User:Cedges/Dex Monk (3.5e Optimized Character Build)

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Revision as of 09:27, 4 June 2010 by Cedges (talk | contribs) (Rebuilt with more warblade, feats a bit earlier, snap kick, and slightly delayed monk.)
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Author: Cedges (talk)
Date Created: 6/3/2010
Status: Idea
Editing: Clarity edits only please
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Introduction

This dexterity based monk tries to maximize attacks per round and deal as much damage as possible with Stormguard Warrior combat rhythm attacks.

Warblade 6/Fighter 2/Monk 12

References

  • Tome of Battle (Warblade 20, Ironheart Aura 31, Stormguard Warrior 36)
  • Player's Handbook II (Melee Weapon Mastery (bludgeoning), Crushing Strike)

Game Rule Components

Stances

Moment of Perfect Mind, Punishing Stance, Steel Wind, Steely Strike

Items

Gloves of Dexterity, Belt of Giant Strength, Bracers of Armor

Progression

Starting Ability Scores (Before Racial Adjustments): Str: 11, Con: 14, Dex: 18, Int: 8, Wis: 8, Cha: 8

Race (Templates): Human or Strongheart Halfling

Starting Racial Traits:

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Warblade 1 +1 +2 +0 +0 Two-Weapon Fighting, Weapon Finesse Battle Clarity, Weapon Aptitude Moment of Perfect Mind1, Punishing Stance, Steel Wind, Steely Strike, -2/-2 with no bonus
2nd Warblade 2 +2 +3 +0 +0 Uncanny dodge Wolf Fang Strike
3rd Warblade 3 +3 +3 +1 +1 Weapon Focus Battle Ardor (critical confirmation) Sudden Leap
4th Warblade 4 +4 +4 +1 +1 +1 dex, 4 maneuvers readied, Stonefoot Stance1
5th Warblade 5 +5 +4 +1 +1 Ironheart Aura Soaring Raptor Strike
6th Fighter 1 +6/+1 +6 +1 +1 Improved Two-Weapon Fighting, Stormguard Warrior -2/-2/-7/-7, up to +20 damage - build starts to work
7th Fighter 2 +7/+2 +7 +1 +1 Weapon Specialization
8th Monk 1 +7/+2 +9 +3 +3 Improved Grapple or Stunning Fist +2 dex, Flurry of blows -2/-2, bonus feat, unarmed strike 1d6, -4/-4/-4/-9/-9, +25 damage
9th Monk 2 +8/+3 +10 +4 +4 Combat Reflexes2, Snap Kick evasion -6/-6/-6/-6/-11/-11, +30 damage
10th Monk 3 +9/+4 +10 +4 +4 still mind, speed +10'
11th Monk 4 +10/+5 +11 +5 +5 Ki strike (magic), slow fall 20', unarmed strike 1d8
12th Monk 5 +10/+5 +11 +5 +5 Melee Weapon Mastery (Bludgeoning) Flurry of blows -1/-1, purity of body, +1 AC +3 dex, -5/-5/-5/-5/-10/-10, +30 damage
13th Monk 6 +11/+6/+1 +12 +6 +6 Improved Disarm or Improved Trip slow fall 30', speed +20' -5/-5/-5/-5/-10/-10/-15, +35 damage
14th Monk 7 +12/+7/+2 +12 +6 +6 wholeness of body
15th Monk 8 +13/+8/+3 +13 +7 +7 Greater Two-Weapon Fighting slow fall 40', unarmed strike 1d10 -5/-5/-5/-5/-10/-10/-15/-15, +40 damage
16th Monk 9 +13/+8/+3 +13 +7 +7 Flurry of blows -0/-0, improved evasion, speed +30' +4 dex, -4/-4/-4/-4/-9/-9/-14/-14, +40 damage
17th Monk 10 +14/+9/+4 +14 +8 +8 'Ki' strike (lawful), slow fall 50', +2 AC
18th Monk 11 +15/+10/+5 +14 +8 +8 Crushing Strike Flurry of blows -0/-0/-0, diamond body -4/-4/-4/-4/-4/-9/-9/-14/-14, +45 damage, Each attack that hits adds +1 to hit for the remaining attacks in the round
19th Monk 12 +16/+11/+6/+1 +15 +9 +9 abundant step, slow fall 60', unarmed strike 2d6, speed +40' -4/-4/-4/-4/-4/-9/-9/-14/-14/-19, +50 damage
20th Warblade 6 +17/+12/+7/+2 +16 +10 +10 Improved uncanny dodge +5 dex, Dancing Mongoose: -4/-4/-4/-4/-4/-4/-4/-9/-9/-14/-14/-19, +50 damage
  1. Optional, not really part of the build
  2. Or Deflect Arrows

Other Components

If you take Moment of Perfect Mind, max out concentration for a better will save.

Highlights

<- How and why this build works, also a place to show off just what the build can do ->

Tactics

Take a full-round attack against a single opponent with combat rhythm using touch attacks that do no damage but give +5 damage to damage rolls against that opponent next round, gaining a huge bonus to damage rolls. Attack the same opponent full round on the next turn and hit them multiple times with the bonus.

Further Optimization

Side Notes

<- overview of additional info about this build ->

Limitations

DM Counters:

  • Actually use the full round withdraw action
  • Move

Variants

  • Drop the 12th level of monk for more warblade, getting dancing mongoose a level earlier and another useful high-level maneuver
  • Drop the 12th level of monk, and add a level of swordsage at 20, getting a plethora of truly awesome powers. This should probably be mandatory.
  • The starting maneuvers can be juggled around a bit as long as the prerequisites are met at the appropriate times for ironheart aura, stoneguard, and dancing mongoose.

Miscellaneous

<- Any other side notes that don't fit in the above sections. ->

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