I'm having so much fun with these builds!
Comments and criticisms greatly welcomed—especially informed advice.
Warning: these builds assume that twf works with animal forms, and that may change in the future. I have mapped them out only for heroic questing, and have recommended them only for leveling to generate a past life. This is the kind of love that might not last.
I have no qualms about exploiting this feature even though it is NWI because I've always thought wolf form should have access to either natural fighting or twf. https://www.ddo.com/forums/showthrea...fighting-feats Perhaps they should have simply made twf apply to animal forms in they way they apply to monks rather than creating natural fighting feats, because both monks and animals are considered unarmed anyway. They could then have compensated for differences in strength for druid melee by tweaking enhancements. That's probably not what will happen though. They will probably just make it so twf does not apply to animal forms, because that is easier from a development perspective. I can only hope and pray that they give access to natural fighting feats for characters with only two levels of druid in exchange for that. If they do drop twf or do not allow access to natural fighting at 2D, then the second build 3D/17M Punch Drunk Love is still worth considering, because it allows you to tap into great enhancements from the druid class (I list these benefits in the notes below) even without wolf form.
When I first posted about Coyote, I was hoping some people more experienced with pure or nearly pure monk builds would come to the defense of monks, but alas, most people who responded dismissed them.
Please, (pure or nearly pure) monks, I'm calling you out! Come to the defense of monks!
I have no doubt that the winter wolf will outperform the wolf in terms of pure melee dps. I've tinkered and played quite a bit with druid melee builds, including 9D/9M/2F. However, I think that angle, though a valid one, is not the only one. There's got to be something keeping people playing pure or nearly pure monks that keeps them from playing winter wolf multi-classes. Whatever that is, one will get most or all of those benefits by taking merely two or three levels of druid. Sure, you get a monk life if you play 8-9D/9-12M/0-2Whatever, but you don't *really* get to experience or enjoy what playing a monk is like at the higher levels.
Besides, if the melee damage angle were the only angle, then everyone would be playing the highest melee damage build no matter what it is. Booooring. I hate having to repeat this obvious point too over and over again in the forums, but many people suffer from that kind of myopia--largely because dps and kills are measurable and other benefits are not. It's the old lesson in wisdom on what is seen and what is unseen.
Drawing on my limited experience so far, there clearly are nice perks to having higher monk levels on a dark monk. Since the enhancement pass, if you multiclass at all on a dark monk and are not using short swords, the only reason to go dark monk is for either (a) the dark finishers or (b) touch of death. They rely on monk levels.
Coyote has nearly unfailing success with unbalancing strikes (for single target cc/bluff/SA) and flash bangs (for AOE cc/daze/blindness/SA), which provide cc and increase sneak attack damage. Quivering palm and touch of death are also effective. According to many, quivering palm has been nerfed and is therefore somehow useless, but I have nothing to compare it to and it works pretty well on Coyote. He also has success with finishing moves . . .
Of course, higher monk levels increase the effectiveness of your finishing moves. Also, your basic Fist of Darkness attack has a neat little shaken effect that depends on monk levels, and since you always use this for your dark finishers, it is a nice to have. I can understand passing up on normal ki finishers, like fire/fire/fire or something like that, because they are tedious to generate due to the cooldowns, but I have figured out a way to generate dark finishers other than touch of despair with *no* wait for cooldowns. More on that later.
Here is the first variation of the build. It's interesting, because after playing this character I've come to realize that the originally posted build just needed a few tweaks in the enhancements. I've come full circle (though I discovered the great benefits of 3D/17M along the way). It's true that the henshin mystic spell enhancements for the higher levels do not scale well, and the higher ninja spy enhancements, taken alone, are not that impressive either, but a hybrid of the lower level enhancements of mystic and ninja on a higher level monk seems quite awesome. I also have another powerful set of enhancements that takes advantage of all three trees, mystic, spy, and shintao that is great for quickly generating dark finishers. More on that later.
Losses from taking 2 levels of Druid vs. Pure Monk: .5[1d6] (unarmed attacks), 3AC, perfect self, perfect slow fall, shining star (cha based). One major drawback I've discovered so far is that animal form and abundant step are incompatible. You also lose some of the level 20 enhancements, but there aren't enough points for them in this case anyway with this Ninja Spy/Henshin Mystic hybrid.
Gains from taking 2 levels of Druid: +30% base attack speed, crit on 19-20 rather than merely 20, piercing and slashing damage with unarmed strike bonuses, huge and lasting doublestrike boost, vengeful warrior (passive increase to crit dmg before multipliers), takedown (trip using wis mod), Ram's might (+3 dmg), +3 to attack when flanking, +1d6 sneak attack, +1 base melee damage, beastly nature (+3 insight bonus to reflex and fortitude saves for -2 to wis save), and mainly fun playing as a plain wolf at any level.
I've been trying out enhancement variations on a Halfling version of Coyote at level 20. I've included two sets that have worked well for me, but there are of course other possibilities. I've learned that the nature's warrior enhancements are hard to pass up on in any case.
[EDIT: See post #7 for my latest optimized set]
Here is Coyote:
Code:
Coyote - The Trickster God 2D-18M
Level 20 Lawful Neutral Half-Elf Female
(18 Monk \ 2 Druid)
Hit Points: 282
Spell Points: 301
BAB: 14\14\19\24
Fortitude: 17
Reflex: 15
Will: 21
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 14 16
Dexterity 16 19
Constitution 14 16
Intelligence 8 10
Wisdom 16 25
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
Level 1 (Druid)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
Feat: (Selected) Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Call Wolf Companion
Feat: (Automatic) Dismiss Charm
Feat: (Automatic) Druidic Oath
Feat: (Automatic) Druidic Spontaneous Casting
Feat: (Automatic) Half-Elven Keen Senses
Feat: (Automatic) Half-Elven Mixed Heritage
Feat: (Automatic) Half-Elven Social Graces (ALL)
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Magical Training
Feat: (Automatic) Martial Weapon Proficiency: Scimitar
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Wild Empathy
Spell (1): Charm Animal
Spell (1): Entangle
Spell (1): Faerie Fire
Spell (1): Jump
Spell (1): Lesser Vigor
Spell (1): Longstrider
Spell (1): Magic Fang
Spell (1): Maul
Spell (1): Merfolk's Blessing
Spell (1): Pass Without Trace
Spell (1): Produce Flame
Spell (1): Ram's Might
Spell (1): Shillelagh
Spell (1): Summon Nature's Ally I
Spell (1): Takedown
Level 2 (Druid)
Feat: (Druid Wild Shape) Wild Shape: Wolf
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Goodberry
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Level 3 (Monk)
Feat: (Selected) Cleave
Feat: (Monk Bonus) Power Attack
Feat: (Automatic) AC Bonus
Feat: (Automatic) Exotic Weapon Proficiency: Kama
Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
Feat: (Automatic) Finishing Moves
Feat: (Automatic) Flurry of Blows
Feat: (Automatic) Martial Weapon Proficiency: Handaxe
Feat: (Automatic) The Way of Air
Feat: (Automatic) The Way of Fire
Feat: (Automatic) The Way of Earth
Feat: (Automatic) The Way of Water
Feat: (Automatic) Unarmed Strike
Level 4 (Monk)
Ability Raise: WIS
Feat: (Monk Bonus) Stunning Fist
Feat: (Automatic) Evasion
Feat: (Automatic) Meditation
Level 5 (Monk)
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Feat: (Automatic) Fast Movement
Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
Feat: (Automatic) Still Mind
Level 6 (Monk)
Feat: (Selected) Great Cleave
Feat: (Automatic) Ki Strike: Magic
Feat: (Automatic) Slow Fall
Level 7 (Monk)
Feat: (Automatic) Improved Heroic Durability
Feat: (Automatic) Purity of Body
Level 8 (Monk)
Ability Raise: WIS
Feat: (Monk Bonus) Two Weapon Fighting
Feat: (Automatic) Adept of Forms
Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Feat: (Automatic) Wholeness of Body
Level 10 (Monk)
Level 11 (Monk)
Feat: (Automatic) Improved Evasion
Level 12 (Monk)
Ability Raise: WIS
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Feat: (Automatic) Curse of the Void
Feat: (Automatic) Ki Strike: Lawful
Feat: (Automatic) Moment of Clarity
Level 13 (Monk)
Feat: (Automatic) Diamond Body
Level 14 (Monk)
Feat: (Automatic) Abundant Step
Feat: (Automatic) Master of Forms
Level 15 (Monk)
Feat: (Selected) Precision
Feat: (Automatic) Diamond Soul
Level 16 (Monk)
Ability Raise: WIS
Level 17 (Monk)
Feat: (Automatic) Quivering Palm
Level 18 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Feat: (Automatic) Ki Strike: Adamantine
Level 19 (Monk)
Feat: (Automatic) Timeless Body
Level 20 (Monk)
Ability Raise: WIS
Feat: (Automatic) Grandmaster of Forms
Enhancement: Half-Elf - Half-Elven Versatile Nature (Rank 1)
Enhancement: Half-Elf - Human Adaptability: Wisdom (Rank 1)
Enhancement: Half-Elf - Human Versatility: Damage Boost (Rank 1)
Enhancement: Half-Elf - Human Greater Adaptability: Constitution (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Rogue) (Rank 1)
Enhancement: Half-Elf - Sly Flourish (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Rogue) (Rank 1)
Enhancement: Half-Elf - Dilettante: Dexterity (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Rogue) (Rank 1)
Enhancement: Nature's Warrior (Drd) - Nature's Warrior (Rank 1)
Enhancement: Nature's Warrior (Drd) - Bestial Nature (Rank 1)
Enhancement: Nature's Warrior (Drd) - Bestial Nature (Rank 2)
Enhancement: Nature's Warrior (Drd) - Bestial Nature (Rank 3)
Enhancement: Nature's Warrior (Drd) - Athletic (Rank 1)
Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 1)
Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 2)
Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 3)
Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 1)
Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 2)
Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 3)
Enhancement: Henshin Mystic (Mnk) - Riddle of Fire (Rank 1)
Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 1)
Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 2)
Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 3)
Enhancement: Henshin Mystic (Mnk) - Way of the Faithful Hound (Rank 1)
Enhancement: Henshin Mystic (Mnk) - Unbalancing Strike (Rank 1)
Enhancement: Henshin Mystic (Mnk) - Embrace the Void (Rank 1)
Enhancement: Henshin Mystic (Mnk) - Embrace the Void (Rank 2)
Enhancement: Henshin Mystic (Mnk) - Wisdom (Rank 1)
Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Shadow Veil (Rank 1)
Enhancement: Ninja Spy (Mnk) - Poisoned Darts (Rank 1)
Enhancement: Ninja Spy (Mnk) - Diversion (Rank 1)
Enhancement: Ninja Spy (Mnk) - Wave of Despair (Rank 1)
Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Impending Doom (Rank 1)
Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 1)
Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 2)
Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 3)
Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Poisoned Soul (Rank 1)
Enhancement: Ninja Spy (Mnk) - Flash Bang (Rank 1)
Enhancement: Ninja Spy (Mnk) - Flash Bang (Rank 2)
Enhancement: Ninja Spy (Mnk) - Flash Bang (Rank 3)
Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Poison Exploit (Rank 1)
Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - No Mercy (Rank 1)
Enhancement: Ninja Spy (Mnk) - No Mercy (Rank 2)
Enhancement: Ninja Spy (Mnk) - No Mercy (Rank 3)
Enhancement: Ninja Spy (Mnk) - Touch of Death (Rank 1)
Enhancement: Shintao (Mnk) - Bastion of Purity (Rank 1)
Here is the alternative set of enhancements. I figured many people would cry foul if I dropped touch of death, so I've started with suggesting the enhancements above, which include it, but touch of death is kind of costly in terms of ki and enhancement points and only focuses on one target anyway. I've dropped it in this alternative set.
The upshot is that this set of enhancements has three special elemental attacks (of your choice), and you can generate the three dark finishers associated with them nearly instantaneously (without any cooldowns getting in the way). I'll explain.
The special elemental attacks, like unbalancing strike, are on separate cooldowns from the normal elemental attacks, like flowing water strike. This means that--with 30 ki--you can do the sequence [unbalancing strike]/[fist of darkness]/[flowing water strike]/[freezing the lifeblood] without any cooldowns getting in the way. The special elemental strikes are all quite powerful, so why not take three, using henshin, ninja, and shintao, and get nearly instantaneous access to three dark finishers of your choice? That's what I did.
Well, the interesting thing about this set of enhancements is that people with lower monk levels can use it too, but may have to make compromises. For example, you can take fists of iron, eagle claw, and knock on the sky, and then just spam them as much as possible like you probably do on the normal elemental attacks (without using dark finishers, which of course I assume have too low of dc's if you multiclass too deeply on a monk). I've incorporated this insight into my 2F/9D/9M build, but I had to make some small compromises. I'll post my 2F/9D/9M build later; I'm reconsidering some things for the ddo update.
Enhancement: Half-Elf - Half-Elven Versatile Nature (Rank 1)
Enhancement: Half-Elf - Human Adaptability: Wisdom (Rank 1)
Enhancement: Half-Elf - Human Versatility: Damage Boost (Rank 1)
Enhancement: Half-Elf - Human Greater Adaptability: Constitution (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Rogue) (Rank 1)
Enhancement: Half-Elf - Improved Recovery (Rank 1)
Enhancement: Half-Elf - Sly Flourish (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Rogue) (Rank 1)
Enhancement: Half-Elf - Dilettante: Dexterity (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Rogue) (Rank 1)
Enhancement: Nature's Warrior (Drd) - Nature's Warrior (Rank 1)
Enhancement: Nature's Warrior (Drd) - Bestial Nature (Rank 1)
Enhancement: Nature's Warrior (Drd) - Bestial Nature (Rank 2)
Enhancement: Nature's Warrior (Drd) - Bestial Nature (Rank 3)
Enhancement: Nature's Warrior (Drd) - Athletic (Rank 1)
Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 1)
Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 2)
Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 3)
Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 1)
Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 2)
Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 3)
Enhancement: Henshin Mystic (Mnk) - Riddle of Fire (Rank 1)
Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 1)
Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 2)
Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 3)
Enhancement: Henshin Mystic (Mnk) - Fists of Iron (Rank 1)
Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Shadow Veil (Rank 1)
Enhancement: Ninja Spy (Mnk) - Wave of Despair (Rank 1)
Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 1)
Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 2)
Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 3)
Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Knock on the Sky (Rank 1)
Enhancement: Ninja Spy (Mnk) - Flash Bang (Rank 1)
Enhancement: Ninja Spy (Mnk) - Flash Bang (Rank 2)
Enhancement: Ninja Spy (Mnk) - Flash Bang (Rank 3)
Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Wisdom (Rank 1)
Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - No Mercy (Rank 1)
Enhancement: Ninja Spy (Mnk) - No Mercy (Rank 2)
Enhancement: Ninja Spy (Mnk) - No Mercy (Rank 3)
Enhancement: Ninja Spy (Mnk) - Wisdom (Rank 1)
Enhancement: Ninja Spy (Mnk) - Crippling Strike (Rank 1)
Enhancement: Shintao (Mnk) - Bastion of Purity (Rank 1)
Enhancement: Shintao (Mnk) - Deft Strikes (Rank 1)
Enhancement: Shintao (Mnk) - Deft Strikes (Rank 2)
Enhancement: Shintao (Mnk) - Deft Strikes (Rank 3)
Enhancement: Shintao (Mnk) - Fists of Iron (Rank 1)
Here is the second variation of the build, which I call Punch Drunk Love for several reasons. It uses 3 levels of druid rather than 2.
Losses from taking 3 levels of Druid vs. Pure Monk: .5[1d6](unarmed attacks), 3AC, perfect self, perfect slow fall, shining star (cha based). One major drawback I've discovered so far is that animal form and abundant step are incompatible. You also lose some of the level 18-20 monk enhancements.
Gains from taking 3 levels of Druid: +30% base attack speed (scalable), +4 to base dmg, crit on 19-20 rather than merely 20, piercing and slashing damage with unarmed strike bonuses, takedown (trip using wis mod), Ram's might (+3 dmg), +3 to attack when flanking, vengeful hunter (passive boost to crit dmg before multipliers), fatal harrier! (stackable, scalable passive boost to attack speed), +2d6 sneak attack, and mainly fun playing as a plain wolf at any level.
This build might also work well as a dwarf using the tactics enhancements for takedown, unbalancing strike, and quivering palm. I have a level 15 helf version currently going with great results so far; I'll keep you posted on how it goes.
Here is Punch Drunk Love:
Code:
Character Plan by DDO Character Planner Version 04.20.02
DDO Character Planner Home Page
Punch Drunk Love 3D-17M
Level 20 Lawful Neutral Half-Elf Male
(17 Monk \ 3 Druid)
Hit Points: 280
Spell Points: 296
BAB: 14\14\19\24
Fortitude: 17
Reflex: 15
Will: 17
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 14 16
Dexterity 16 19
Constitution 16 18
Intelligence 8 10
Wisdom 14 22
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
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
Level 1 (Druid)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
Feat: (Selected) Power Attack
Feat: (Automatic) Attack
Feat: (Automatic) Call Wolf Companion
Feat: (Automatic) Dismiss Charm
Feat: (Automatic) Druidic Oath
Feat: (Automatic) Druidic Spontaneous Casting
Feat: (Automatic) Half-Elven Keen Senses
Feat: (Automatic) Half-Elven Mixed Heritage
Feat: (Automatic) Half-Elven Social Graces (ALL)
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Magical Training
Feat: (Automatic) Martial Weapon Proficiency: Scimitar
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Wild Empathy
Spell (1): Charm Animal
Spell (1): Entangle
Spell (1): Faerie Fire
Spell (1): Jump
Spell (1): Lesser Vigor
Spell (1): Longstrider
Spell (1): Magic Fang
Spell (1): Maul
Spell (1): Merfolk's Blessing
Spell (1): Pass Without Trace
Spell (1): Produce Flame
Spell (1): Ram's Might
Spell (1): Shillelagh
Spell (1): Summon Nature's Ally I
Spell (1): Takedown
Level 2 (Druid)
Feat: (Druid Wild Shape) Wild Shape: Wolf
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Goodberry
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Level 3 (Druid)
Feat: (Selected) Cleave
Spell (2): Align Fang
Spell (2): Animal Trance
Spell (2): Barkskin
Spell (2): Bear's Endurance
Spell (2): Bull's Strength
Spell (2): Cat's Grace
Spell (2): Creeping Cold
Spell (2): Cure Light Wounds
Spell (2): Eagle's Splendor
Spell (2): Fire Trap
Spell (2): Flame Blade
Spell (2): Flaming Sphere
Spell (2): Fog Cloud
Spell (2): Fox's Cunning
Spell (2): Gust of Wind
Spell (2): Hold Animal
Spell (2): Lesser Restoration
Spell (2): Owl's Wisdom
Spell (2): Pack Presence
Spell (2): Resist Energy
Spell (2): Roar
Spell (2): Splinterbolt
Spell (2): Summon Nature's Ally II
Level 4 (Monk)
Feat: (Monk Bonus) Two Weapon Fighting
Feat: (Automatic) AC Bonus
Feat: (Automatic) Exotic Weapon Proficiency: Kama
Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
Feat: (Automatic) Finishing Moves
Feat: (Automatic) Flurry of Blows
Feat: (Automatic) Martial Weapon Proficiency: Handaxe
Feat: (Automatic) The Way of Air
Feat: (Automatic) The Way of Fire
Feat: (Automatic) The Way of Earth
Feat: (Automatic) The Way of Water
Feat: (Automatic) Unarmed Strike
Level 5 (Monk)
Feat: (Monk Bonus) Stunning Fist
Feat: (Automatic) Evasion
Feat: (Automatic) Meditation
Level 6 (Monk)
Feat: (Selected) Great Cleave
Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
Feat: (Automatic) Fast Movement
Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
Feat: (Automatic) Still Mind
Level 7 (Monk)
Feat: (Automatic) Ki Strike: Magic
Feat: (Automatic) Slow Fall
Level 8 (Monk)
Feat: (Automatic) Improved Heroic Durability
Feat: (Automatic) Purity of Body
Level 9 (Monk)
Feat: (Selected) Improved Two Weapon Fighting
Feat: (Monk Bonus) Precision
Feat: (Automatic) Adept of Forms
Level 10 (Monk)
Feat: (Automatic) Wholeness of Body
Level 11 (Monk)
Level 12 (Monk)
Feat: (Selected) Improved Critical: Bludgeoning Weapons
Feat: (Automatic) Improved Evasion
Level 13 (Monk)
Feat: (Automatic) Curse of the Void
Feat: (Automatic) Ki Strike: Lawful
Feat: (Automatic) Moment of Clarity
Level 14 (Monk)
Feat: (Automatic) Diamond Body
Level 15 (Monk)
Feat: (Selected) Greater Two Weapon Fighting
Feat: (Automatic) Abundant Step
Feat: (Automatic) Master of Forms
Level 16 (Monk)
Feat: (Automatic) Diamond Soul
Level 17 (Monk)
Level 18 (Monk)
Feat: (Selected) Grandmaster of Forms
Feat: (Automatic) Quivering Palm
Level 19 (Monk)
Feat: (Automatic) Ki Strike: Adamantine
Level 20 (Monk)
Feat: (Automatic) Timeless Body
Enhancement: Half-Elf - Half-Elven Versatile Nature (Rank 1)
Enhancement: Half-Elf - Human Adaptability: Wisdom (Rank 1)
Enhancement: Half-Elf - Human Versatility: Damage Boost (Rank 1)
Enhancement: Half-Elf - Human Greater Adaptability: Constitution (Rank 1)
Enhancement: Half-Elf - Human Versatility: Attack Boost (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Rogue) (Rank 1)
Enhancement: Half-Elf - Sly Flourish (Rank 1)
Enhancement: Half-Elf - Improved Dilettante (Rogue) (Rank 1)
Enhancement: Half-Elf - Dilettante: Dexterity (Rank 1)
Enhancement: Nature's Warrior (Drd) - Nature's Warrior (Rank 1)
Enhancement: Nature's Warrior (Drd) - Extra Wild Empathy (Rank 1)
Enhancement: Nature's Warrior (Drd) - Extra Wild Empathy (Rank 2)
Enhancement: Nature's Warrior (Drd) - Extra Wild Empathy (Rank 3)
Enhancement: Nature's Warrior (Drd) - Athletic (Rank 1)
Enhancement: Nature's Warrior (Drd) - Flight (Rank 1)
Enhancement: Nature's Warrior (Drd) - Flight (Rank 2)
Enhancement: Nature's Warrior (Drd) - Flight (Rank 3)
Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 1)
Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 2)
Enhancement: Nature's Warrior (Drd) - Vengeful Hunter (Rank 3)
Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 1)
Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 2)
Enhancement: Nature's Warrior (Drd) - Action Boost: Double Strike (Rank 3)
Enhancement: Nature's Warrior (Drd) - Fight (Rank 1)
Enhancement: Nature's Warrior (Drd) - Fight (Rank 2)
Enhancement: Nature's Warrior (Drd) - Fight (Rank 3)
Enhancement: Nature's Warrior (Drd) - Fatal Harrier (Rank 1)
Enhancement: Nature's Warrior (Drd) - Fatal Harrier (Rank 2)
Enhancement: Nature's Warrior (Drd) - Fatal Harrier (Rank 3)
Enhancement: Henshin Mystic (Mnk) - Riddle of Fire (Rank 1)
Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 1)
Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 2)
Enhancement: Henshin Mystic (Mnk) - Mystic Training (Rank 3)
Enhancement: Henshin Mystic (Mnk) - Unbalancing Strike (Rank 1)
Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Ninja Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Shadow Veil (Rank 1)
Enhancement: Ninja Spy (Mnk) - Wave of Despair (Rank 1)
Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 1)
Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 2)
Enhancement: Ninja Spy (Mnk) - Subtlety (Rank 3)
Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Fists of Iron (Rank 1)
Enhancement: Ninja Spy (Mnk) - Flash Bang (Rank 1)
Enhancement: Ninja Spy (Mnk) - Flash Bang (Rank 2)
Enhancement: Ninja Spy (Mnk) - Flash Bang (Rank 3)
Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - Wisdom (Rank 1)
Enhancement: Ninja Spy (Mnk) - Sneak Attack Training (Rank 1)
Enhancement: Ninja Spy (Mnk) - No Mercy (Rank 1)
Enhancement: Ninja Spy (Mnk) - No Mercy (Rank 2)
Enhancement: Ninja Spy (Mnk) - No Mercy (Rank 3)
Enhancement: Shintao (Mnk) - Bastion of Purity (Rank 1)
Enhancement: Shintao (Mnk) - Deft Strikes (Rank 1)
Enhancement: Shintao (Mnk) - Deft Strikes (Rank 2)
Enhancement: Shintao (Mnk) - Knock on the Sky (Rank 1)
Notes on playing these builds:
[notes to self, which others may find obvious, and still others may find useful]
*You have unlimited uses of takedown because it only uses 3 sp, and echoes of power generates sp more quickly than you can consume them.
*Takedown, which produces +2[w] and a possible trip based on the wis mod, and which has a brief cool-down time, does not interrupt your chain toward a finishing move or cost any ki, and neither do cleave, greater cleave. You can use these attacks while you are waiting for the next attack in your chain to become available.
*Stunning fist (15ki), flash bang (20ki), and quivering palm (30ki) cost ki, but they do not interrupt your attack chain, you can use them as well between attacks in a finisher.
*You can always pop out of wolf form if you prefer, for blunt dmg and abundant step [or whatever other reason], and fatal harrier(!), vengeful hunter, the double-strike boost, dodge boost, ram's might, and bestial nature will all still apply.
*With the extra counts of meditation provided by the henshin mystic tree, diversion is a more viable option (especially if you solo). It is costly in terms of ki, but it applies to several enemies rather than merely one over a long period of time (as opposed to, for example, touch of death, which has equal cost and no lasting effect on other enemies).
*Don't overlook fire stance. I've certainly warmed up to it, though I've found all of the stances useful. Fire stance generates an incredible amount of ki due to the attack & speed of these builds, though you lose 2 points of wisdom from it (-1 dc or -3 vs ocean stance); you also can lose some ac and saves vs ocean stance. You'll suffer more damage. If none of your many attacks are effective, then of course you can switch to ocean stance for higher wisdom (+2 to dc's in grandmaster version or +3 dc's vs fire stance).
*Takedown (balance check), unbalancing strike (reflex save), and stunning fist (fortitude save) provide a nice variety of single target tactics.
(I apologize for starting a new thread for these builds, but when I tried to post the Punch Drunk Love build in the OP of the Coyote thread, it kept generating errors; however, it worked when I previewed posting it on a new thread, hence the new thread.)