Finishing Moves
Feat: (Automatic) Flurry of Blows
Feat: (Automatic) Halfling Agility
Feat: (Automatic) Halfling Bravery
Feat: (Automatic) Halfling Keen Ears
Feat: (Automatic) Halfling Luck
Feat: (Automatic) Halfling Size Bonus
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Ki Strike: Damage
Feat: (Automatic) Martial Weapon Proficiency: Handaxe
Feat: (Automatic) Simple Weapon Proficiency: Club
Feat: (Automatic) Simple Weapon Proficiency: Dagger
Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
Feat: (Automatic) Simple Weapon Proficiency: Unarmed
Feat: (Automatic) Sneak
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Feat: (Automatic) Unarmed Strike
Level 2 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Giant
Feat: (Automatic) Bow Strength
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency (ALL)
Feat: (Automatic) Wild Empathy
Level 3 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Feat: (Selected) Weapon Finesse
Feat: (Automatic) Inscribe Scroll
Feat: (Automatic) Magical Training
Level 4 (Ranger)
Feat: (Automatic) Rapid Shot
Feat: (Automatic) Two Weapon Fighting
Level 5 (Wizard)
Level 6 (Wizard)
Feat: (Selected) Least Dragonmark of Healing
Level 7 (Wizard)
Level 8 (Wizard)
Feat: (Wizard Bonus) Maximize Spell
Level 9 (Wizard)
Feat: (Selected) Lesser Dragonmark of Healing
Level 10 (Wizard)
Level 11 (Ranger)
Feat: (Automatic) Diehard
Level 12 (Ranger)
Feat: (Selected) Greater Dragonmark of Healing
Level 13 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Level 14 (Ranger)
Feat: (Automatic) Improved Two Weapon Fighting
Feat: (Automatic) Manyshot
Level 15 (Ranger)
Feat: (Selected) Spring Attack
Feat: (Automatic) Improved Wild Empathy
Level 16 (Ranger)
Enhancement: Ranger Skill Boost I
Enhancement: Ranger Skill Boost II
Enhancement: Ranger Skill Boost III
Enhancement: Extra Dragonmark I
Enhancement: Extra Dragonmark II
Enhancement: Extra Dragonmark III
Enhancement: Extra Dragonmark IV
Enhancement: Halfling Dexterity I
Enhancement: Halfling Dexterity II
Enhancement: Halfling Cunning I
Enhancement: Halfling Cunning II
Enhancement: Halfling Guile I
Enhancement: Halfling Guile II
Enhancement: Halfling Luck I (Reflex)
Enhancement: Halfling Luck II (Reflex)
Enhancement: Halfling Luck III (Reflex)
Enhancement: Halfling Luck I (Will)
Enhancement: Halfling Luck II (Will)
Enhancement: Ranger Favored Attack I
Enhancement: Ranger Favored Damage I
Enhancement: Ranger Favored Damage II
Enhancement: Ranger Favored Defense I
Enhancement: Ranger Favored Defense II
Enhancement: Ranger Favored Resistance I
Enhancement: Ranger Favored Resistance II
Enhancement: Ranger Tempest I
Enhancement: Ranger Devotion I
Enhancement: Ranger Devotion II
Enhancement: Ranger Devotion III
Enhancement: Ranger Dexterity I
Enhancement: Ranger Dexterity II
Magnus_Arcanis
04-19-2009, 02:36 PM
Perhaps going 12 monk/7 wizard/1 rogue could be a good way to go for you.
Granted, your dps will be rather low, but as a halfling your sneak attack damage should more than make up for it. Rogue also unlocks UMD and increases your reflex save which should already be rather high.
12 monk isn't exactly gonna make you a damage machine, but you can get teir III monk attack speed which is awefully good with vorpals. You can get +30% healing amp which will let your dragon marks and UMD'd scrolls and wands go a long way. Not to mention Fists of Light which is becoming an increasingly useful ability. Plus the +3 ac just for having 10 levels of monk can only help you. Oh, you also get improved evasion, better run speed, abundant step and your saves will be a lot better.
While turbine, for some reason, didn't give any prestige enhancements to monks they will eventually and you should be in good position to capalitize on that.
As for stats I'd recommend:
str: 12
dex: 17
con: 13
Int: 11
wis: 14
cha: 8
At lv.20 with only using +1 tomes, +6 items, and enhancements your stats while in teir III air stance should end up as:
STR: 18
DEX: 34
CON: 18
INT: 20
WIS: 24
CHA: 14
Feats:
Weapon Finesse, Toughness, TWF, ITWF, GTWF, Power Attack, Least, Lesser, and Greater Dragon Mark, skill focus: UMD, extend, quicken.
Of course you can alter those as you see fit after all its your character, but based on 'off the top of my head' thinking, those would be my recommendations based on what you wanted.
Noctus
04-19-2009, 02:41 PM
Your original idea is quiet fine.12 ftr/7 wiz/1 monk halfling 28 pt with dragon marks.
intercession:
Kopesh and DEX-based doesnt work, as Kopeshs arent finess-able weapons.
But a Warforged will be better at doing what you plan on doing. The wizard lets you self-heal when you are a warforged, and so you save 3 feats + a big chunk of APs just by switching the race.
Also i´d switch Fighter to Ranger for several reasons:
- You will get Evasion at 9th ranger.
- More and better skillpoints.
- Both are spellcasters, so their spellpoints-pool combines.
- WIS based casting of a Ranger has good synergy with the monk level.
- Tempest.
- Ranger has some nifty buff spells. Best off all: +5 nat armor self-cast-barkskin.
(perhaps: - With ranger you dont need to invest heavily into DEX to take the whole TWF line. You can so reach a much higher damage output while using Displacement + Stoneskin as a way to deal with incoming damage due to a bit lowered AC. Also wizard on a warforged has excellent self-healing)
So that would lead to a Warforged Ranger 12 / Wizard 7 / Monk 1.
Strength 12
Dexterity 16 (all level ups here)
Constitution 16
Intelligence 10
Wisdom 12
Charisma 6
or perhaps if you would go STR based:
Strength 16 (all level ups here)
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 12
Charisma 6
Also this would enable you to wield 2 Kopeshs.
Rexo99
04-20-2009, 12:00 AM
For all the good posts thanks alot. I am interested in all of them lol. I very much like the idea of the warforged with dw kopesh but i'm curious with 12 dex it will hurt my evasion right? Other wise not really sure what to do yet but I will research and let you know what I decide =)
VKhaun
04-20-2009, 06:04 AM
For all the good posts thanks alot. I am interested in all of them lol. I very much like the idea of the warforged with dw kopesh but i'm curious with 12 dex it will hurt my evasion right? Other wise not really sure what to do yet but I will research and let you know what I decide =)
Dex mod being added to armor, only works up to a maximum of your armor type.
You'd need 25 or some odd dex before you'd justify wearing a robe and not limiting yourself by armor.
Evasion is a feat given to various classes that makes reflex saves for half damage result in zero damage instead. Yes I believe your reflex save goes above your armor limitation for dex bonus to AC, but I'm not 100% sure.
Evasion is a feat given to various classes that makes reflex saves for half damage result in zero damage instead. Yes I believe your reflex save goes above your armor limitation for dex bonus to AC, but I'm not 100% sure.
yes it does. However, to take advantage of the monk AC you are restricted to wearing robes/outfits, so max dex bonus won't be a factor. Otherwise the 1 monk level isn't all that helpful (or go WF, in which case armor and max dex bonus is irrelevant). As ranger you also get cure wand use, which really can aid self sufficiency, plus it's cost effective. Free TWF feats, tempest, and favored nme will help with dps. Since you won't be taking the higher tempest enhancements, you still get to use your shield spell for AC.
edit - in Phidius' example, i'd drop charisma and put some more into str. 8 str is still kinda low, even for a finesse build. without a rogue or bard level, umd won't ever be great on this guy without some grinding, so might as well put it into str. You'll save an item slot by not having to worry about a cha item
Phidius
04-28-2009, 11:16 AM
...
edit - in Phidius' example, i'd drop charisma and put some more into str. 8 str is still kinda low, even for a finesse build. without a rogue or bard level, umd won't ever be great on this guy without some grinding, so might as well put it into str. You'll save an item slot by not having to worry about a cha item
I totally agree - in fact, I rolled up this build this morning and did exactly that. UMD is great when you have at least one level of rogue or an obscene Charisma. UMD is most useful IMHO to get healing, which this build should be fine on.
I used the following stats: 13 Str, 18 Dex, 14 Con, 10 Int, 14 Wis, 8 Cha
Also, removing UMD from the build freed up some more AP to beef up the potential of the Wall of Fire :D
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