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Thread: Splash Monk?

  1. #1
    Community Member Aiyana's Avatar
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    Jul 2007
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    Default Splash Monk?

    Trying out a 14/2 wiz/mnk build out right now and liking it. I like to solo when I can so it may not be a mainstream idea but here are what I think are useful beni's.

    Wizzies use cloth, monks use cloth
    Wizzies use Staves, monks use staves
    Evasion is always handy
    2 extra feats of which discipline and dodge are useful
    Insightful Reflexes+Evasion is Really Handy
    Concentration a key ability for both classes
    Some useful enhancements in the monk lines like the stat swapping and animal lines.

    Elf Wiz/Mnk Hp-25 Mp-170
    Starting Feats - Mental Toughness , Maximize Spell

    Str -8
    Dex-12
    Con-12
    Int-16
    Wis-16
    Chr-8

    1st lvl Wiz
    2nd lvl Mnk - Take Dodge which with the monk wis bonus to ac gives me a +4
    3rd lvl Mnk - Get Evasion and take Discipline and Insightful Reflexes
    4th lvl - 16th lvl full wizzie

    Basicly looking at losing 2 lvls of wiz for a greatly increased survivability and solo ability. Not getting 2nd lvl spells til 5th stings a little but no more then any other splashing
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  2. #2
    Community Member Jakarr's Avatar
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    A Wiz/Rogue works just as well but it looks like u are taking monk for a little more flavor. As for yer starting wis stick that in str the extra 4 ac will not help once ya get Displacement and Stoneskin. I wouldn't take discipline or dodge but I'd take 2 feats of toughness or 1 feat of toughness + power attack with a 16ish starting str you can wip out that qstave turn on power attack and fire stance and woop up for a bit. Now keep in mind that later on you will most likely be duel wielding 2 scepters.
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  3. #3
    Community Member wolfy42's Avatar
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    Mar 2006
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    Might I suggest 1 rogue level into the mix to add more versatility? You do not lose much taking 13 wizard lvls instead of 14.

    I have been thinking about that build myself recently and was going to write up a breakdown for it.

    For me halfling is the way to go due to high self healing early game, AC bonus, To hit bonus and save bonuses.

    Halfling wizard 13/monk 2/rogue 1

    Stats: 32 point build.

    Str 10 (04)
    Dex 18 (10)
    Con 14 (06)
    Int 14 (06)
    wis 14 (06)
    cha 08 (00)

    Stats end game:

    Str 18 (10 base + 2 tome + 6 item)
    Dex 34 (18 base + 4 level + 3 crafted + 3 tome + 6 item)
    Con 22 (14 base + 2 tome + 6 item)
    Int 18 (14 base + 2 tome (at lvl 1 for bonus skill points) + 2 enhancement)
    Wis 24 (14 base + 3 tome + 1 enhancement + 6 item)
    Cha 08 (boosted to 14 with +6 item for UMD usage)

    AC of build is high especially when using monk weapons or a quarterstaff when casting spells.

    10 base
    12 dex
    7 wisdom
    5 CE (no spells cast or gets interupted)
    4 shield spell
    5 protection
    3 natural
    4 insight
    7 armor (WDSR)
    5 dodge (no dodge feat...due to lack of feats)
    1 halfling size bonus
    =63 AC non-buffed (65 if using monk weapons including a staff and casting spells from centered bonus and a stance)


    Can keep perma haste going for 64/66

    Can also switch to turtle mode using a medium shield +5 (alchemical bonus) to turtle up and get 4 more shield ac (lose centered bonus and no stance so total AC is 68 like that...but you have DR if your out of mana for stoneskin etc)

    And you can have diplacement going which drops the chance enemies have to hit your 64 ac by half (Ie if they were hitting you only 5% of the time..they are hitting only 2.5% now....if they were hitting 30% of the time they hit only 15%....and if they were hitting 90% of the time...they hit only 45% now).

    Dragonmark and toughness feats help alot.

    Feats needed/recomended

    3 bonus wizard feats = extend/maximize....third can be quicken or empower.
    Monk bonus feats: Double up on toughness feats.

    Normal feats: 3 dragon marks (instant healing for the win...all but greater affected by maximize and empower as well), CE (extreme AC + displacement - win)...leaves 1 feat free (ITWF, another toughness, Mental toughness etc.

    Hp max is a bit low...but not absolutely horrible:

    20 heroic
    52 wizard
    16 monk
    08 rogue
    96 con
    10 draconic
    36 toughness
    05 turtle power
    30 GFL
    =267

    With a mod fort item crit hits are VERY rare even against the hardest enemies (has to hit through AC twice, displacement (50% chance to miss all together) and mod fort 75% chance to not be crit).

    Skills are hard to choose for this though because having intimidate would be very useful....since your so hard to hit. Drop a fire wall and intimdate all the mobs into it and you should keep aggro fine.

    With a +2 tome at lvl 1 you get 7 skill points per lvl. You obviously want to max DA and Search so you can take care of traps for the party...which uses up 4 skill points per lvl.

    That leaves UMD and Intimidate in competition (have to rely on memory or someone else to spot traps...although with your wisdom and a good + spot item you won't be too bad). I know...the concept of having intimidate on such a character seems insane...but with instant heals at will, high ac, displacement, great saves etc.....it would be worth it. UMD though also has serious advantages....so it's not an easy decision. You can max one...and keep the other at 1/2...but of course you need both as high as possible.

    UMD can get boosted by 4 GH, 4 Cha (+6 item), 7 item, 2 GL 18 base and 2 rogue skill boost 1 for a 37 without Skill focus (40 possible if you use a feat for skill focus).

    Intimidate can get boosted 4 from gh, 4 from cha, 15 from item, 2 from gl, 18 base, 2 rogue, 1 enhancement for a 46

    You can't have both though. A 35 intimidate isn't going to do much at all end game....and a 28 UMD is barely useful at all (Think you can raise dead with that 50% or so....but thats about it).

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