I know its not a good idea to MC Monk, but Im a Multiclass-o-holic.
I also don't like lock/traps and I must-have UMD. I don't care much about gold sink called Epic.
Here's my idea:
Code:
Character Plan by DDO Character Planner Version 3.32
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Level 20 Lawful Good Human Male
(18 Monk \ 2 Rogue)
Hit Points: 278
Spell Points: 0
BAB: 14\14\19\24
Fortitude: 14
Reflex: 18
Will: 16
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 14 22
Dexterity 15 18
Constitution 14 16
Intelligence 14 16
Wisdom 14 20
Charisma 8 10
Tomes Used
+2 Tome of Dexterity used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Strength used at level 20
+2 Tome of Constitution used at level 20
+2 Tome of Wisdom used at level 20
+2 Tome of Charisma used at level 20
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 9
Bluff -1 0
Concentration 4 26
Diplomacy -1 0
Disable Device 6 26
Haggle -1 4
Heal 2 5
Hide 6 8
Intimidate -1 0
Jump 6 10
Listen 2 5
Move Silently 6 8
Open Lock 6 16
Perform n/a n/a
Repair 2 3
Search 6 26
Spot 6 24
Swim 2 6
Tumble 6 8
Use Magic Device 3 26
Level 1 (Rogue)
Feat: (Human Bonus) Stunning Blow
Feat: (Selected) Two Weapon Fighting
Level 2 (Monk)
Feat: (Monk Bonus) Toughness
Level 3 (Monk)
Feat: (Monk Bonus) Stunning Fist
Feat: (Selected) Weapon Focus: Bludgeoning Weapons
Level 4 (Monk)
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Level 5 (Monk)
Level 6 (Monk)
Feat: (Selected) Quick Draw
Level 7 (Monk)
Feat: (Monk Bonus) Power Attack
Level 8 (Monk)
Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Level 10 (Monk)
Level 11 (Rogue)
Level 12 (Monk)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Level 13 (Monk)
Level 14 (Monk)
Level 15 (Monk)
Feat: (Selected) Skill Focus: Use Magic Device
Level 16 (Monk)
Level 17 (Monk)
Level 18 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Level 19 (Monk)
Level 20 (Monk)
Enhancement: Rogue Damage Boost I
Enhancement: Rogue Haste Boost I
Enhancement: Rogue Acid Trap Lore I
Enhancement: Rogue Cold Trap Lore I
Enhancement: Rogue Electric Trap Lore I
Enhancement: Rogue Fire Trap Lore I
Enhancement: Rogue Sonic Trap Lore I
Enhancement: Human Adaptability Wisdom I
Enhancement: Human Greater Adaptability Strength I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Human Versatility III
Enhancement: Human Versatility IV
Enhancement: Ten Thousand Stars
Enhancement: Way of the Clever Monkey I
Enhancement: Way of the Clever Monkey II
Enhancement: Way of the Clever Monkey III
Enhancement: Way of the Clever Monkey IV
Enhancement: Monk Improved Recovery I
Enhancement: Monk Improved Recovery II
Enhancement: Unbalancing Strike
Enhancement: Adept of Wind
Enhancement: Master of Thunder
Enhancement: Adept of Rock
Enhancement: Adept of Rain
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Rogue Sneak Attack Training I
Enhancement: Monk Balance I
Enhancement: Rogue Disable Device I
Enhancement: Rogue Open Lock I
Enhancement: Rogue Search I
Enhancement: Monk Spot I
Enhancement: Rogue Dexterity I
Enhancement: Monk Wisdom I
Enhancement: Monk Wisdom II
Enhancement: Monk Wisdom III
Enhancement: Rogue Improved Trap Sense I
Human is for extra skill point and Human Versality boost. Improved Recovery is also nice. And so is 2x +1 stat enhancement.
Second Rogue level is for skills. Monks don't get enough skills/level to max out rogue-ish skills. Only 4/level and 1 must be used for Conc. But +1 Dex enhancements doesn't hurt.
Clever Monkey path is for bonus vs traps. And elemental resist is handy. With rank 1 Rogues, I can have DR 10 static/stacking resist. Nice.
Will not have perfect "fist" DC, but can spam fist and regular blow.
AC should be OK-ish. I should have solid damage output. It's also one of reasons why I picked Light path, extra cure to compensate for not-perfect AC. High UMD should also help.
Max Wind stance is possible with +3 Dex tome.
Some feats are optional, like SF:UMD or WF:Blunt, but I had no idea what to take. They don't hurt and are not a total waste tho.
Quick Draw is a feature, not a bug.
Comments are wellcome.