I continue to struggle with two conundrums: how to create anything useful that uses Monk hand-to-hand combat, and how to create a melee caster. This build attempts to combine both.
Code:
Oriental Adventures: Halfling Monk Wizard
Level 20 Lawful Good Halfling Female
12 Monk \ 8 Wizard (20th level)
The design constraints:
- Halfling
- 4th level arcane spells
- Lots of punching
- Adds value to party even at endgame
The build features:
- Improved evasion
- Doubled-up stunning
- All the happy pseudo-clericy monk abilities
Code:
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 16) (Cap/Geared)
Strength 14 14 20
Dexterity 16 22 34*
Constitution 14 14 20*
Intelligence 13 16 22
Wisdom 13 16 24
Charisma 8 8 9
* in greater wind stance
Tomes Used
+1 Tome of Dexterity used at level 3
+1 Tome of Wisdom used at level 3
+2 Tome of Wisdom used at level 7
[Update] changed ability increase to DEX
[Cap Update] tome references to include min levels. Also, she actually has +2 tomes on STR and CON but these are not necessary to the build.
Code:
Planned
Hit Points: 180 (258 w/ CON item and GFL)
Spell Points: 478
BAB: 9\9\14
Fortitude: 11
Reflex: 15
Will: 15
Capped/Geared
Hit Points: 410 (128 base, 100 con, 87 feat, 96 enchanted)
Spell Points: 487 or 587 when wearing POPX
BAB: +13/+16
Fortitude: 25 or 22 when wearing POPX
Reflex: 31 or 28 when wearing POPX
Will: 31 or 28 when wearing POPX
Oriental swaps her Trinket slot between Head of Good Fortune with Alchemical Resistance Ritual, and a Pearl of Power X. This is a bit of a pain as I often forget and either am 100 spell points short, or run the quest with the POPX instead of the intended +3 to saves.
Code:
AC Capped/geared
10 base 10 base
2 centered 12 dexterity*
1 halfling 7 wisdom
6 dex 6 armor
1 dex (air stance) 5 deflection
3 wis 4 dodge
3 +6 dex item 3 centered
3 +6 wis item 1 size
5 +5 protect item --
6 +6 armor item 48
1 ritual
--
41
4 shield
1 haste
--
46 53 self buff
* in greater wind stance
[Update] thanks for suggestions!
Code:
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 16) Capped/Geared
Balance 7 25 45
Concentration 6 23 50
Jump 6 25 33
Spot 6 21.5 41
Tumble 7 16 27
Not enough skill points for useful UMD.
Code:
Feats
(1) Stunning Blow
(3) Cleave
(6) Two Weapon Fighting
(12) Improved Two Weapon Fighting
(15) Improved Critical: Bludgeoning Weapons
(18) Greater Two Weapon Fighting
Monk Bonus Feats
(1) (monk 1) Stunning Fist
(3) (monk 2) Power Attack
(6) (monk 3) Weapon Finesse
(11) (monk 6) Toughness
Wizard Bonus Feats
(3) (wiz 1) Extend Spell
(10) (wiz 5) Quicken Spell
[Update] dropped Dodge added Weapon Finesse at level 6
[Cap Update] reworked to include TWF chain after Module 8 came out
Note that I seem to be entirely missing whatever feat I selected at level 12. This concerns me, I'm sure I didn't just forget to take one!
Where did it go?
Also the Quicken turned out to be a waste, I never use it. Maybe if Solid Fog worked correctly. But it doesn't and I am likely going to swap for Mental Toughness and pick up another hundred spell points.
Code:
Enhancements
Halfling Dexterity II
Halfling Cunning III
Halfling Guile III
Halfling Luck (Fortitude) I
Halfling Luck (Will) I
Racial toughness II
Monk Special Attacks
Lifting the Veil
Receptive Earth
Restoring the Balance
Difficulty at the Beginning
Rise of the Phoenix
Monk Animal Path
Way of the Patient Tortoise III
Monk Improved Recovery I
Monk Prestige Enhancement
Shintao Monk II
Monk Way of Air Master of Thunder
Monk Way of Earth Adept of Rock
Monk Wisdom III
Wizard Intelligence II
I expect to be in wind stance most of the time. I don't expect to be using monk-special punches very often if at all.
[Cap Update] Reworked completely when Shintao II came up in Update 7. And my comment about using the monk special punches was way off base, I use them all the time. ALL the time.
Code:
Spell (1): Mage Armor
Spell (1): Jump
Spell (1): Shield
Spell (1): Protection From Evil
Spell (1): Ray of Enfeeblement
Spell (2): Blur
Spell (2): Touch of Idiocy
Spell (2): Glitterdust
Spell (2): Web
Spell (3): Haste
Spell (3): Rage
Spell (3): Heroism
Spell (3): Displacement
Spell (4): Fire Shield
Spell (4): Solid Fog
Spell (4): Stoneskin
All are buffs, except those chosen for their ability to bypass SR and/or saves.
[Update] dropped resist energy, added Touch of Idiocy.
[Cap Update] the spell list holds up pretty well, but at higher levels Mage Armor, Touch of Idiocy, web and Glitterdust drop off - replace with Detect Secret Doors, Knock, Invisibility and See Invisible. Also I added Fireball over Rage for Hadoogun-based reasons.