Results 1 to 7 of 7
  1. #1
    Community Member
    Join Date
    Dec 2009
    Location
    Mother's Basement
    Posts
    146

    Post Fighter 12 / Paladin 5 / Monk 3 - Need feedback

    Off the bat, I know variations similar to this build have been done before, but I couldn't find anything quite like this.
    I recently TRed my paladin and I wanted a monk fighting style melee toon, but not a pure monk, and not quite the God Hand build, so I came up with this.

    Not going for the "My heal amp is so uber, cure light wounds heals in the thousands" but I did want some, so gear might include Leviks (20%) and Purple Dragon Knights gloves (30%).
    Heal: PL: Paladin (5%) + Leviks (20%) + Dragon Knights (30%) + Human Imp Recovery (30%) + Monk Imp Recovery (10%) + Ship (10%) = 257%? Anything I miss?

    Also, would the build benefit from 6 paladin (tier 1 prestige) and only 2 monk (losing heal amp and path)?

    The feats are not in the perfect order and are subject to change (change order, not change feat selection)
    Skill Points were very hastily allotted. Should I take intimidate?

    Build:
    Code:
    Character Plan by DDO Character Planner Version 03.14.02
    DDO Character Planner Home Page
    
    Clemeiit MORE MONK
    Level 20 Lawful Good Human Male
    (12 Fighter \ 5 Paladin \ 3 Monk) 
    Hit Points: 400
    Spell Points: 63 
    BAB: 19\19\24\29\29
    Fortitude: 24
    Reflex: 16
    Will: 15
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             14                    22
    Dexterity            15                    17
    Constitution         16                    18
    Intelligence          8                    10
    Wisdom               12                    14
    Charisma             14                    16
    
    Tomes Used
    +1 Tome of Strength used at level 1
    +1 Tome of Dexterity used at level 1
    +1 Tome of Constitution used at level 1
    +1 Tome of Intelligence used at level 1
    +1 Tome of Wisdom used at level 1
    +1 Tome of Charisma used at level 1
    +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
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                    23
    Bluff                 2                     5
    Concentration         3                    14
    Diplomacy             2                     5
    Disable Device       n/a                    n/a
    Haggle                2                     4
    Heal                  1                     2
    Hide                  3                     3
    Intimidate            2                     5
    Jump                  2                    15
    Listen                1                     2
    Move Silently         3                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                  1                     2
    Swim                  2                     6
    Tumble                4                     4
    Use Magic Device      4                    11
    
    Level 1 (Fighter)
    Feat: (Past Life) Past Life: Paladin
    Feat: (Selected) Toughness
    Feat: (Human Bonus) Two Weapon Fighting
    Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Power Attack
    
    
    Level 3 (Fighter)
    Feat: (Fighter Bonus) Cleave
    Feat: (Selected) Toughness
    
    
    Level 4 (Fighter)
    
    
    Level 5 (Fighter)
    Feat: (Fighter Bonus) Great Cleave
    
    
    Level 6 (Fighter)
    Feat: (Selected) Weapon Specialization: Bludgeoning Weapons
    
    
    Level 7 (Fighter)
    Feat: (Fighter Bonus) Stunning Blow
    Enhancement: Fighter Attack Boost I
    Enhancement: Fighter Attack Boost II
    Enhancement: Fighter Haste Boost I
    Enhancement: Fighter Haste Boost II
    Enhancement: Kensei Unarmed Mastery I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Fighter Critical Accuracy II
    Enhancement: Fighter Kensei I
    Enhancement: Fighter Strategy (Stunning Blow) I
    Enhancement: Fighter Strategy (Stunning Blow) II
    Enhancement: Human Improved Recovery I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Fighter Strength I
    Enhancement: Fighter Toughness I
    
    
    Level 8 (Fighter)
    
    
    Level 9 (Fighter)
    Feat: (Selected) Power Critical
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    
    
    Level 10 (Monk)
    Feat: (Monk Bonus) Stunning Fist
    
    
    Level 11 (Fighter)
    
    
    Level 12 (Fighter)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 13 (Fighter)
    Enhancement: Fighter Attack Boost III
    Enhancement: Fighter Haste Boost III
    Enhancement: Fighter Haste Boost IV
    
    
    Level 14 (Fighter)
    Feat: (Fighter Bonus) Greater Weapon Specialization: Bludgeoning Weapons
    Enhancement: Fighter Kensei II
    Enhancement: Fighter Strategy (Stunning Blow) III
    Enhancement: Fighter Unarmed Specialization I
    Enhancement: Human Improved Recovery II
    Enhancement: Human Versatility III
    Enhancement: Way of the Clever Monkey I
    Enhancement: Void Strike I
    Enhancement: Fighter Toughness II
    
    
    Level 15 (Paladin)
    Feat: (Selected) Toughness
    
    
    Level 16 (Paladin)
    
    
    Level 17 (Paladin)
    
    
    Level 18 (Paladin)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 19 (Paladin)
    
    
    Level 20 (Monk)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Enhancement: Follower of the Sovereign Host
    Enhancement: Kensei Unarmed Mastery II
    Enhancement: Fighter Strategy (Stunning Blow) IV
    Enhancement: Human Improved Recovery III
    Enhancement: Human Versatility IV
    Enhancement: Monk Improved Recovery I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Extra Smite Evil I
    Enhancement: Paladin Extra Smite Evil II
    Enhancement: Paladin Divine Might I
    Went human for extra feat, human versatility (damage boost), human imp recovery.
    Took 12 fighter for 20% haste boost, extra feats, kensei.
    Took 5 paladin for smite, limited "holy ****" LoH heal, 1 spell (divine favor), and divine might (+2 damage).
    Took 3 monk for evasion, monk fighting style, extra feats, monk imp recovery.

    Strength should hit: 14 base +5 level up +6 item +1 enhancement +8 power surge +6 titans +4 madstone +2 tome = 46 (I'm missing some stuff I think)
    So for bursts I think it would be quite a fun build.

    Any feedback is nice. I don't really want to change the class levels, but I'm currently level 10 so I could if needed.
    Last edited by Clemeit; 11-20-2012 at 09:38 PM.

  2. #2
    Community Member Munkenmo's Avatar
    Join Date
    Oct 2009
    Location
    Auckland
    Posts
    3,691

    Default

    6paladin 2 monk would effectively have the same heal amp, if you went hunter of the dead, and you would get free ghost touch to boot.

    the loss of fists of light though, blur, and align the heavens may not be worth it to you.

    it's kind of 6 of one, half a dozen the other.

    Went human for extra feat, human versatility (damage boost), human imp recovery.
    have you considered going half elf, and picking up the monk or cleric dilletante, the build could have some seriously good heal amp or 95% heal scrolls
    you still get human versatility, and I'm sure you could make do without the feat

    Heal: PL: Paladin (5%) + Leviks (20%) + Dragon Knights (30%) + Human Imp Recovery (30%) + Monk Imp Recovery (10%) + Ship (10%) = 205%? Anything I miss?
    yep
    Heal amp is actually calculated like this
    100(base) * 1.05 (paladin) * 1.2 (leviks) * 1.3 (pdk) * 1.3 (human recovery) * 1.1 (monk recovery) * 1.1 (ship) = 257.65 %
    Last edited by fTdOmen; 11-20-2012 at 08:06 PM.

  3. #3
    Community Member
    Join Date
    Dec 2009
    Location
    Mother's Basement
    Posts
    146

    Default

    Quote Originally Posted by fTdOmen View Post
    6paladin 2 monk would effectively have the same heal amp, if you went hunter of the dead, and you would get free ghost touch to boot.

    the loss of fists of light though, blur, and align the heavens may not be worth it to you.

    it's kind of 6 of one, half a dozen the other.


    have you considered going half elf, and picking up the monk or cleric dilletante, the build could have some seriously good heal amp or 95% heal scrolls
    you still get human versatility, and I'm sure you could make do without the feat


    yep
    Heal amp is actually calculated like this
    100(base) * 1.05 (paladin) * 1.2 (leviks) * 1.3 (pdk) * 1.3 (human recovery) * 1.1 (monk recovery) * 1.1 (ship) = 257.65 %
    Heard a ton of good stuff about HElfs, this confirming, but currently don't have them purchased. Will consider buying the race in the future.
    HUGE thanks for the clarification of healing amp! Was unaware of how it was calculated, so thanks a ton for that.

  4. #4
    Community Member Munkenmo's Avatar
    Join Date
    Oct 2009
    Location
    Auckland
    Posts
    3,691

    Default

    no problem, btw, if you do go helf (or even if you don't)

    Kensai II only needs Greater Weapon Specialization as a pre requisite, you can drop greater weapon specialization, it's not needed.

  5. #5
    Community Member
    Join Date
    Dec 2009
    Location
    Mother's Basement
    Posts
    146

    Default

    Quote Originally Posted by fTdOmen View Post
    no problem, btw, if you do go helf (or even if you don't)

    Kensai II only needs Greater Weapon Specialization as a pre requisite, you can drop greater weapon specialization, it's not needed.
    Can drop Greater Weapon Focus?
    Ok thanks. Will take something else is needed, but fighters and monks get so many feats anyways xD

  6. #6
    Community Member Munkenmo's Avatar
    Join Date
    Oct 2009
    Location
    Auckland
    Posts
    3,691

    Default

    heh the typo made that previous post rather useless.

    Kensai II

    only needs Greater Weapon Specialization as a pre req feat, fortunately Greater weapon spec, doesn't require greater weapon focus.

    Power critical may be a good choice instead.

  7. #7
    Community Member
    Join Date
    Dec 2009
    Location
    Mother's Basement
    Posts
    146

    Default

    Quote Originally Posted by fTdOmen View Post
    heh the typo made that previous post rather useless.

    Kensai II

    only needs Greater Weapon Specialization as a pre req feat, fortunately Greater weapon spec, doesn't require greater weapon focus.

    Power critical may be a good choice instead.
    Ah ok, good suggestion. Will drop that and get Power Critical. +1 to-hit versus +2 confirm, +4 crit damage is a good trade off.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload