Hey all!
I really want to roll a Ninja Spy monk because they seem very interesting. My goals are not to min/max but not totally suck either so I want something viable. I will be duoing with a rogue assassin so I want stealth and survivability because my monk is the one who should try to take the hits. The point is to have a useful AC and stunning fist. I've read the boards a lot but wanted some clarifications and feedback on a few things. I know halflings make great monks but I just can't make a halfling monk for asthetic reasons which is why I'm contemplating between a human or a dwarf. I also don't want to make a Warforged monk. I will plan to stay in Wind stance most of the time and use Earth for some extra survivability/tanking when needed. I have 32-point builds unlocked.
Level 20 Human Monk
Lawful Neutral
STR 14
DEX 16
CON 15
INT 10
WIS 14
CHA 8
4 points to DEX and 1 to CON at level 16 to get GM Earth stance with a +2 tome at lvl 18.
Skills:
Balance, concentration, move silently, spot and tumble. Five skills which is why starting INT is 10. Tumble just for concept reasons and move silently in order to sneak around in shadow fade. Might put some points into jump as well and skip maxing spot, move silently or balance.
Feats:
1: TWF
1: Toughness
1: Stunning Fist
2: Weapon Finesse
3: Dodge
3: Path of Inevitable Dominion
6: Toughness
6: Power Attack
9: ITWF
12: Imp. Crit: Bludgeon
15: GTWF
18: Toughness
Enhancements:
Enhancement: Monk Serenity
Enhancement: Human Adaptability Constitution I
Enhancement: Human Greater Adaptability Dexterity I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Human Versatility IIII
Enhancement: Static Charge
Enhancement: Way of the Clever Monkey I
Enhancement: Way of the Clever Monkey II
Enhancement: Monk Ninja Spy I
Enhancement: Monk Ninja Spy II
Enhancement: Touch of Death
Enhancement: Fists of Iron
Enhancement: Porous Soul
Enhancement: All-Consuming Flame
Enhancement: Monk Improved Recovery I
Enhancement: Void Strike I
Enhancement: Winter's Touch
Enhancement: Adept of Wind
Enhancement: Grandmaster of Storms
Enhancement: Master of Thunder
Enhancement: Adept of Rock
Enhancement: Grandmaster of Mountains
Enhancement: Master of Stone
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Monk Jump I
Enhancement: Monk Jump II
Enhancement: Monk Tumble I
Enhancement: Monk Tumble II
Enhancement: Monk Wisdom I
Enhancement: Monk Wisdom II
= 78 APs so some saved already for Ninja Spy III when it's released.
OR
Level 20 Dwarf Monk
Lawful Neutral
STR 14
DEX 16
CON 16
INT 12
WIS 14
CHA 6
All bumps in DEX.
Skills:
Same as human which is why 12 starting INT.
Feats:
1: TWF
1: Stunning Fist
2: Weapon Finesse
3: Toughness
3: Path of Inevitable Dominion
6: Dodge
6: Power Attack (or with a +1 tome take CE for +3 AC moving PA to 12 and Imp. Crit to 18 losing last Toughness)
9: ITWF
12: Imp. Crit: Bludgeon
15: GTWF
18: Toughness
Enhancements:
Enhancement: Monk Serenity
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Constitution II
Enhancement: Dwarven Spell Defense I
Enhancement: Dwarven Tactics I
Enhancement: Dwarven Tactics II
Enhancement: Static Charge
Enhancement: Way of the Clever Monkey I
Enhancement: Way of the Clever Monkey II
Enhancement: Monk Ninja Spy I
Enhancement: Monk Ninja Spy II
Enhancement: Touch of Death
Enhancement: Fists of Iron
Enhancement: Porous Soul
Enhancement: All-Consuming Flame
Enhancement: Monk Improved Recovery I
Enhancement: Monk Improved Recovery II
Enhancement: Void Strike I
Enhancement: Winter's Touch
Enhancement: Adept of Wind
Enhancement: Grandmaster of Storms
Enhancement: Master of Thunder
Enhancement: Adept of Rock
Enhancement: Grandmaster of Mountains
Enhancement: Master of Stone
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Monk Jump I
Enhancement: Monk Jump II
Enhancement: Monk Tumble I
Enhancement: Monk Tumble II
Enhancement: Monk Wisdom I
Enhancement: Monk Wisdom II
Can remove something when Ninja Spy III is released.
Comparing the human is more versatile with APs and gets more healing amp but the dwarf gets +2 Stunning Fist DC from enhancements and also the chance to get CE. The human also gets more hit points, but I might take Least and Lesser Dragonmarks of Passage for some Expeditious Retreat and DDoor fun. Can swap them out for toughnesses later. Might also switch Monkey for Crane is Ki is becoming a problem.
Even if DEX isn't maxed I should be looking at a 16 + 5 bumps/human adapability + 2 tome + 6 item + 1 exceptional +4 stance = 34 which I hope is enough to give a good +to hit. Not sure if I'm aming for epics. I can just TR or LR to some other stats and go STR based if it's necessary later on.
I was wondering is it viable to put bumps into wisdom instead of dex or will the +hit suffer too much. With Wisdom I'd get higher DCs and keep the same AC as with DEX. With 14 starting WIS I'm looking at maybe +2 tome, +2 enhancements, +6 item, +1 exceptional for a 23 WIS and 25 in water stance. Could get another +2 with enhancements on human and +1 with dwarf. Still I've read that 30 WIS should be pretty easy to get but I'm not seeing it. Is that with 16 starting WIS and GM Water Stance? The DCs are important to me since I won't have the STR for the dps so I might as well be a better stunner and have better finishing moves. What is a good Wisdom score to aim for? 24 with 37 DC good enough not counting possible dwarven tactics for stunning fist?
Thanks in advance.