View Full Version : Halfling Monk

12-29-2007, 02:37 AM
So.... I got a little bored and decided to guess at some of the Monk implementation, based on what I know from pen and paper D&D. I came up with this Halfling Monk build that might be fairly close to what we'll get in Mod 7 or so, although I'm only making the build to level 14. Consider this a work in progress. There may be some better item combinations that would be nearly required at level 14 or, after level cap, at level 16. These item changes would probably impact the build to some degree, but at least this sets out a starting place to compare against.

Starting stats (32 point build):
DEX 20
WIS 18

Ok, so it's terribly Min/Maxed. I could decrease the Dex by one and use +1 Dex tome and +1 Con tome for an extra 4 points in CON, giving 28 HP and +2 Fort. I'll list this as an option at the end.

Monks only get the regular feats for character levels, so 5 feats (for levels 1, 3, 6, 9, and 12). In pen and paper, I'd choose Weapon Focus (Unarmed Strike), Weapon Finesse, Two-Weapon Fighting, Imp. TWF and Gr. TWF. In DDO, I'd take WF (bludgeoning) for Unarmed Strike; it will work for quarterstaff as well. Monks also get special feats from a limited list at levels 1, 2, and 6: Stunning Fist, Fiery Fist (PH2), and Ki Blast (PH2). I don't know if DDO will have the PH2 feats, but the options are extremely limited for Monks without PH2. Monks also get Improved Unarmed Strike for free.

Other special monk feats would be:
Flurry of Blows (lvl 1)
Evasion (lvl 2)
Still Mind (lvl 3)
Slow Fall (lvl 4, lvl 6, lvl 10, lvl 12 - Feather Fall for 30, 60, 90, 120 seconds?)
Ki Strike (lvl 4 for magic, lvl 10 for lawful)
Purity of Body (lvl 5 - immunity to natural diseases)
Wholeness of Body (lvl 7 - similar to Lay on Hands, but self-only)
Improved Evasion (lvl 9)
Greater Flurry (lvl 11)
Diamond body (lvl 11 - immunity to all poisons)
Diamond Soul (lvl 13 - SR of 10 + monk lvl)

I'm unsure if Abundant Step (lvl 12 - Dimension Door) would be implemented. At level 15, the Monk would get Quivering Palm, a vorpal-like effect with a Fortitude Save, probably 1/rest. The 2 abilities gained at level 17 (Timeless Body and Tongue of the Sun and Moon) are meaningless in DDO's terms. At level 19, the Monk should be able to go incorporeal via the Empty Body ability, for a limited amount of time 1/rest. At level 20, the Monk's Perfect Self ability would grant her DR 10/magic, as well as some immunity to magical effects, as they become an Outsider instead of a Humanoid.

Halfing enhancements are already implemented. Some enhancements can be easily assumed. Others are more difficult. Of course the Skill enhancements for all of the Monk's class skills will be there. but I don't plan to take them.
Halfling Dex I, II (6 APs)
Monk Wis I, II, III - follows from most other classes' enhancements (12 APs)
Halfling Fear Resistance I, II, II (6 APs)
Halfling Cunning I, II, III (12 APs)
Monk Improved Spell Resistance I (+3 to SR, available at lvl 13) (2 APs) - follows from Drow Improved Spell Resistance I-IV
Monk Enchantment Resistance I, II, III (available at lvls 3, 5, and 9) (6 APs) - follows from Elven Enchantment Resistance I-III
44 APs spent, allowing 12 APs for a Specialty and other enhancements. I would expect Attack and Damage lines for kama/quarterstaff and/or unarmed strike.

I expect the following to be the class skills for Monk: Balance (Dex), Concentration (Con), Diplomacy (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Spot (Wis), Swim (Str), Tumble (Dex). It's a big list, and Monks only get 4 + Int bonus skill points per level (with the usual x4 for first level). This build, then, only gets 3 skill points per level. However, 6 use Dex or Wis, while the other 5 do not. Pick 3 of the 6 and max them out. A good choice would be Tumble, Hide, and Move Silently. (You can always get a pair of Balance +15 boots from running CO6 over and over with your friends who are trying to get the Mummified Bat.) I wouldn't be surprised if Turbine gives Monks some enhancement or feat involving the Tumble skill. (Imagine a Tumble-based trip attack... a whole bunch of Halfling Monks in a group would look like a bunch of bowling balls knocking down the mobs....)

+6 for Wis (ring), Dex (boots), Str (gloves), Con (neck)
Robe: White Dragonscale Robe
Belt: Gr. False Life
Helm: Minos Legens

Final stats:
STR 6 + 6 = 14
DEX 20 + 6 + 2 (enh) = 28
CON 8 + 6 = 14
WIS 18 + 6 + 3 (enh) + 3 (lvl) = 32

112 - Monks have d8 hit dice: 14 * 8 = 112
20 - Heroic Durability
28 - CON: 2 * 14
30 - Gr. False Life (belt)
16 - toughness from Minos Legens
206 unbuffed

9 - Dex
11 - Wis (Monks add both Dex and Wis bonuses to AC)
2 - Monks add +1 to AC every 5 levels
2 - Dodge (from Chaosgarde)
6 - AC Robe
4 - Protection
1 - Size
45 unbuffed

At 14th level, monks have a BAB of +10. Assuming Monks Flurry of Blows is implemented the same way DDO's multiple attack are, with the extra attacks that have a lower to-hit bonus in pen and paper being given a higher to-hit bonus in DDO, and given that a 14th level Monk with Weapon Finesse and a 28 Dex has a Melee attack bonus of +20/+25, this build will have an unarmed TWF Flurry of blows as follows:
Primary: +19/+19/+19/+24
Secondary: +19/+19/+19/+24

Yes folks, 8 attacks per round. When flanking, add +3 for Halfling Cunning III (on top of the +2 everyone gets). I would not be surprised, however, if Turbine gave bonuses to each subsequent attack, instead of keeping the attack sequence "flat". In pen and paper, a Monk's sequence of attacks is greater than everyone elses because the monk's stays flat while all others decline be 5. Expect the sequences above to be more like +19/+24/+29/+34 or +19/+29/+34/+39.

The attack sequences for dual +1 kamas would be the same. Damage for unarmed would be 2d6 +1 and 2d6, since weapons are not scaled for size in DDO. Plus Stunning Fist or Fiery Fist or Ki Blasts for a total of 14 times per rest. Stunning Blow Fortitude DC is 10 + 7 (14/2) + 11 (Wis) = 28; I think this is a fairly respectable Fort DC.

Base saves for a 14th level Monk are +9/+9/+9.
Fort: 9 + 2 + 1 = 12
Ref: 9 + 9 + 1 = 19
Will: 9 + 11 + 1 = 21

+1 DEX and +1 CON tome - With this you get 28 more HP, for an unbuffed total of 234, and +2 to Fort Save for a total of 14. I'll probably take this option if I have both a DEX and CON tome.

1750 favor:
A +2 STR tome would add +1 to Primary hand damage.
A +2 DEX tome would add +1 to AC, and +1 to Reflex save.
A +2 CON tome would add +1 to Fortitude save and +14 HP. (However, you would have to have not used to +1 Dex/+1 Con tome build option.)
A +2 INT tome would add 1 skill point for every level after using the tome.
A +2 WIS tome would add +1 AC, +1 Will save, and +1 to the Stunning Fist DC.
A +2 CHA tome would do nothing.
I say it's a toss between Dex, Con, and Wis, depending on your play style and experience.

Argonessen favor: +10 HP.