I just reached level 12 with the WF “Godhand” build, and truly love everything about it. It occurred to me that AC doesn't really mean much; I suppose I could reach low 40’s with the right buffs, but it doesn't seem to matter. Furthermore, if AC isn’t the focus on your build, then in my mind it saves a feat or two, why even bother with dodge and/or Two-Weapon Defense. 1 AC here or there just isn’t going to matter. If I’m wrong about this please enlighten me, after all I’ve only reached level 12 with my first toon. I'm trying to create an alt-toon to mess around with, and have built up quite a bit of hand-wraps in my inventory.
So with that thought in mind, I figured I might try a different approach, kill before getting killed. Max out on Strength, take feats to help your offence and if you can afford it, feats to help out saves. My idea is to remain in the Fire Stance. I’m a bit worried about ki and the low wisdom, but I’ve experimented with a variation on this and he didn’t seem to have any problems with ki.
The advantages to this build are obvious, incredible strength and with 4 levels of haste, incredible speed. The disadvantages, lower the normal AC, and does require the purchase of tomes, and he is uglier than sin. I mean a truly ugly site to behold.
Level 20 Lawful Good Half-Orc Male
(12 Fighter / 8 Monk)
Hit Points: 390
BAB: 18/18/23/28/28
Fortitude: 18
Reflex: 14
Will: 14
Start (32 Point)
Strength 18
Dexterity 15
Constitution 16
Intelligence 6
Wisdom 12
Charisma 6
End
Strength 30 (+5 level ups, +2 tome at 7)
Dexterity 17 (+2 tome at 7, needed for ITWF)
Constitution 16
Intelligence 8 (+2 tome at 7, trying to help out a skill starved toon, but not necessary)
Wisdom 12
Charisma 6
Skills: Balance, Concentration, Jump, Tumble (1 point at level 1) – You don’t have much to work with; in the build I tended to take Balance over jump, and tried to take concentration at every level. My thought was that if you needed to jump get the house p buff once you have favor, and/or where the Jidz-Tet’ka bracers and switch briefly into wind stance.
1 – Monk: Toughness, TWF
2 – Fighter: Weapon Focus: Bludgeoning
3 – Monk: Power Attack, Stunning Fists
4 – Monk: Path of Balance
5 – Fighter: Stunning Blow
6 – Monk: Toughness
7 – Monk :
8 – Fighter:
9 – Monk: ITWF, Iron Will
10 – Fighter: Weapon Spec. Bludgeoning
11 – Monk:
12 – Monk: Improved Critical: Bludgeoning
13 – Fighter:
14 – Fighter: GTWF
15 – Fighter: Toughness
16 – Fighter : Greater Weapon Focus: Bludgeoning
17 – Fighter:
18 – Fighter: Luck of Heroes, Sap
19 – Fighter:
20 – Fighter: Greater Weapon Spec: Bludgeoning
Enhancements:
Fighter Attack Boost I, II
Fighter Haste Boost I, II, III, IV
Kensei Unarmed Mastery I, II
Fighter Critical Accuracy I, II
Fighter Kensei I, II
Fighter Strategy (Stunning Blow) I, II, III
Fighter Unarmed Specialization I
Orcish Power Attack I, II, III
Orcish Strength I, II
Way of the Patient Tortoise I, II
Fists of Iron
Monk Improved Recovery I, II
Adept of Wind
Adept of Rock
Adept of Flame
Racial Toughness I, II
Fighter Strength I, II, III
Fighter Toughness I, II, III