Ok, after many requests, here's Arkat 2.0. Originally, I made some Stat Point allocation errors so when Lesser Reincarnations became available, I took the opportunity to re-do them as well as re-do some skill ranks.
Anyway, this build is primarily Dex-based but with a respectable Strength. I like having a pretty good AC and what I consider a good Reflex Save.
What do I like about him? Survivability mostly but he also does pretty good damage. I don't have any trouble with being the tank on Sally (although the occasional Dark Path Monk can steal agro from me with Touch of Death, especially when I haven't had time to establish agro). This guy also OWNS the Subterrane. Whenever I join a Hound or VoD raid, I pretty much always clear ahead for everyone else. I can also survive the Eye Tyrant Council fairly easily unless, of course, I get unlucky and roll a few early ones on my save versus their Disintegrate Rays. Usually though, with my +4 Weakening of Enfeebling handwraps, I can disable their eye rays fairly quickly and then just pound the snot out of them from there. For the non-Beholder mobs of the Subterrane, I find dual +4 Vorpal kamas work well. He also does well in the Shavarath content. An example of doing well would be one time I led the kill count in Sins of Attrition after using Vorpals the whole time. Incidentally, a pretty good Fighter who is in my guild was also on the run and he insisted DPS was the way to go. I didn't have the heart to point out the kill count but I'm pretty sure he saw it anyway and just didn't say anything.
Class: Monk 20
Path: Light
Race: Warforged
32 pt build
Alignment: Lawful Good (Lawful Neutral would be ok if you REALLY wanted to do the Abbot raid enough to get the Litany of the Dead trinket)
Starting scores:
16 Str
15 Dex
16 Con
8 Int
13 Wis
6 Cha
Leveling Points:
4th Level +1 to Dex
8th Level +1 to Dex
12th Level +1 to Dex
16th Level +1 to Dex
20th Level +1 to Str
Tomes used:
+2 to all stats except for Wisdom which I used a +3
Stats before Items (includes starting score + level-ups + Tomes + Action Point Enhancements (+2 Con, +2 Wis) + Wind Stance (-2 to Con, +4 to Dex):
Str 19
Dex 25
Con 18
Int 10
Wis 18
Cha 8
Items that add to Stat scores:
Levik's Bracers (+6 to Str)
Mineral II Kama (+2 Exceptional to Wis)
Shintao Cord Necklace (+6 to Con)
Morah's Band (+6 Enhancement to Dex, +1 Exceptional to Dex)
Kyosho's Ring (+6 Enhancement to Wis, +1 Exceptional to Str)
Greensteel Cloak (Existential Stalemate +6 to Wis - Yes, I know it's redundant)
Final Stats when in Ultimate Wind Stance and using my Mineral II Kamas:
Str 26
Dex 32
Con 24
Int 10
Wis 26
Cha 8
Hit Points:
160 Monk
140 Con
20 Heroic Durability
10 Draconic Vitality
40 Superior False Life (Upgraded Quorforged Docent of Battle)
22 Toughness Feat
20 Toughness (Upgraded Quorforged Docent of Battle)
45 Greensteel Item
20 Way of the Tortoise IV
40 Racial Toughness I, II, III, and IV
517 Total Hitpoints
Feats:
1st: Dodge
1st Monk: Two Weapon Fighting
2nd Monk: Power Attack
3rd: Weapon Finesse
3rd Monk: Path of Harmonious Balance
6th: Weapon Focus: Bludgeoning
6th Monk: Toughness
9th: Improved Two Weapon Fighting
12th: Improved Crit: Bludgeoning
15th: Greater Two Weapon Fighting
18th: Iron Will*
*I took this to make up for the -2 to Will Saves for using the Upgraded Quorforged Docent of Battle
Enhancements:
Way of the Tortoise I, II, III, IV
Monk Improved Recovery I, II, III
Monk: Way of Air - Storm Strike (Ultimate Wind Stance) I, II, III, IV
Monk Capstone: Serenity
Monk: Way of Water - Flowing Water Strike II (Ocean Stance)
Monk: Water Special Attacks - Unbalancing Strike
Racial Toughness I, II, III, IV
Skill: Spot - Monk Spot I
Stat: Wisdom - Monk Wisdom I, II
Warforged: Constitution - Warforged Constitution I, II
Warforged Hardiness I, II
Warforged Healer's Friend I, II, III
Warforged Power Attack I, II, III
Skill Ranks:
Balance 23
Concentration 23
Jump 16
Spot 7
Tumble 14
Equipment (What I normally use):
Various Handwraps including Greater Banes, Weakening of Enfeebling, Weighted 5%, etc.
Mineral II Helm - Greater Acid Resistance, Improved Regeneration, Inherent Acid Resistance +10, Heavy Fort, +5 Protection
Tharne's Goggles
Morah's Belt (+6 Con, +15 Tumble)
Head of Good Fortune (Swap out with Bloodstone in Combat)
Quorforged Docent of Battle (Upgraded) - Superior False Life, Toughness, +5 Enhancement Bonus to AC, Reinforced Plating +2
Greensteel Cloak - Existential Stalemate (+6 Wis, +10 Diplo, +10 Haggle, +45 HP, +5 to Con Skills, +1 to Str Skills)
Shintao Cord (+6 Con, +15 Concentration)
Morah's Band (+6 Dex Enhancement, +1 Dex Exceptional, Thief Acrobat - +15 to Jump, and chance to Unbalance Opponent. I also added Holy Burst to it via Devil Battlefield crafting)
Kyosho's Ring (+6 Wis Enhancement, +1 Str Exceptional, Shintao Monk - +2 to Hit and +2 to Damage (untyped). I also added Shocking Burst to it via Devil Battlefield crafting)
Spectral Gloves (Ethereal, +2 Competence to Hit)
Boots of the Innocent (+5 Resistance, +15% Striding)
Levik's Bracers (+6 Str, 20% Healing Amplification)
Other Weapons of Note:
Mineral II Kama - Holy, +2 to Wis
Mineral II Kama - Holy, +4 to AC (Heightened Awareness)
Dual Vorpal Kamas
Dual Dream Edges
Breeze
Dreamspitter
Other Items of Note:
Planar Gird X2
Visor of the Flesh Render Guards
Madstone Boots
Solid Fog Clickies (good for tanking Hound and crowd control in part IV of Shroud)
Shield Clickies
Other Notes:
With WF Healers Friend III, Monk Recovery III, and Levik's Bracers, Heal Scrolls will cure 128 points (instead of the 110 they normally do) and Cure potions now have FULL effect on you!
While I have the Head of Good Fortune Equipped, my Concentration Skill sits at 66 and my Jump Skill is at 42.
With the Head of Good Fortune equipped, my saves are:
29 Fort
31 Ref
28 Will
My AC (when I use my Min II Kamas which is rare) is currently at 54 with no buffs. I did the AC ritual on my Quorforged Docent of Battle and the Eldritch Resistance Ritual on my Tharne's Goggles. If I put on Chaosgarde bracers, my AC goes up to 56 but I lose the +6 to Str and 20% Healing Amp so I don't do that.
I learned how to use the various combination of strikes to do the finishing moves like Walk of the Sun, Aligning the Heavens, Dance of the Clouds, Grasp the Earth Dragon and the Healing curse/burst using the Fists of Light. Unbalancing Strike (the Water Special attack) is also helpful especially if you have Tharne's Goggles or Rogues in your party. I advise all Light-Path Monks to learn all those as well.
Finally, I am considering doing a True Reincarnation, mainly to get the increased Unarmed Strike damage (2d12 at 20th level instead of 2d10). I'd also get 2 more Stat points to play with but I'd end up using them to bump my starting Wisdom up by 1 which would make up for the +3 Wis tome I would lose by TRing. I do have a full set of +2 Tomes in the bank waiting for me if I do decide to TR.