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:
Human is for extra skill point and Human Versality boost. Improved Recovery is also nice. And so is 2x +1 stat enhancement.Code:Character Plan by DDO Character Planner Version 3.32 DDO Character Planner Home Page 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
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.