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  1. #1
    Community Member Tenkai's Avatar
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    Default Pale Master Monk

    Okay so its my first forum post! YAY. Ive been continually searching forums for a build for a battle mage (i know they are mostly frowned upon endgame) that is more battle than mage. I wanted to make a pale master monk. Who uses the two forms (Wraith and Litch) to enhance dps and, for wraith survivability. I attemted to create a build myself but am almost 100% sure it can be enhanced ALOT. It was my first time on the build creator and i know there are ways to crank this out alot better. I was going for as i said just a self healing battle mage, who basically used their mana for buffing purposes only. So here is the build please comment and put in as much criticism as you can! Like i said build creator nooob, but not real noob have some capped and high lvl. 32 pt enabled just bad builder . Help please. Also if you know of a build please post the link (other than "Pale Monkser").if this thread is even looked at thanks. Also to add i pretty much gave up on AC considering endgame to do anything it need to be very high and with my inexperience i didnt think very high was in the cards if there is a way to get it decently high that would help but im pretty much interested in nice dps since i will be able to heal myself with the click of a button. Also i didnt add any items to this for all slots +6's are available and some tomes if needed. This is really a for fun builf for me so im not really brekaing the bank for it.

    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page

    Juhiko Raiokoben
    Level 20 Lawful Neutral Warforged Female
    (8 Monk / 12 Wizard)
    Hit Points: 264
    Spell Points: 772

    BAB: 12/12/17/22
    Fortitude: 15
    Reflex: 15
    Will: 13

    Starting Ending Feat/Enhancement
    Abilities Base Stats Base Stats Modified Stats
    (32 Point) (Level 1) (Level 20) (Level 20)
    Strength 18 23 23
    Dexterity 15 15 15
    Constitution 14 14 16
    Intelligence 12 12 15
    Wisdom 6 6 6
    Charisma 6 6 6

    Tomes Used
    +1 Tome of Strength used at level 4

    Starting Ending Feat/Enhancement
    Base Skills Base Skills Modified Skills
    Skills (Level 1) (Level 20) (Level 20)
    Balance 6 24.5 25.5
    Bluff -2 -2 -2
    Concentration 6 26 28
    Diplomacy -2 -1.5 -1.5
    Disable Device n/a n/a n/a
    Haggle -2 -2 -2
    Heal -2 -2 -2
    Hide 2 2 2
    Intimidate -2 -2 -2
    Jump 8 28.5 28.5
    Listen -2 -2 -2
    Move Silently 2 2 2
    Open Lock n/a n/a n/a
    Perform n/a n/a n/a
    Repair 3 6 6
    Search 1 2 2
    Spot -2 -2 -2
    Swim 4 6 6
    Tumble 6 11.5 11.5
    Use Magic Device n/a n/a n/a

    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Jump (+4)
    Skill: Repair (+2)
    Skill: Tumble (+4)
    Feat: (Selected) Luck of Heroes
    Feat: (Monk Bonus) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Composite Plating
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Fortification
    Feat: (Automatic) Martial Weapon Proficiency: Handaxe
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Feat: (Automatic) Unarmed Strike
    Feat: (Automatic) Warforged Resistances

    Level 2 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Tumble (+0.5)
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Inscribe Scroll
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Simple Weapon Proficiency: Throwing Dagger

    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Skill: Repair (+1)
    Skill: Tumble (+0.5)
    Feat: (Selected) Mental Toughness
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    Feat: (Automatic) Defensive Fighting
    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
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip

    Level 4 (Wizard)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Tumble (+0.5)
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall

    Level 5 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Ki Strike: Damage
    Feat: (Automatic) Purity of Body

    Level 6 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Feat: (Wizard Bonus) Greater Spell Focus: Necromancy
    Feat: (Selected) Two Weapon Fighting

    Level 7 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Feat: (Automatic) Wholeness of Body

    Level 8 (Wizard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+3)

    Level 9 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+2)
    Feat: (Selected) Improved Fortification
    Spell (1): Burning Hands
    Spell (1): Chill Touch

    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)

    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Wizard Bonus) Quicken Spell

    Level 12 (Wizard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Feat: (Selected) Improved Damage Reduction

    Level 13 (Wizard)
    Skill: Balance (+1.5)

    Level 14 (Monk)
    Skill: Balance (+3)
    Skill: Jump (+2)
    Feat: (Monk Bonus) Lightning Reflexes
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation

    LLevel 15 (Monk)
    Skill: Balance (+1)
    Skill: Jump (+4)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Selected) Power Attack

    Level 16 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+3)

    Level 17 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+2)

    Level 18 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+3)
    Feat: (Selected) Improved Damage Reduction
    Feat: (Monk Bonus) Stunning Fist

    Level 19 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+2)

    Level 20 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Skill: Tumble (+2)
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Monk Improved Recovery I
    Enhancement: Void Strike I
    Enhancement: Void Strike II
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    Enhancement: Adept of Flame
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Wizard Lineage of Force I
    Enhancement: Wizard Lineage of Force II
    Enhancement: Wizard Lineage of Force III
    Enhancement: Wizard Lineage of Deadly Force I
    Enhancement: Wizard Force Manipulation I
    Enhancement: Wizard Force Manipulation II
    Enhancement: Wizard Force Manipulation III
    Enhancement: Wizard Force Manipulation IV
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Hardiness I
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Inscribed Armor I
    Enhancement: Warforged Power Attack I
    Enhancement: Warforged Power Attack II
    Enhancement: Warforged Combat Training I
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    Enhancement: Shroud of the Wraith

  2. #2
    The Hatchery DethTrip's Avatar
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    You should take twf at lvl1 and somehow squeeze in itwf and gtwf. BAB is kinda low so power attack might be a problem. This will def need some more refinement and thought.
    If you're having fun, then you're doing it right.

  3. #3
    Community Member Teharahma's Avatar
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    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Juhiko Raiokoben
    Level 20 Lawful Neutral Warforged Female
    (1 Fighter \ 6 Monk \ 13 Wizard) 
    Hit Points: 312
    Spell Points: 809 
    BAB: 11\11\16\21
    Fortitude: 16
    Reflex: 13
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity            15                    18
    Constitution         16                    20
    Intelligence         10                    14
    Wisdom               12                    16
    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
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +3 Tome of Strength used at level 20
    +3 Tome of Dexterity used at level 20
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                    27
    Bluff                -2                    -2
    Concentration         7                    29
    Diplomacy            -2                    -2
    Disable Device        n/a                   n/a
    Haggle               -2                    -2
    Heal                  1                     3
    Hide                  2                     4
    Intimidate           -2                    -2
    Jump                  3                    10
    Listen                1                     3
    Move Silently         2                     4
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                0                     2
    Search                0                     2
    Spot                  5                     7
    Swim                  3                     7
    Tumble                6                    22
    Use Magic Device     n/a                   n/a
    
    Level 1 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Feat: (Selected) Toughness
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 2 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Wizard Bonus) Extend Spell
    Spell (1): Expeditious Retreat
    Spell (1): Jump
    Spell (1): Nightshield
    
    
    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Mental Toughness
    Spell (1): Grease
    Spell (1): Tumble
    
    
    Level 4 (Wizard)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Spell (2): Blur
    Spell (2): Invisibility
    
    
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Spell (2): Resist Energy
    Spell (2): Scorching Ray
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Spell (3): Displacement
    Spell (3): Haste
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Spell (3): Frost Lance
    Spell (3): Repair Serious Damage
    
    
    Level 8 (Wizard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Spell (4): Wall of Fire
    Spell (4): Dimension Door
    
    
    Level 9 (Monk)
    Skill: Balance (+4)
    Skill: Concentration (+1)
    Feat: (Monk Bonus) Dodge
    Feat: (Selected) Maximize Spell
    
    
    Level 10 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+3)
    Feat: (Monk Path) Path of Inevitable Dominion: Fists of Darkness
    
    
    Level 11 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+3)
    
    
    Level 12 (Monk)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+3)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 13 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Tumble (+3)
    Feat: (Monk Bonus) Power Attack
    
    
    Level 14 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Spell (4): Fire Shield
    Spell (4): Negative Energy Burst
    
    
    Level 15 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    Spell (5): Protection From Elements
    Spell (5): Teleport
    
    
    Level 16 (Wizard)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Feat: (Wizard Bonus) Quicken Spell
    Spell (5): Cloudkill
    Spell (5): Break Enchantment
    
    
    Level 17 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Spell (6): Greater Heroism
    Spell (6): Reconstruct
    
    
    Level 18 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Feat: (Selected) Empower Spell
    Spell (6): Mass Bull's Strength
    Spell (6): True Seeing
    
    
    Level 19 (Wizard)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Spell (7): Protection From Elements, Mass
    Spell (7): Waves of Exhaustion
    
    
    Level 20 (Fighter)
    Ability Raise: STR
    Skill: Balance (+1)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Enhancement: Fighter Haste Boost I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Way of the Patient Tortoise II
    Enhancement: Monk Ninja Spy I
    Enhancement: Fists of Iron
    Enhancement: Winter's Touch
    Enhancement: Adept of Wind
    Enhancement: Adept of Rock
    Enhancement: Adept of Flame
    Enhancement: Adept of Rain
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Monk Jump I
    Enhancement: Monk Jump II
    Enhancement: Monk Tumble I
    Enhancement: Monk Tumble II
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Elemental Manipulation III
    Enhancement: Wizard Elemental Manipulation IV
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Monk Wisdom I
    Enhancement: Monk Wisdom II
    Enhancement: Fighter Toughness I
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Constitution II
    Enhancement: Warforged Inscribed Armor I
    Enhancement: Warforged Power Attack I
    Enhancement: Warforged Power Attack II
    Enhancement: Warforged Power Attack III
    Enhancement: Shroud of the Lich
    Enhancement: Wizard Pale Master I
    Enhancement: Wizard Pale Master II
    Enhancement: Shroud of the Wraith
    Fitted in iTWF and gTWF, last level of fighter was needed for the feat, due to BAB requirements.

    On the bright side, you get +10hp, and a haste boost.

    There is also possibility for decent AC, like most monks do.
    Last edited by Teharahma; 08-14-2010 at 05:35 AM.
    Sweep Pick or Die!
    Quote Originally Posted by JollySwagMan View Post
    But in terms of actual quest ideas, perhaps something where Halflings ride around on Warforged in battle-backpacks with shoulder-mounted repeating crossbows.

  4. #4
    Community Member wax_on_wax_off's Avatar
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    Just to throw it out there, 11 wizard gives your reconstruct and lets you go 9 monk to get Touch of Death which is a pretty huge boost to DPS.

    What do you get at 8 monk? Perhaps 7 (or less) is better?

    I saw a WF wizard/monk intimitank tanking the demon queen on elite in a raid i was in, that was pretty impressive. I think that had rogue levels splashed to pick up intim, though possibly fighter.

    I'd suggest that you want to hit ~400 hp if you want to be a melee DPS character, if not more.

    From what I understand, Pale Master is kind of like a fleshies alternative to reconstruct as you can self heal as a fleshy pale master while in undead form.

  5. #5
    Community Member Teharahma's Avatar
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    12 wizard gives the lich and wraith form ?

    Lol, also;

    312+60con+30GFL+20toughness+10Argo = 432
    432 +40 lich form +45 shroud = 517, with evasion and incorporeality.

    But that's the one i made up, dunno bout his.
    Sweep Pick or Die!
    Quote Originally Posted by JollySwagMan View Post
    But in terms of actual quest ideas, perhaps something where Halflings ride around on Warforged in battle-backpacks with shoulder-mounted repeating crossbows.

  6. #6
    Community Member Tenkai's Avatar
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    Yeah my reasoning for 12 lvls of wizard is that it is what is needed to use the two undead forms. Also i only took TWF because mosly going to be using unarmed strikes because it doest extera dmg while in both wraith and litch form. Then the 8 lvls of monk was my filler. Also consider that all those stats are without items so the 250ish health will rise.

  7. #7

    Default

    Quote Originally Posted by wax_on_wax_off View Post
    Just to throw it out there, 11 wizard gives your reconstruct and lets you go 9 monk to get Touch of Death which is a pretty huge boost to DPS.

    What do you get at 8 monk? Perhaps 7 (or less) is better?

    I saw a WF wizard/monk intimitank tanking the demon queen on elite in a raid i was in, that was pretty impressive. I think that had rogue levels splashed to pick up intim, though possibly fighter.

    I'd suggest that you want to hit ~400 hp if you want to be a melee DPS character, if not more.

    From what I understand, Pale Master is kind of like a fleshies alternative to reconstruct as you can self heal as a fleshy pale master while in undead form.
    12 wizard gives you Liche Form. Which procs harm on every unarmed swing.

    To the OP
    I am currently leveling this build. Just about to hit 11. My advice would be to get your first 2 levels of monk first before the 12 wizard. You want evasion while leveling makes life a lot easier.

    This build is designed to be the ultimate melee soloer IMO. All self buffs with displacement, blurr, gh, haste, stoneskin, nightshield, protection from evil and then stand in a fire wall killing everything.

    Currently it works FASTASTIC!
    Respectfully

    Ten of Ten the Sorcerer, Aerenal
    Alprudr of Thorr and Sif, Aerenal
    Mother of Symphonies, Aerenal
    Illusions of Life, Aerenal

  8. #8
    Community Member voodoogroves's Avatar
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    I leveled one of these but put too much into INT and eventually scrapped it. I will level another one at some point but am currently building some past lives first. If you are forged and want to do a monk/wizard I would indeed go Monk 9 / Wizard 11. You don't need wraith form or lich form. If the point is to be a Pale Master, I think being forged actually ends up causing some odd inefficiencies w/ a Pale Monk (fortification, repair, etc.) Maybe it's just that my brain doesn't handle it as well as I'd like.

    If you intend to be in those forms most of the time, go with a fleshie and run w/ death aura up. In that case I'd suggest Wizard 12 / X 2 / Y 6 where X and Y are some combination of Fighter, Ranger or Monk. For instance:

    Wizard 12 / Monk 2 / Fighter 6 (feats and BAB to more easily get GTWF + haste boosts + 2 STR enhancements)
    Wizard 12 / Monk 2 / Ranger 6 (feats and TWF / ITWF for free + ability to heal w/ wands and such outside of combat)
    Wizard 12 / Monk 6 / Fighter 2 (two feats)
    Wizard 12 / Monk 6 / Ranger 2 (TWF, diehard, wand use, etc)

    I would also decide early if you wanted to go unarmed or not; there are merits to both.

    A wizard 12 / Monk 6 / X 2 could pick up Ninja Spy 1 ... I'd probably go halfling and sport shortswords. I might even consider finesse and I'd carry a set of vorpal kamas as well. I'd take Mental Toughness and spend as much time as possible in Wraith Form / Ninja Fade.

    If I were going unarmed I'd skip Mental Toughness and resign myself so being in lich form most of the time. I'd pump STR at every opportunity since you get full STR to offhand. Ninja Spy wouldn't be horrible, but there would be some waste.


    Either way your level progression is probably going to be something like this:

    Monk 1
    Wizard 1-7
    Monk 2
    whatever

    Getting to Wall of Fire is very very very very nice and makes leveling much easier after that point.

  9. #9
    Community Member Tenkai's Avatar
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    countesscrow would you mind inserting your build in the thread i wana see if i need any ore tweaking

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