View Full Version : Request - Monk with Rogue Skills - Solo?
Acidon
05-06-2010, 09:26 AM
I posted much of the same in a post under character builds, but since that wasn't the point of the thread, I'm not sure how many people will end up seeing the new post in that thread.. That said..
I tried out Monk and LOVE it! But half of the fun in this game for me is these Rogue skills:
Spot
Search
Disarm Trap
Open Lock
I solo most of the time, otherwise I duo with a RL friend. We don't mesh our characters because we both solo often and like to play what we like to play.
Is it possible to build a solo-able/strong Monk while retaining enough Rogue skills to tackle traps and doors in solo/group 'hard' or 'elite' quests?
*IF* this is possible, I would really love some direction. Best-case would be a rough build I could follow, but any information and/or insight to my little problem would be greatly appreciated! =)
I'm new to the game, but I am loving the **** out of it. I would love my first character through the content to be what I listed above.
Another note, I am not real concerned about how much people want/need me in groups or content that is for level 20. That's for a future build, someday, when I'm done experiencing the journey a couple/few times.
Any ideas?
Acidon
EDIT: Forgot to mention I would very much like to make a Drow.. Though it may not be optimal.. Though if this will severely gimp me, I may choose otherwise.. maybe =)
TPICKRELL
05-06-2010, 09:35 AM
You can do a monk/rogue build, but it is a real stretch especially until you get to 32 or 34 pt builds. The monk build benefits already from high dex/wis/str and con, so adding the need for a reasonable int to get better rogue skills and skill points is a real stretch.
I'd advise against it until after you have run a pure monk all the way to level 20.
The monks saves and evasion make most of the rogue skills unnecessary for solo. You miss out on some xp bonus and some locked treasure that a rogue splash could get. But you give up a lot for not being a pure monk, and if you don't go pure once you won't have any way to guage the value of what you are giving up... Other than posts like this one suggesting it's not a good trade off.
Aerendil
05-06-2010, 09:38 AM
Possible, I suppose, but VERY stat-intensive.
Rangers can pull it off due to several of the skills being class-skills for them, and they only have to cross-class 2 of them (open locks and disarm trap).
Wizards can pull it off due to an insane number of skill points from high INT.
Anyone else struggles, and would require a Rogue level every 4 or 5 levels just to play "catch-up" with their skills. Otherwise, they'd drop.
So if you want to stay mostly Monk, it would be tough without losing your level 18 tierIV stances :(
Best bet is to start with 14 INT (or 12 and eat a +2 tome as soon as possible), take level 1 as a Rogue, and then take the 2nd rogue level around 10ish. If Human, this would help a bit as it's an extra +1 skill point per level (with 14 INT that would be a total of 7 / lvl).
Spot = 1 pt/lvl (class skill)
Search = 2/lvl (cross-class)
Disarm = 2/lvl (cross-class)
Open Locks you can throw extra points in there every now and then. It's not one you need to keep maxed thankfully.
You'll also want to keep enough skill points to have Conc maxed, and throw some into Jump, Balance, Hide, MS, every now and then as well.
The other option is to go mostly Rogue and play a Rogue/Monk Acrobat.
Look up Phenx's "Big F'n Stick" build.
unbongwah
05-06-2010, 09:54 AM
The main problem with MCing monks IMHO is that if you take more than a splash, you really limit your armor & weapon options; if you're uncentered, you can't take advantage of most of your monk abilities. Add to that the need for at least decent INT on a rogue / monk on top of their other stat requirements and it becomes tough to pull off.
You could do a drow variant on the Big F'n Stick (http://forums.ddo.com/showthread.php?t=158960) build. Or you could do a monk / rogue who used handwraps or dual-wielded kamas: not the greatest DPS, but you'd get self-healing from Fists of Light and a nice speed boost from Wind Stance.
Acidon
05-06-2010, 11:33 AM
Hey guys,
Awesome info that I really appreciate.
I'm going full Monk then.. But..
If there's 1 class I could splash, which and when would i do that with? For solo/duo crazy type stuff (hard/elite). Is there a splash that would help me out?
I have dismissed the rogue skills completely for this char.
Thanks again,
Acidon
xoowak
05-06-2010, 11:38 AM
There is almost nothing you can splash on a monk to make it better, since the monk capstone is so good. I've seen a few builds that go 6+ fighter for kensei, though.
hockeyrama
05-06-2010, 01:36 PM
to show even a 28pt build could do this fairly easy here is a quick build I put together. It not perfect but done fast.
Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Good Halfling Male
(19 Monk \ 1 Rogue)
Hit Points: 282
Spell Points: 0
BAB: 14\14\19\24
Fortitude: 14
Reflex: 23
Will: 15
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 12 13
Dexterity 16 24
Constitution 14 14
Intelligence 13 14
Wisdom 13 17
Charisma 8 8
Tomes Used
+1 Tome of Strength used at level 1
+1 Tome of Dexterity used at level 1
+1 Tome of Intelligence used at level 1
+1 Tome of Wisdom used at level 1
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 7
Bluff -1 2
Concentration 2 28
Diplomacy -1 3
Disable Device 6 25
Haggle 3 3
Heal 2 3
Hide 7 13
Intimidate -1 -1
Jump 4 6
Listen 2 5
Move Silently 7 13
Open Lock 7 11
Perform n/a n/a
Repair 2 2
Search 6 26
Spot 6 22
Swim 1 1
Tumble 4 8
Use Magic Device 3 3
Level 1 (Rogue)
Feat: (Selected) Two Weapon Fighting
Enhancement: Rogue Skill Boost I
Enhancement: Rogue Sneak Attack Training I
Enhancement: Rogue Search I
Level 2 (Monk)
Feat: (Monk Bonus) Toughness
Level 3 (Monk)
Feat: (Selected) Power Attack
Feat: (Monk Bonus) Weapon Finesse
Enhancement: Halfling Dexterity I
Enhancement: Halfling Cunning I
Enhancement: Halfling Guile I
Enhancement: Way of the Elegant Crane I
Enhancement: Racial Toughness I
Enhancement: Monk Concentration I
Enhancement: Monk Wisdom I
Level 4 (Monk)
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Enhancement: Monk Improved Recovery I
Level 5 (Monk)
Enhancement: Monk Concentration II
Level 6 (Monk)
Feat: (Selected) Stunning Fist
Enhancement: Halfling Cunning II
Enhancement: Way of the Elegant Crane II
Enhancement: Racial Toughness II
Level 7 (Monk)
Feat: (Monk Bonus) Lightning Reflexes
Enhancement: Fists of Iron
Enhancement: Adept of Wind
Enhancement: Adept of Rock
Enhancement: Rogue Improved Trap Sense I
Level 8 (Monk)
Enhancement: Halfling Dexterity II
Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Halfling Guile II
Level 10 (Monk)
Enhancement: Monk Wisdom II
Level 11 (Monk)
Enhancement: Way of the Elegant Crane III
Enhancement: Monk Concentration III
Level 12 (Monk)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Level 13 (Monk)
Enhancement: Master of Thunder
Level 14 (Monk)
Enhancement: Monk Wisdom III
Level 15 (Monk)
Feat: (Selected) Toughness
Enhancement: Monk Improved Recovery III
Level 16 (Monk)
Enhancement: Way of the Elegant Crane IV
Level 17 (Monk)
Enhancement: Monk Improved Recovery II
Level 18 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Level 19 (Monk)
Enhancement: Halfling Cunning III
Enhancement: Grandmaster of Storms
Level 20 (Monk)
Enhancement: Rogue Damage Boost I
Enhancement: Halfling Guile III
Enhancement: Adept of Rain
Eurytos
05-06-2010, 02:07 PM
I'll start off by saying I'm one of the people who say NEVER multiclass a monk. That being said, it's still possible to do a build like this if you wanted.... and it can actually be fairly viable too... end game included.
You could go with something like this. Less Monk, More rogue. All important skills to max, full DD/search/UMD/Concentration with close to full open locks.
Light based because you mentioned soloing. Dex build for the same reason, more AC. You still get abundant step, your fists are 2d6 damage, you have 4d6+17 sneak attack, you have 3rd teir wind stance (+3 dex, +7.5% stacking attack speed) and you have 25% Rogue Haste boost as well as +3 Damage boost. You have Improved Uncanny Dodge for AC boosts as well. You even keep Improved Evasion from monk levels. When soloing, you can use a deception weapon to maintain sneak attacks.
Character Plan by DDO Character Planner Version 3.32
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)
Level 20 Lawful Good Halfling Male
(12 Monk \ 8 Rogue)
Hit Points: 310
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 14
Reflex: 24
Will: 11
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 14 16
Dexterity 18 29
Constitution 14 16
Intelligence 12 14
Wisdom 10 12
Charisma 8 8
Tomes Used
+1 Tome of Intelligence used at level 3
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Wisdom used at any level
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 4 9
Bluff -1 3
Concentration 4 26
Diplomacy -1 1
Disable Device 5 25
Haggle -1 -1
Heal 0 0
Hide 8 15
Intimidate -1 -1
Jump 2 5
Listen 0 2
Move Silently 8 15
Open Lock 8 26
Perform n/a n/a
Repair 1 2
Search 5 25
Spot 4 18
Swim 2 3
Tumble 8 13
Use Magic Device 3 22
Level 1 (Rogue)
Skill: Concentration (+2)
Skill: Disable Device (+4)
Skill: Hide (+4)
Skill: Move Silently (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Two Weapon Fighting
Level 2 (Monk)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Feat: (Monk Bonus) Toughness
Level 3 (Monk)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Feat: (Selected) Toughness
Feat: (Monk Bonus) Weapon Finesse
Level 4 (Monk)
Ability Raise: DEX
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Level 5 (Monk)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Level 6 (Monk)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Feat: (Selected) Toughness
Level 7 (Monk)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Feat: (Monk Bonus) Power Attack
Level 8 (Monk)
Ability Raise: DEX
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Search (+1)
Level 9 (Monk)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Search (+1)
Feat: (Selected) Improved Two Weapon Fighting
Level 10 (Rogue)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+8)
Level 11 (Monk)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Search (+1)
Level 12 (Monk)
Ability Raise: DEX
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Level 13 (Monk)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Level 14 (Monk)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Level 15 (Rogue)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+5)
Feat: (Selected) Greater Two Weapon Fighting
Level 16 (Rogue)
Ability Raise: DEX
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+2)
Skill: Search (+1)
Skill: Spot (+3)
Skill: Use Magic Device (+1)
Level 17 (Rogue)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+2)
Skill: Search (+1)
Skill: Spot (+3)
Skill: Use Magic Device (+1)
Level 18 (Rogue)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+3)
Skill: Search (+1)
Skill: Spot (+2)
Skill: Use Magic Device (+1)
Feat: (Selected) Dodge
Level 19 (Rogue)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+3)
Skill: Search (+1)
Skill: Spot (+2)
Skill: Use Magic Device (+1)
Level 20 (Rogue)
Ability Raise: DEX
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+3)
Skill: Search (+1)
Skill: Spot (+2)
Skill: Use Magic Device (+1)
Enhancement: Rogue Damage Boost I
Enhancement: Rogue Damage Boost II
Enhancement: Rogue Haste Boost I
Enhancement: Rogue Haste Boost II
Enhancement: Rogue Haste Boost III
Enhancement: Rogue Skill Boost I
Enhancement: Rogue Skill Boost II
Enhancement: Halfling Dexterity I
Enhancement: Halfling Dexterity II
Enhancement: Halfling Cunning I
Enhancement: Halfling Cunning II
Enhancement: Halfling Cunning III
Enhancement: Halfling Cunning IV
Enhancement: Halfling Guile I
Enhancement: Halfling Guile II
Enhancement: Halfling Guile III
Enhancement: Halfling Guile IV
Enhancement: Halfling Hero's Companion I
Enhancement: Halfling Hero's Companion II
Enhancement: Way of the Elegant Crane I
Enhancement: Way of the Elegant Crane II
Enhancement: Fists of Iron
Enhancement: Monk Improved Recovery I
Enhancement: Adept of Wind
Enhancement: Master of Thunder
Enhancement: Adept of Rock
Enhancement: Master of Stone
Enhancement: Adept of Flame
Enhancement: Master of Bonfires
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Rogue Sneak Attack Accuracy I
Enhancement: Rogue Sneak Attack Accuracy II
Enhancement: Rogue Sneak Attack Training I
Enhancement: Rogue Sneak Attack Training II
Enhancement: Rogue Sneak Attack Training III
Enhancement: Rogue Dexterity I
Enhancement: Rogue Dexterity II
Dexterity:
18 Start
5 Levels
4 Enhancements
2 Tome
6 Item
3 Master Wind Stance
----------------------
38 Dex
Wisdom:
10 Start
6 Item
2 Tome
2 Yugoloth Potion
----------------------
20 Wis
AC:
14 Dex Bonus
10 Base
8 Armor Bracers
5 Protection
5 Wisdom Bonus
4 WIS Yugo Potion Natural Armor
4 Dodge Bonus (Icy Raiment)
3 Monk Bonus
1 Halfling Size
1 Haste
---------------------------
55 Self Buffed AC
hockeyrama
05-06-2010, 04:04 PM
the only problem is he may not easily be able to get the +2 tomes and may not have the 32 point build which is why I showed the 28pt one. Yours is way better and if he can get those things it is better end game.
If he not have options for everything that you need (32pt build as example) thne he can still do it just has to cut out the extras. He needs high DD, and search (with 1 rogue level he can double point these to max like I showed) and high concentration. He would have one other skill to choose and I picked high spot given it is a monk skill and will help let him know that hidden doors and traps are nearby (however most players he group with could just tell him where to search) so he not relying on others to tell where traps are. If he not need the spot he could throw those points into umd and with some items boost the umd so it is usefull for some extra wands for healing.
Eithier way it is possible to build but as many who play monk will tell you (me included) it is better to keep it pure class.
So it all about what you want to do.
Another option is to make the monk like I originally showed with more points on int and grab hide move silent instead of spot and with the halfling sneak attack damage and the 1d6 form rogue he will get lots of damage (due to the fast attack pace in wind stance) from sneak attacking.
Eurytos
05-06-2010, 04:08 PM
He did mention that it would be a build he would play in the future. By then he should have better access :D
edit: oops I misread, oh well.
lutherl
05-06-2010, 04:13 PM
You could do a drow variant on the Big F'n Stick (http://forums.ddo.com/showthread.php?t=158960) build.
I've got something like that working now. So far, at 5MNK/1ROG he's a blast to play solo. I suppose that could change. My intent is to get to 7MNK and swap over to ROG for the rest (and Acro II). That lets me have WindII and healing outta the monk stuff.
wolfy42
05-06-2010, 04:28 PM
From what he listed he really only need a few rogue levels, but a decent int.
Monk levels, just a few, can help a rogue build alot since you can use H2H combat to get in more unarmed attacks. You only need 1 monk level for that which gives you 19 rogue levels...and the rogue capstone bonus blows anyways.
Have you thought about going 19 rogue/1 monk?
Go with the TWF feats and with wind stance + rogue haste you'll have some very fast attacks.
If they fixed weighted gloves that will help a ton as a stunned enemy takes full sneak attack damage.
You could even go for a very high AC if you want and make it a dex/wis based build....but your probably better off going strength since you get the full strength bonus to both hands with H2H combat.
If you don't have 32 point builds I always say go run a character up through 100 favor on each server and that should just about cover it.
You might consider taking more monk levels though. Taking 3 monk levels still gives you 17 rogue (only dropping your sneak attack damage by 1d6) but gives you access to fists of light which are pretty snarfy. Walk on the sun stacks with other bonuses when using rogue skills.....and it's nice to have a healing buff when solo as well. In addition you get +1 to wisdom and monkey bonus to resists (Stacks with rogues elemental resists for 4 universal initially..and both stack with resist energy.
The second monk level gives you another bonus feat as well, which is very snarfy:)
So yeah, I'd say go with rogue 17/monk 3......strength based to take advantage of unarmed strength boost to both hands.
hockeyrama
05-06-2010, 09:46 PM
alldepends on what he likes. He can go with a splash of each. It was my impression that he wants a monk but also wants one who can trap so then he only needs 1 rogue level. If he wants the rogue then he can pick how many monk levels he likes.
TPICKRELL
05-07-2010, 08:29 AM
I don't think it works to splash into a monk nearly as well as the other way around. The monk is a great splash into other classes that don't have a strong capstone.
If you want something monk like then consider doing Fighter 12 / Monk 8 and go with Kensai II fighter prestige class (unarmed figtening specialization).
I've got a build like this and it feel like a monk most of the time, but it's strengths line up against situations very differently. I am enjoying mine a lot, its now Fighter 9/monk8.
KoobTheProud
05-07-2010, 01:22 PM
If you like the Monk lifestyle but want to solo and do rogue things you can make a very good Paladin with Monk and Rogue splashes that feels just like a Monk but with Lay on Hands, Exalted Smite and Divine Might. Make a Drow and you get +Dex, Int and Cha and you can have a very nice package. You're still in robes and using handwraps or kamas and you have insane survivability as you level due to the AC bumps from Dex and Wis and the saves bump from Cha alongside Evasion.
My current solo favorite is a Paladin 6/Monk 2/Rogue 1 that has Toughness, Two Weapon Fighting, Weapon Finesse, Power Attack, Combat Expertise. She has base AC of 33 that can get to 40 with CE + clickies. She has saves of 18/22/18 and 147 hp, and +15 to hit before taking stances and buffs into account. She also has Lay On Hands x2, Exalted Smite x4 and Divine Might x11. She gets the benefit of low level Flurry of Blows from a Monk attached to the better BAB of a Paladin and Two Weapon Fighting for a flurry of attacks each turn and with Weapon Finesse she usually is in Power Attack mode with Divine Might active for a lot of damage.
The only mob in the game that has given me trouble to date is the vampire boss in The Church and The Cult and that's only because his AC and regeneration are high enough that I'm going to need highly specialized weapons to handle him.
Acidon
05-08-2010, 08:54 PM
Thanks a lot guys for all of the replies and great information.
I have been playing a pure monk, almost level 4 now. It's awesome fun. I really miss not being able to deal with traps and locks though.
I know that almost all builds don't have the ability to deal with that type of thing, but I still really enjoy that aspect of this game. And obviously if I am putting points into skills that enable me to do that, I am not putting points into other things.. So in essence I am gimping myself a bit.
That said..
My current solo favorite is a Paladin 6/Monk 2/Rogue 1 that has Toughness, Two Weapon Fighting, Weapon Finesse, Power Attack, Combat Expertise. She has base AC of 33 that can get to 40 with CE + clickies. She has saves of 18/22/18 and 147 hp, and +15 to hit before taking stances and buffs into account. She also has Lay On Hands x2, Exalted Smite x4 and Divine Might x11. She gets the benefit of low level Flurry of Blows from a Monk attached to the better BAB of a Paladin and Two Weapon Fighting for a flurry of attacks each turn and with Weapon Finesse she usually is in Power Attack mode with Divine Might active for a lot of damage.
This sounds amazing! Is it really as awesome as it sounds?
Any way I could get a general break-down of what class at what level? Assuming that I would roll as a Rogue and go from there, but then what? And what feats when? This is definitely something I would love to check out sometime.
For some reason that breakdown sounds like uber fun. Would the rest of the levels be paladin then? I don't know enough to know the answer to that.
Or would I be better off with either hockeyrama's or Eurytos' builds in terms of rogue skills and the monk feel? Both of those look like fun and I wanted to say that I really appreciate the time you guys took to outline that out.
They all look awesome to me, but I am nowhere near an expert (yet! =))
Anyway, you guys rock. Having a blast with this game and I look forward to trying all sorts of builds.
Acidon
Eurytos
05-09-2010, 12:10 AM
She gets the benefit of low level Flurry of Blows from a Monk attached to the better BAB of a Paladin and Two Weapon Fighting for a flurry of attacks each turn and with Weapon Finesse she usually is in Power Attack mode with Divine Might active for a lot of damage.
Um... monks get BaB 20 with Monk weapons (Kamas, handwraps, quarterstaves.)
KoobTheProud
05-09-2010, 11:26 PM
Um... monks get BaB 20 with Monk weapons (Kamas, handwraps, quarterstaves.)
Actually this is true. I said something simple that I should have explained better at the time. What I should have said is that the Pally 6/ Monk 2/Rogue 1 has better to hit numbers than a Monk 9 would have in most situations and has better consistent damage output.
This is how the Pally/Monk/Rogue stacks up at 9 with mediocre gear (meaning +3 Dex/Str/Cha):
BAB +7/+8
Dex +7
Divine Favor +2
Exalted Smite (4x/90 secs) +10
So she sits at +17 barehanded before weapons and can boost that to +27 for a few strikes every fight, and often both hands get the Exalted Smite bonus.
For damage it looks like this:
Base damage: 1-6
Strength +4
Divine Favor +2
Divine Might +2
Divine Sacrifice +5d6 (similar cooldown to Monk strikes)
Exalted Smite - something ungodly. The best Exalted Smite I've seen so far was 105/39 and a very surprised and very dead beholder.
Average 11.5/29 Divine Sacrifice/36.5 Exalted Smite
Base damage
The level 9 Monk is going to look something like this:
BAB +8/+9
Dex +7 (Wisdom gets bumped not Dex, and if Dex gets bumped then Monk abilities are weaker)
Sitting at +16 before weapons with no continuous buffs other than an additional level of Wind stance which turns into an extra 5% haste on attacks.
For damage it looks like this:
Base damage: 1-8
Strength +4 (and the Monk gets squeezed harder than the Drow Pally because of free Charisma in the Pally build which turns into damage via Exalted Smite and Divine Might)
Monk Strikes: 2d6
Average 8.5/15.5 Monk Strikes
KoobTheProud
05-10-2010, 11:53 AM
This sounds amazing! Is it really as awesome as it sounds?
It's on a par with the Exploiterr Ranger/Monk/Rogue builds through level 9, being much better defensively and just a tad worse offensively in my opinion. If you take Improved Two Weapon Fighting instead of Combat Expertise at 9 it's similar offensively and a bit better defensively.
Any way I could get a general break-down of what class at what level? Assuming that I would roll as a Rogue and go from there, but then what? And what feats when? This is definitely something I would love to check out sometime.
This is what I would recommend at this point and I lesser hearted into it a couple of nights ago:
Drow - Str 14, Dex 15, Con 11, Int 11, Wis 14, Cha 15
L1 Rogue - Two Weapon Fighting, UMD 4, Concentration 2, Balance 4, Jump 4, Spot 4, Open Lock 4, Move Silently 4, Tumble 4
L2 Paladin - UMD 5
L3 Paladin - Weapon Finesse, UMD 6
Tome of Supreme Ability +1
L4 Monk - Dex +1, Toughness, UMD 7, Balance 5, Spot 6
L5 Monk - Power Attack, UMD 8, Balance 7, Spot 7
L6 Paladin - Dodge, UMD 9, Concentration 3
L7 Paladin - UMD 10, Concentration 4
Tome of Wisdom +2
L8 Paladin - Dex +1, UMD 11, Concentration 5
Tome of Intelligence +2 (if going Combat Expertise, I switched to ITWF at 9 and will get CE later on)
L9 Paladin - Improved Two Weapon Fighting, UMD 12, Concentration 6
Enhancements are optimized because of the re-roll, this is the order you'd need to do them from scratch:
L1 - Elven Enchantment Resistance I. Save 3 pts.
L2 - Paladin Extra Smite Evil I, Paladin Devotion I. Save 5 pts.
L3 - Paladin Charisma I, Elven Dexterity I, Save 5 pts.
L4 - Paladin Toughness I, Racial Toughness I. Save 7 pts.
L5 - Monk Wisdom I. Save 9 pts.
L6 - Paladin Extra Lay on Hands I, Paladin Bulwark of Good I, Paladin Resistance of Good I. Save 10 pts.
L7 - Paladin Devotion II, Paladin Energy of the Templar I, Paladin Extra Smite Evil II, Paladin Extra Turning I. Save 8 pts.
L8 - Paladin Divine Might I, Paladin Divine Sacrifice I, Paladin Improved Turning I. Save 9 pts.
L9 - Paladin Hunter of the Dead I, Paladin Exalted Smite I, 4 pts choice of Elven Dex II, Paladin Cha II or save for the wave of abilities coming up at Paladin 7 and 8, I chose to save for now.
For some reason that breakdown sounds like uber fun. Would the rest of the levels be paladin then?
The build is a lot of fun to play. It's kind of like the Exploiterr except the defense is just insane. Offensively it is so much fun to walk up to a boss and start Divine Sacrificing over and over knowing that I'm going to use Lay on Hands to recover all the health I'm losing, twice if necessary, and just blow him away. I've been thinking about getting some vicious handwraps to magnify the effect and I think that could be gross, unfortunately I haven't found any that are better than +2 yet and I really want to upgrade the to hit on the weapons at this point so I can power attack groups and not miss against the high AC in the groups.
Future planned levels are all Paladin except for a possible Rogue skill dump level late, haven't decided if I want to do that or not. Skills will be UMD and Concentration at every level except the possible skill dump which is uncertain. Taking UMD +1 every level means no dump there so I may well just take the 17th Paladin level or if I see something glaring like Balance needing to be much higher then I'd dump there.
Feats are going to be 12 Combat Expertise, 15 Greater Two Weapon Fighting, 18 not sure, might be Extend Spell or Empower Healing Spell or even Precision depending on whether there is a class of high AC low DR mob I need to kill at that point. I guess it could also be Improved Critical but the threat ranges on handwraps and kamas are really low to begin with so I'm not sure this is best use of the feat.
Edited this when I realized that if you're starting from scratch the feats need to be slightly re-ordered to meet stat requirements and that effects the enhancement order as well.
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