Just coming back to the game after a long hiatus (a couple of years). Going to be playing with a good friend of mine who is just coming back to the game after a longer hiatus (about 5 years). He has already built a plain-Jane assassin, so I want to build something that will keep us alive.
I already have a 20th lv cleric, 18th lv WF Wizard, and 18/1/1 halfling exploiter-esque AC build, so I'm looking for something a little different.
I thought maybe a dragonmarked halfling light shintao would give us enough healing to get by, and enough intimidate to keep most everything focused on me so my assassin friend can enjoy his skills to their fullest.
However, I've never run a monk, and after reading most of the morning, I still cannot quite decide if I'm making the most reasonable design choices.
- I plan to GR at 20th, or maybe TR - so most end game stuff I don't have to worry about now
- start at 7th (I'm catching up to my friend, and I have the expansion)
- +3 supreme tome (logged on when they were around last year and bought a couple)
- No epic gear (yet)
- No T3 shroud gear (yet) (most any T2 though)
- Most any other static item available
- Access to any item coming from a 90/75/60 crafter, any metal type, and medium guild slots
- I know next to nothing about the grandmaster benefits. I chose Earth because it seemed that a lot of monks were using that line. Any info would be appreciated.
- I chose Badger for Intimidate bonuses. HP for tortoise was nice, but as you see next, I'm concerned about intimidate, but would avoid a splash if possible.
- I chose full monk for continuity/endcap, but I could splash fighter if it's really necessary to get my intimidate up. Knowing that I'll LR this guy (and could +1 him if needed), I think I can get away with this, but I don't know. Dmg mitigation will be keeping everything focused on me, and letting the assassin assassinate.
- AC - ignore it completely, or recognize that it's not that hard to get into the mid 50/60s with this build and put at least a bit into it? (Dodge, icy's maybe?)
- To hit - is this going to be a problem? do I need the finesse or can I drop it for something else?
- DR - I'm thinking that healing amp and fists of light will be my DR (Plus I'm not that comfortable with everything that goes into building a decent DR character yet). Am I dreaming?
- UMD - I threw a bit in there for kicks, but didn't really focus on it. Should I ditch it completely, focus on it more, or is it ok?
- 1/2 Elf - thought about cleric dilettante, but I'm worried about scroll casting in combat. Also, my hot swapping skills aren't quite back yet. Are they significantly superior to 1/2ling? What about paladin dilettante with cure serious wands?
Basically, I want something that will allow us to duo most things, without needing to be the uberest, and without just building a dwarven battle cleric. With all of that in mind, this is my first shot at it:
Code:Character Plan by DDO Character Planner Version 03.12.01 DDO Character Planner Home Page Level 20 Lawful Neutral Halfling Female (20 Monk) Hit Points: 302 Spell Points: 0 BAB: 15\15\20\25\25 Fortitude: 18 Reflex: 19 Will: 22 Starting Ending Feat/Enhancement Abilities Base Stats Base Stats Modified Stats (32 Point) (Level 1) (Level 20) (Level 20) Strength 15 18 18 Dexterity 15 18 20 Constitution 15 18 18 Intelligence 8 11 11 Wisdom 13 21 26 Charisma 9 12 12 Tomes Used +3 Tome of Strength used at level 11 +3 Tome of Dexterity used at level 11 +3 Tome of Constitution used at level 11 +3 Tome of Intelligence used at level 11 +3 Tome of Wisdom used at level 11 +3 Tome of Charisma used at level 11 Starting Ending Feat/Enhancement Base Skills Base Skills Modified Skills Skills (Level 1) (Level 20) (Level 20) Balance 6 15 16 Bluff -1 1 1 Concentration 6 26 37 Diplomacy -1 1 1 Disable Device n/a n/a n/a Haggle -1 1 1 Heal 1 8 10 Hide 2 5 9 Intimidate 0 12 16 Jump 2 4 6 Listen 1 8 10 Move Silently 2 5 7 Open Lock n/a n/a n/a Perform n/a n/a n/a Repair -1 0 0 Search -1 0 0 Spot 1 8 8 Swim 2 4 4 Tumble n/a 6 6 Use Magic Device 0 12 12 Level 1 (Monk) Feat: (Selected) Least Dragonmark of Healing Feat: (Monk Bonus) Stunning Fist Level 2 (Monk) Feat: (Monk Bonus) Toughness Level 3 (Monk) Feat: (Monk Path) Path of Harmonious Balance: Fists of Light Feat: (Selected) Two Weapon Fighting Level 4 (Monk) Ability Raise: WIS Level 5 (Monk) Level 6 (Monk) Feat: (Selected) Lesser Dragonmark of Healing Feat: (Monk Bonus) Weapon Finesse Level 7 (Monk) Level 8 (Monk) Ability Raise: WIS Level 9 (Monk) Feat: (Selected) Greater Dragonmark of Healing Level 10 (Monk) Level 11 (Monk) Level 12 (Monk) Ability Raise: WIS Feat: (Selected) Improved Two Weapon Fighting Level 13 (Monk) Level 14 (Monk) Level 15 (Monk) Feat: (Selected) Greater Two Weapon Fighting Level 16 (Monk) Ability Raise: WIS Level 17 (Monk) Level 18 (Monk) Feat: (Selected) Luck of Heroes Level 19 (Monk) Level 20 (Monk) Ability Raise: WIS Enhancement: Monk Serenity Enhancement: Extra Dragonmark Use I Enhancement: Extra Dragonmark Use II Enhancement: Halfling Dexterity I Enhancement: Halfling Dexterity II Enhancement: Lifting the Veil Enhancement: Way of the Tenacious Badger I Enhancement: Way of the Tenacious Badger II Enhancement: Way of the Tenacious Badger III Enhancement: Way of the Tenacious Badger IV Enhancement: Fists of Iron Enhancement: The Receptive Earth Enhancement: Eagle Claw Attack Enhancement: Restoring the Balance Enhancement: Monk Improved Recovery I Enhancement: Monk Improved Recovery II Enhancement: Rise of the Phoenix Enhancement: Shintao Monk I Enhancement: Shintao Monk II Enhancement: Shintao Monk III Enhancement: Difficulty at the Beginning Enhancement: Unbalancing Strike Enhancement: Adept of Rock Enhancement: Grandmaster of Mountains Enhancement: Master of Stone Enhancement: Adept of Flame Enhancement: Adept of Rain Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Improved Balance I Enhancement: Improved Concentration I Enhancement: Monk Wisdom I Enhancement: Monk Wisdom II Enhancement: Monk Wisdom III