Ok so I've pretty much always viewed Mario (in DnD terms) as a Monk/Sorceror he uses punches and acrobatics to fight as well as various magics such as fireballs so with the release of Henshin Mystic I wanted to see how a Monk/Sorc mix looked.
Now obviously for Sorc were going Fire Savant preferably at least 5 levels for the full tree (the tier 5 Henshin Mystic abilities are fairly meh as there wont be enough AP to fit in Touch of Death) and since your Henshin abilities are reliant on Monk Level I'd say you want as many as possible whilst...obviously you could go Monk15/Sorc5 but I think Monk14/Sorc6 is a better mix so you can pick up the Sorc Core 3 for another 10 Spellpower
Note: This is planned as a TR build from a first life Monk.
Anyways lets breakdown the loses vs. gains
20 Monk -> Monk 14
- 1[w] Damage unarmed
- 10% Movement Speed
- 6 AC
- Quivering Palm
- GM of Forms (recoverable with a feat)
- 30 Fire/Force Spellpower
- 2 Wisdom
- 10 Concentration
- 1 Passive Ki Generation
-5% Fire and Force Spell Critical chance
-2 Fire Resistance
-6DCs to Monk abilities
-4 Fire Resistance Bypass
Gains 0 Sorc -> 6 Sorc
+3 CL to fire related abilities (ie. Incinerating wave)
+30-55 spellpower (55 with temporary boost based on continued fire damage)
+8% Fire Critical
+Bypass 15 Fire Resistance (A really big deal imo especially for fire spells)
+3D6 Fire Guard
+15% Fire Damage clickie
+15 Force Spellpower (Elemental Diversification)
+Spells:1 - Jump, Exp Retreat, DSD, Feather Fall 2 - Blur, Invis (+MS Skill) 3 - Haste
So Net gain/loss equals
+0-25 spellpower (25 with temporary boost based on continued fire damage)
+3% Fire Critical
+Bypass 11 Fire Resistance (A really big deal imo especially for fire spells)
+Spells:1 - Jump, Exp Retreat, DSD, Feather Fall 2 - Blur, Invis 3 - Haste
+3D6 Fire Guard
+15% Fire Damage clickie
-3 Monk ability DC for fire spells, -3/6 for non-fire abilities (some abilities use half monk level so only lose 3 DC)
-15 Force Spellpower
- 2 Wisdom
- 10 Concentration
- 1 Passive Ki Generation
- 1[w] Damage unarmed
- 10% Movement Speed
- 6 AC
- Quivering Palm
Out of that the only things that matter to me are Quivering Palm, The unarmed Damage, the concen and the GM of forms....the unarmed damage change is minor even less so for a TR (only 0.5w behind a first life), and GM of forms is recoverable with a single feat...not having Q-Palm sucks but the gains out way it and the +10 Concen.
Now for the build it will pretty much be a standard Monk build as we won't actually be using any offensive Sorc spells so Metas are fairly pointless and Spell Focus do not seem to affect Henshin DCs either.
Code:
Lawful Neutral Halfling Monk14/Sorc6
Str 8
Dex 16
Con 14
Int 12
Wis 18 (Lvl ups here)
Cha 8
Skills: Jump, Concen, Balance, UMD, MS
Level Order: Unknown at this time
Feats (In no particular order)
1 DM of Healing
2 IC: Bludgeon
3 ITWF
4 GTWF
5 GM Forms
6 Extend
7 Weapon Finesse (SF: UMD after the Ninja Spy Dex to attack/damage is fixed)
Monk Feats
1 TWF
2 Stunning Fist
3 Combat Expertise
Path Light
ED Either GMoF w/ DI twists or the other way around.
21 Vorpal Strikes
24 Improved Martial Arts
26 Epic Mage Armor
27 Epic Reflexes
28 ESP: Fire