Here is something I come up with. Excuse me if there is some mistakes. I just modified it from a helf build I used.
Code:
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Light Monk with Void IV
Level 20 Lawful Neutral Human Male
(20 Monk)
Hit Points: 341
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 16
Reflex: 16
Will: 16
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(34 Point) (Level 1) (Level 20)
Strength 15 22
Dexterity 15 18
Constitution 16 18
Intelligence 8 10
Wisdom 15 18
Charisma 8 10
Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 27
Bluff -1 0
Concentration 7 42
Diplomacy -1 0
Disable Device n/a n/a
Haggle -1 0
Heal 2 4
Hide 2 4
Intimidate -1 0
Jump 6 30
Listen 2 4
Move Silently 2 4
Open Lock n/a n/a
Perform n/a n/a
Repair -1 0
Search -1 0
Spot 5 27
Swim 2 6
Tumble 3 16
Use Magic Device n/a n/a
Level 1 (Monk)
Feat: (Past Life) Past Life: Monk
Feat: (Selected) Power Attack
Feat: (Human Bonus) Toughness
Feat: (Monk Bonus) Two Weapon Fighting
Level 2 (Monk)
Feat: (Monk Bonus) Stunning Fist
Level 3 (Monk)
Feat: (Selected) Past Life: Disciple of the Fist
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Level 4 (Monk)
Level 5 (Monk)
Level 6 (Monk)
Feat: (Selected) Cleave
Feat: (Monk Bonus) Toughness
Level 7 (Monk)
Level 8 (Monk)
Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Level 10 (Monk)
Level 11 (Monk)
Level 12 (Monk)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Level 13 (Monk)
Level 14 (Monk)
Level 15 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Level 16 (Monk)
Level 17 (Monk)
Level 18 (Monk)
Feat: (Selected) Toughness
Level 19 (Monk)
Level 20 (Monk)
Enhancement: Monk Serenity
Enhancement: Human Adaptability Dexterity 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: Way of the Patient Tortoise I
Enhancement: Monk Improved Recovery I
Enhancement: Monk Improved Recovery II
Enhancement: Monk Improved Recovery III
Enhancement: Shintao Monk I
Enhancement: Shintao Monk II
Enhancement: Shintao Monk III
Enhancement: Void Strike I
Enhancement: Void Strike II
Enhancement: Void Strike III
Enhancement: Void Strike IV
Enhancement: Adept of Wind
Enhancement: Master of Thunder
Enhancement: Adept of Rock
Enhancement: Grandmaster of Mountains
Enhancement: Master of Stone
Enhancement: Adept of Flame
Enhancement: Master of Bonfires
Enhancement: Adept of Rain
Enhancement: Master of the Sea
Enhancement: Racial Toughness I
Enhancement: Improved Concentration I
Enhancement: Improved Concentration II
Enhancement: Monk Wisdom I
Since you said you dont have helf, I changed it to human. If you can go helf, just change a toughness for a dilettant feat (I like having Cleric Dilettant, specially for soloing).
There is really no reasen to have 3 toughness. One is more than enogth. Just change 2 of them for whatever you like. I would change one of them for Zen Archery, for example, for those times you dont have the option to kill a mob but ranged, since shurikens really sucks! But this is a change I would do! I think the majority of people out there would rather have a double tougness than get zen archery, so if you think you will never pick a bow, please, dont change it! ![Big Grin](/forums/images/smilies/biggrin.png)
Another change could be for SAP for a little more croud control, but I only recomend that to solo or playing with people that know you have it and are willing you to use it to help the in quest.
It starts with con 16 in order for it to get Mountain grandmaster. Mountain stance is powerfull after the lasts updates (damage reduction, more critical damage), and have the most powerfull monk special attacks. Change grandmaster stance as you like, but for a STR based monk like this I recoment either mountain or fire. Fire will give you more ki on hit and a better healing amp if using Jidz-Tetka (for a total of 195% heal amp, not counting ship buff or other equipments).
With the right equipments, this build can achieve a heal amp as high as 368%. With this you would heal 3 hit point per hit using healing curse or a vampiric weapon. Its a lot of healing considering that monks hit really fast. But that in fire stance, so if you stay a lot in fire stance, change Grandmaster Mountain for fire.
Tomes needed: Dex +2 for improved and Greater TWF. Con +2 if you want grandmaster Mountain. Wis +1 for Master of Ocean.
I think I said everything I wanted.
Hope it helps.
PS.: I just assumed you are going to TR a first life monk. If not, things will change.