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  1. #1
    Community Member meb410's Avatar
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    Default Kensei/Monk Build help

    Ok, so I was thinking of a mix between these with unamred as the main weapon. I figured I might go 12/6/2 Ftr/Mnk/something else, but I think the 12/8 seems to work out a bit better.
    Ok, so... here it is.
    Sorry for some of the probably pointless feats as with this, there are SO many feats. I got annoyed towards the end with the amount.
    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Human Male
    (12 Fighter \ 8 Monk) 
    Hit Points: 420
    Spell Points: 0 
    BAB: 18\18\23\28\28
    Fortitude: 18
    Reflex: 13
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             18                    29
    Dexterity            15                    17
    Constitution         15                    18
    Intelligence          8                     8
    Wisdom                8                     8
    Charisma              8                     8
    
    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
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    15
    Bluff                -1                     1
    Concentration         6                    22
    Diplomacy            -1                     1
    Disable Device       n/a                   n/a
    Haggle               -1                    -1
    Heal                 -1                    -1
    Hide                  2                     5
    Intimidate            1                    28
    Jump                  7                    15
    Listen               -1                    -1
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                 -1                    -1
    Swim                  4                     9
    Tumble                3                     6
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Intimidate (+2)
    Skill: Jump (+3)
    Skill: Tumble (+1)
    Feat: (Human Bonus) Dodge
    Feat: (Selected) Stunning Blow
    Feat: (Monk Bonus) Two Weapon Fighting
    Enhancement: Improved Jump I
    Enhancement: Improved Tumble I
    
    
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+0.5)
    Skill: Jump (+1)
    Feat: (Monk Bonus) Toughness
    Enhancement: Human Improved Recovery I
    Enhancement: Way of the Tenacious Badger I
    
    
    Level 3 (Fighter)
    Skill: Intimidate (+2)
    Feat: (Selected) Mobility
    Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Racial Toughness I
    Enhancement: Fighter Toughness I
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+2)
    Feat: (Fighter Bonus) Power Attack
    Enhancement: Fighter Strength I
    
    
    Level 5 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    
    
    Level 6 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Feat: (Selected) Spring Attack
    Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Human Adaptability Strength I
    Enhancement: Improved Jump II
    
    
    Level 7 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Enhancement: Kensei Unarmed Mastery I
    Enhancement: Fighter Kensei I
    Enhancement: Racial Toughness II
    
    
    Level 9 (Monk)
    Skill: Concentration (+1)
    Skill: Intimidate (+1.5)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Enhancement: Monk Improved Recovery I
    Enhancement: Fighter Toughness II
    
    
    Level 10 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Enhancement: Static Charge
    Enhancement: Improved Tumble II
    
    
    Level 11 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    
    
    Level 12 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Feat: (Selected) Skill Focus: Intimidate   (Remember those pointless feats I was talking about. Not sure, but I tihnk this is one...)
    Feat: (Monk Bonus) Toughness
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Rock
    Enhancement: Adept of Flame
    
    
    Level 13 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Enhancement: Fighter Strategy (Stunning Blow) III
    Enhancement: Fighter Toughness III
    
    
    Level 14 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Feat: (Fighter Bonus) Greater Weapon Focus: Bludgeoning Weapons
    Enhancement: Human Greater Adaptability Constitution I
    
    
    Level 15 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Fighter Strength II
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Feat: (Fighter Bonus) Cleave
    Enhancement: Fighter Strategy (Stunning Blow) IV
    
    
    Level 17 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Enhancement: Fighter Unarmed Specialization I
    Enhancement: Racial Toughness III
    
    
    Level 18 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Bludgeoning Weapons
    Feat: (Selected) Toughness
    Enhancement: Fighter Kensei II
    
    
    Level 19 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Enhancement: Fighter Toughness IV
    
    
    Level 20 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Enhancement: Fighter Strength III
    Don't really know what else to say... What do yall think?
    Is the race ok? Maybe switch to Horc?
    What about enhancements? Maybe take a different line?
    Also, how would you gear this thing?

    (I'm a bit of a purist when it comes to monks, I've never gone over second level on a monk multiclass. Don't usually play fighters, so I'm just altogether not sure what to do with this thing I've made...)

    Any help IS appreciated. (Though please no trolling and what-not, really makes your opinions hard to respect)
    "They should have an odor bonus to AC."
    "No, an insect bonus. You move wierdly due to insects in your pants, +2 AC."

  2. #2
    Community Member elg582's Avatar
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    1. IMHO, 12 monk (12/8, 12/7/1, 12/6/2) is better; you lose 2 feats (more on that in a second), but you get earth 3 (+1 crit multiplier, DR 6/-, +3 natural armor), abundant step, poison immunity, higher unarmed die, etc. The DPS is a wash, so you're basically trading HP for damage mitigation.

    2. Drop STR to 16 and put those points in WIS (yes, even if you only take 8 monk levels).

    3. Mobility, Spring Attack, and Cleave are wasted feats; either swap for more toughness, dragonmarks, etc, or go 12 monk

    4. Race is fine, depending on what you want to do; humans get better healing and skills, WF tank better, Horcs get slightly better DPS, dwarves are better balanced in stats, elves get the best dragonmark, halflings get ac and sneak attack bonuses.

    5. Enhancements look OK; you will probably respec at least twice, so play around with different things.

    6. Gear is going to be mostly monk, modified according to what role you want to fill.

  3. #3
    Community Member SpearKicker's Avatar
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    Quote Originally Posted by elg582 View Post
    ...Cleave are wasted feats...
    I like Cleave. But I starting to think I am the only one who likes it...

    Anyway, I think it could have its use in a Tank Monk with intimidation.

  4. #4
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    Cleave is required for Shin unless you take Luck of Heros. Cleave is also an awesome way to build Ki. At level 12 I got a wicked pair of Paralyzers that I frosty bursted and there were times that I stunned 6 mobs at one with Cleave. IMHO, now that it doesn't break the attack chain, Cleave is a must have for any monk who isn't a pure finesse build. Even then it would still be extremely useful.

  5. #5
    Community Member TPICKRELL's Avatar
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    Quote Originally Posted by SpearKicker View Post
    I like Cleave. But I starting to think I am the only one who likes it...

    Anyway, I think it could have its use in a Tank Monk with intimidation.
    Cleave used to be really bad because of its effect on the attack chain, now it's pretty reasonable-- especially low to mid levels where you are frequently surrounded by mobs and a single hit has a noticeable impact on their health bars.
    Khyber -- Grubbby, Grubonon, Gralak, and all the gang of *grubs* in the Homeboys of Stormreach.

  6. #6
    Community Member elg582's Avatar
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    Quote Originally Posted by edgarallanpoe View Post
    Cleave is required for Shin unless you take Luck of Heros. Cleave is also an awesome way to build Ki. At level 12 I got a wicked pair of Paralyzers that I frosty bursted and there were times that I stunned 6 mobs at one with Cleave. IMHO, now that it doesn't break the attack chain, Cleave is a must have for any monk who isn't a pure finesse build. Even then it would still be extremely useful.
    He is making a dark monk, not light.

    I agree that it is the best choice for monks going shintao, but in any other build it will be situationally useful at best.

  7. #7
    Founder smyter's Avatar
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    With this kind of split, you may consider getting enough monk levels to get advanced evasion.

  8. #8
    The Hatchery whomhead's Avatar
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    Quote Originally Posted by smyter View Post
    With this kind of split, you may consider getting enough monk levels to get advanced evasion.
    Improved evasion would mean giving up kensai II. Which is to say that, while you might consider it, I wouldn't do so for very long.

  9. #9
    Community Member Kinerd's Avatar
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    I would go 7 monk / 1 rogue over 8 monk. You trade +1 damage from base dice for +6.5 sneak attack damage and UMD potential. I would also try to squeeze in Human Versatility if you stay 8 monk, Damage Boost is getting a HUGE buff in u11. Haste Boost IV is so good with handwraps, I would squeeze that in at almost any cost.

  10. #10
    Community Member redspecter23's Avatar
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    I value cleave extremely high on any wrap using toon. The potential to generate bursts of ki in a flash is very useful (more useful on the 12 monk version than the 8 monk version obviously). Use it with something like Vampiric Stonedust wraps and you can almost have your own wall of stone. It's heavily based on playstyle though so some will find it useless while others, like myself, can't find a way to live without it once trying it out. I can't wait to give it a go with the new third tier weapons in U11. potentially multiple aoe blast effects going off with each cleave has me very interested. Surely a fighter/monk build can spare one feat for this.
    Kaarloe - Degenerate Matter - Argonnessen

  11. #11
    Community Member elg582's Avatar
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    Quote Originally Posted by whomhead View Post
    Improved evasion would mean giving up kensai II. Which is to say that, while you might consider it, I wouldn't do so for very long.
    Why not? The DPS is a wash, all you get is a few more HP and 2 fighter feats.

  12. #12
    The Hatchery whomhead's Avatar
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    Quote Originally Posted by elg582 View Post
    Why not? The DPS is a wash, all you get is a few more HP and 2 fighter feats.
    I see very little reason to do an 11/9 fighter/monk split, which is what I read the post I quoted above as promoting. If you do go that route, then I would do so primarily to get touch of death instead of improved evasion. Now I know that ToD is pretty good for burst damage, and that its value is sacrosanct around these parts, so I will most likely get lambasted for questioning it. But the fact remains that it is expensive in terms of both ki and AP. It also does progressively less and less for you as you gain levels; enemies will save more frequently, and it represents an ever-diminishing portion of their total HP. In my humble estimation, it isn't worth it.

    Now, if we're talking about a 12/8 monk/fighter split, then that's a different comparison. The DPS there is probably about a wash, as you say, and there are many other benefits to those extra monk levels. However, if you're going to take 12 monk levels and fight unarmed, then I can't really see that you gain much of anything over a 12/8 monk/monk split instead.

  13. #13
    Community Member elg582's Avatar
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    Quote Originally Posted by whomhead View Post
    I see very little reason to do an 11/9 fighter/monk split, which is what I read the post I quoted above as promoting. If you do go that route, then I would do so primarily to get touch of death instead of improved evasion. Now I know that ToD is pretty good for burst damage, and that its value is sacrosanct around these parts, so I will most likely get lambasted for questioning it. But the fact remains that it is expensive in terms of both ki and AP. It also does progressively less and less for you as you gain levels; enemies will save more frequently, and it represents an ever-diminishing portion of their total HP. In my humble estimation, it isn't worth it.

    Now, if we're talking about a 12/8 monk/fighter split, then that's a different comparison. The DPS there is probably about a wash, as you say, and there are many other benefits to those extra monk levels. However, if you're going to take 12 monk levels and fight unarmed, then I can't really see that you gain much of anything over a 12/8 monk/monk split instead.
    OK, we agree about the 11/9 split

    But 12 monk/x fighter gives quite a few advantages:

    -Fighter toughness (and more HP in general)
    -Extra feats
    -Haste boost
    -Higher to-hit
    -Item defense

    And, imho, you don't lose much from not getting monk 13-20 except the capstone.

  14. #14
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    Item defense is awesome and stuff.
    Wherever you went - here you are.

  15. #15
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    Quote Originally Posted by Dartwick View Post
    Item defense is awesome and stuff.
    LOL. +1 rep to you sir.
    White Fang (newbie-friendly build) - TWF melee dps with self-sufficiency and rogue skills.
    California King - the hagglebot craftbot alt build, pure Arty leveling with two-handed weapons.

  16. #16
    Community Member FrozenNova's Avatar
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    Take stunning fist. It's based off character level, and fonks can now reach a worthwhile dc with it.
    Be helf/rogue. 10% less amp, same versatility, same adaptability, 10.5 stacking sneak damage.
    12/7/1rogue isn't unreasonable though. Be human if you do this.
    Spare feats go straight into toughness. Toughness toughness toughness.

  17. #17
    Community Member Therigar's Avatar
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    Quote Originally Posted by edgarallanpoe View Post
    Cleave is required for Shin unless you take Luck of Heros.
    I don't think this is correct. There is an entire laundry list of feats that qualify the Shintao PrE. IIRC I took Diehard last life.

  18. #18
    Community Member Therigar's Avatar
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    Quote Originally Posted by whomhead View Post
    I see very little reason to do an 11/9 fighter/monk split, which is what I read the post I quoted above as promoting. If you do go that route, then I would do so primarily to get touch of death instead of improved evasion.
    Improved evasion is much more valuable than Touch of Death. But, if going 11/9 then might as well reverse the classes and go 12 monk/8 fighter as was suggested earlier.

    IMO that is the better split. However, I'm not convinced that any fighter splash (whether 12 levels or 8) is worthwhile on a monk. Lost monk abilities and loss of the monk capstone don't seem worth it to me.

  19. #19
    Community Member meb410's Avatar
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    Default Reaping the Benefits

    Well, I took many of these much appreciated thoughts and ideas and made 3 builds. These are very similar, yet pretty different as well. Each has its own ups and downs and, well... I'll just show them to you.

    First, the human 12/7/1 Kensei/Ninja Spy/Rogue
    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Human Male
    (12 Fighter \ 7 Monk \ 1 Rogue) 
    Hit Points: 452
    Spell Points: 0 
    BAB: 17\17\22\27\27
    Fortitude: 17
    Reflex: 14
    Will: 8
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             18                    28
    Dexterity            15                    17
    Constitution         15                    18
    Intelligence          8                     8
    Wisdom                8                     8
    Charisma              8                     8
    
    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
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    14
    Bluff                -1                     1
    Concentration         6                    22
    Diplomacy            -1                     1
    Disable Device       n/a                   n/a
    Haggle               -1                     3
    Heal                 -1                    -1
    Hide                  2                     5
    Intimidate            1                    29
    Jump                  7                    15
    Listen               -1                    -1
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                    -1
    Search               -1                    -1
    Spot                 -1                     0
    Swim                  4                     9
    Tumble                3                     6
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Feat: (Human Bonus) Dodge
    Feat: (Selected) Stunning Blow
    Feat: (Monk Bonus) Two Weapon Fighting
    Enhancement: Improved Jump I
    Enhancement: Improved Tumble I
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Toughness
    Enhancement: Human Improved Recovery I
    Enhancement: Way of the Tenacious Badger I
    
    
    Level 3 (Fighter)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Racial Toughness I
    Enhancement: Fighter Toughness I
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Power Attack
    Enhancement: Fighter Item Defense I
    Enhancement: Fighter Strength I
    
    
    Level 5 (Fighter)
    Enhancement: Human Adaptability Strength I
    
    
    Level 6 (Fighter)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Strategy (Stunning Blow) II
    
    
    Level 7 (Fighter)
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Enhancement: Kensei Unarmed Mastery I
    Enhancement: Fighter Kensei I
    Enhancement: Racial Toughness II
    
    
    Level 9 (Monk)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Enhancement: Monk Improved Recovery I
    Enhancement: Improved Jump II
    Enhancement: Fighter Toughness II
    
    
    Level 10 (Rogue)
    Enhancement: Rogue Sneak Attack Training I
    
    
    Level 11 (Monk)
    Enhancement: Static Charge
    Enhancement: Improved Tumble II
    Enhancement: Fighter Strength II
    
    
    Level 12 (Monk)
    Ability Raise: STR
    Feat: (Selected) Skill Focus: Intimidate
    
    
    Level 13 (Monk)
    Feat: (Monk Bonus) Toughness
    Enhancement: Human Greater Adaptability Constitution I
    Enhancement: Monk Ninja Spy I
    
    
    Level 14 (Fighter)
    Enhancement: Fighter Strategy (Stunning Blow) III
    
    
    Level 15 (Fighter)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Feat: (Selected) Greater Weapon Focus: Bludgeoning Weapons
    Enhancement: Fighter Haste Boost III
    Enhancement: Adept of Rock
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Enhancement: Fighter Unarmed Specialization I
    Enhancement: Fighter Toughness III
    
    
    Level 17 (Fighter)
    Feat: (Fighter Bonus) Cleave
    Enhancement: Fighter Strategy (Stunning Blow) IV
    
    
    Level 18 (Fighter)
    Feat: (Selected) Toughness
    
    
    Level 19 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Bludgeoning Weapons
    Enhancement: Kensei Unarmed Mastery II
    Enhancement: Fighter Kensei II
    Enhancement: Racial Toughness III
    
    
    Level 20 (Monk)
    Ability Raise: STR
    Enhancement: Fighter Haste Boost IV
    Enhancement: Adept of Flame
    Next would be the Warforged 12/8 Kensei/Ninja Spy
    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Warforged Male
    (12 Fighter \ 8 Monk) 
    Hit Points: 432
    Spell Points: 0 
    BAB: 18\18\23\28\28
    Fortitude: 18
    Reflex: 13
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             18                    28
    Dexterity            15                    17
    Constitution         16                    18
    Intelligence          8                    10
    Wisdom                8                     8
    Charisma              6                     6
    
    Tomes Used
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +1 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               2                     7
    Bluff                -2                     0
    Concentration         7                    20
    Diplomacy            -2                     0
    Disable Device       n/a                    n/a
    Haggle               -2                    -2
    Heal                 -1                    -1
    Hide                  2                     5
    Intimidate            0                    27
    Jump                  7                    14
    Listen               -1                    -1
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                 -1                    -1
    Swim                  4                     9
    Tumble                3                     6
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Skill: Concentration (+4)
    Skill: Intimidate (+2)
    Skill: Jump (+3)
    Skill: Tumble (+1)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Two Weapon Fighting
    Enhancement: Improved Jump I
    Enhancement: Improved Tumble I
    Enhancement: Warforged Healer's Friend I
    
    
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+0.5)
    Feat: (Monk Bonus) Toughness
    Enhancement: Way of the Tenacious Badger I
    Enhancement: Warforged Tactics I
    
    
    Level 3 (Fighter)
    Skill: Intimidate (+1)
    Feat: (Fighter Bonus) Power Attack
    Feat: (Selected) Stunning Blow
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Racial Toughness I
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    Enhancement: Warforged Power Attack I
    
    
    Level 5 (Fighter)
    Skill: Intimidate (+1)
    Enhancement: Warforged Constitution I
    
    
    Level 6 (Fighter)
    Skill: Intimidate (+1)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Strategy (Stunning Blow) II
    
    
    Level 7 (Fighter)
    Skill: Intimidate (+1)
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+2)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Enhancement: Kensei Unarmed Mastery I
    Enhancement: Fighter Kensei I
    Enhancement: Racial Toughness II
    Enhancement: Warforged Brute Fighting I
    
    
    Level 9 (Monk)
    Skill: Intimidate (+2)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Enhancement: Monk Improved Recovery I
    Enhancement: Warforged Power Attack II
    
    
    Level 10 (Monk)
    Skill: Concentration (+1)
    Skill: Intimidate (+1.5)
    Enhancement: Static Charge
    Enhancement: Improved Jump II
    Enhancement: Improved Tumble II
    
    
    Level 11 (Monk)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    
    
    Level 12 (Monk)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Feat: (Selected) Skill Focus: Intimidate
    Feat: (Monk Bonus) Toughness
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Rock
    
    
    Level 13 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Enhancement: Fighter Haste Boost II
    Enhancement: Fighter Strength II
    
    
    Level 14 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Enhancement: Fighter Strategy (Stunning Blow) III
    Enhancement: Fighter Unarmed Specialization I
    
    
    Level 15 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Feat: (Selected) Greater Weapon Focus: Bludgeoning Weapons
    Enhancement: Fighter Toughness II
    
    
    Level 16 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Feat: (Fighter Bonus) Cleave
    Enhancement: Fighter Haste Boost III
    Enhancement: Racial Toughness III
    
    
    Level 17 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    
    
    Level 18 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Bludgeoning Weapons
    Feat: (Selected) Toughness
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Strength III
    
    
    Level 19 (Monk)
    Skill: Concentration (+2)
    Skill: Intimidate (+1)
    Enhancement: Kensei Unarmed Mastery II
    Enhancement: Fighter Toughness III
    
    
    Level 20 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Enhancement: Fighter Haste Boost IV
    And finally, the dwarven 12/8 Ninja Spy/Kensei
    Code:
    Character Plan by DDO Character Planner Version 03.09.02
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Dwarf Male
    (8 Fighter \ 12 Monk) 
    Hit Points: 454
    Spell Points: 0 
    BAB: 17\17\22\27\27
    Fortitude: 19
    Reflex: 13
    Will: 9
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             18                    27
    Dexterity            15                    17
    Constitution         16                    20
    Intelligence         10                    10
    Wisdom                8                     8
    Charisma              6                     6
    
    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
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    21
    Bluff                -2                    -1
    Concentration         7                    28
    Diplomacy            -2                    -1
    Disable Device        n/a                   n/a
    Haggle               -2                    -2
    Heal                 -1                    -1
    Hide                  2                     7
    Intimidate            0                    24
    Jump                  7                    14
    Listen               -1                    -1
    Move Silently         2                     3
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                0                     0
    Search                0                     2
    Spot                 -1                    -1
    Swim                  4                     8
    Tumble                3                     6
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Intimidate (+2)
    Skill: Jump (+3)
    Skill: Tumble (+1)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Two Weapon Fighting
    Enhancement: Dwarven Spell Defense I
    Enhancement: Improved Jump I
    Enhancement: Improved Tumble I
    
    
    Level 2 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+0.5)
    Skill: Jump (+1)
    Feat: (Monk Bonus) Toughness
    Enhancement: Dwarven Tactics I
    Enhancement: Way of the Tenacious Badger I
    
    
    Level 3 (Fighter)
    Skill: Intimidate (+2)
    Feat: (Fighter Bonus) Stunning Blow
    Feat: (Selected) Weapon Focus: Bludgeoning Weapons
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Dwarven Constitution I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Strategy (Stunning Blow) I
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Intimidate (+2)
    Feat: (Fighter Bonus) Power Attack
    Enhancement: Racial Toughness I
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    
    
    Level 5 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Enhancement: Dwarven Spell Defense II
    
    
    Level 6 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Strategy (Stunning Blow) II
    
    
    Level 7 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    Enhancement: Kensei Unarmed Mastery I
    Enhancement: Fighter Kensei I
    Enhancement: Racial Toughness II
    Enhancement: Improved Jump II
    
    
    Level 9 (Monk)
    Skill: Concentration (+1)
    Skill: Intimidate (+1.5)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Enhancement: Dwarven Constitution II
    
    
    Level 10 (Monk)
    Skill: Concentration (+2)
    Skill: Intimidate (+1)
    Enhancement: Static Charge
    Enhancement: Improved Tumble II
    
    
    Level 11 (Monk)
    Skill: Concentration (+2)
    Skill: Intimidate (+1)
    
    
    Level 12 (Monk)
    Ability Raise: STR
    Skill: Concentration (+2)
    Skill: Intimidate (+1)
    Feat: (Selected) Cleave
    Feat: (Monk Bonus) Toughness
    Enhancement: Monk Improved Recovery I
    Enhancement: Monk Ninja Spy I
    Enhancement: Adept of Rock
    
    
    Level 13 (Monk)
    Skill: Concentration (+2)
    Skill: Intimidate (+1)
    Enhancement: Fighter Haste Boost II
    Enhancement: Way of the Tenacious Badger II
    
    
    Level 14 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Enhancement: Fighter Strength II
    
    
    Level 15 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Feat: (Selected) Greater Two Weapon Fighting
    Enhancement: Racial Toughness III
    Enhancement: Fighter Toughness II
    
    
    Level 16 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Enhancement: Racial Toughness IV
    
    
    Level 17 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    
    
    Level 18 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Intimidate (+1)
    Feat: (Selected) Toughness
    Enhancement: Fists of Iron
    Enhancement: Monk Ninja Spy II
    Enhancement: Master of Stone
    
    
    Level 19 (Fighter)
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Enhancement: Fighter Haste Boost III
    Enhancement: Fighter Strategy (Stunning Blow) III
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Skill: Concentration (+0.5)
    Skill: Intimidate (+1)
    Feat: (Fighter Bonus) Greater Weapon Focus: Bludgeoning Weapons
    Enhancement: Fighter Unarmed Specialization I
    Enhancement: Fighter Toughness III

    To be honest, I don't know which would be best. I'm kind of favoring the Human with rogue, but I see the benefits the other two could have and would like everyone else's opinions.
    Which do you think is best? Thank you for your help in this.
    (And feel free to ask any questions!)
    "They should have an odor bonus to AC."
    "No, an insect bonus. You move wierdly due to insects in your pants, +2 AC."

  20. #20
    Community Member
    Join Date
    Jan 2010
    Posts
    710

    Default

    I am running a second life WF 12 monk/8 fighter on Khyber atm, and to those that say u need 12 fighter for Kensai II I say no, no u don't, hehe.

    The goodness of 12 monk I believe (especially if going full out DPS eg dark monk) outweighs the benefit of Kensai II, power surge is nice and all, but I'm running two mid 40s stuns as it is, stun something then touch of death it, min damage is 375 for the TOD alone, Im seeing failed saves alot even with only 12 monk, Im seeing TOD hitting 3 times regularly in fire stance.
    For pure mob killing Dark Monk 12/8 fighter out kills 12fighter/8monk hands down, on bosses it may be closer but dont underestimate the power of Touch of Death even on bosses, Ki isn't an issue either.

    Throw in the other benefits eg improved evasion, abundant step etc etc and you have a very survivable, great stunning build.

    Next life is same build for me but with the existing past life monk and I am LRing to allow for a past life fighter as well. (Needs to be WF due to epic red dragon docent...)

    Now rebuild the same build as Helf with haste and damage boost and rog dili and bam u have one mean build, or Half Orc even.....
    Toons:
    Smallmans Syndrome, Rovac, Dragnipur, Prettyhater Machine, Lubed, Castinfist
    Emmpeethree, Hyperkill Hyperthrill and Greyvegas (All on Khyber)

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