Please recommend some effective builds for level 12 monks. (Skills, feats, the whole works.) They may be joining the WotGS Hextor attackers. Thanks.
Unarmed: Dual Wielding Kamas or Tonfas Dual Wielding Butterfly Swords Quarterstaff IIRC ToEE is bugged with Improved Trip as a bonus feat though... in that you still need Combat Expertise to qualify for it... in which the bonus feat at level 6 can be ignored I guess. Also the Monks armed with weapons can use a Belt of Giant's Strength instead of a Monk's Belt. Removing the need for Weapon Finesse, at the cost of some bonus AC. Though I can't think of a feat to replace it except maybe Combat Reflexes for the Butterfly Sword build. Lastly, I think Unarmed Monks can actually use Power Attack, I haven't tested this myself though.
Why not take deflect arrow feat instead? Since they are going to be NPCs and i don't think any player would knowingly running around them to trigger combat reflexes. Deflect arrow is going to annoy ranged focused PCs though. >
Well, these guys need some sort of support, I think And Here's another killer build: They both have a minimum of gear mentioned (As I don't really know how much gold worth a 12th lvl char can have), but I guess giving them more AC enhancing bracers might be a good solution. Otherwise, some Dust of Disappearance (for the Hexorcist) or a Bag of tricks (Tan) will irritate the hell out of the players
I believe Stunning Fist is a monk bonus feat at first level I have a feeling ToEE ignores the fact that monks can take improved trip at 6th level as a bonus WITHOUT Combat Expertise - the following assumes everyone else is right but as you see the build can easily be modified if necessary Feats for L12 Human Monk 1. Stunning fist, Dodge, Mobility 2. Deflect Arrows 3. Weapon Finesse 6. Improved Trip, Spring Attack 9. Combat Expertise 12. Whirlwind Attack Obviously dexterity driven (3 extra dex points at level up), lots of points of tumble skill Base statistics St. 14, Int. 13 , Wis 16, Dex 18 (+3), Con 14 Magical Equipment? Gauntlets of Dexterity +4 Ninja Tatoos Monks Belt Amulet of Mighty Fists +2 or +3 as required to hit tanks occassionally Mage armor spell-effect I see these monks as advanced mage-killers and see the Whirlwind Attack coming into its own when the rest of the party rushes over to save their 15th level wizard
Forgot about the tatts. Monks love them natural armor bonuses. I imagine these Monks are going to mage killers, since caster classes are probably the easiest to complete WotGS with. We're making Hexorites... LN isn't really a fitting alignment... even if its the only one legal for both Druid and Monk.
I suppose that depends on your definition of "easy". I can usually put down a group of Hextorites in 2-3 rounds with bow fire and one melee character.
True enough, but I don't really think that every follower of Hextor should be LE either. And as it is a dual class character with a certain amount of lvls, there is a background story to tell about them. In this case, a young man who began out as a druids apprentice but after a while travelling on the road, something happened to him, something life-changing. Maybe he was a victim of a nasty kidnapping? Maybe he witnessed the gruesome death of his family by the hands of so called "do-gooders" just because they had the wrong trousers on? Maybe He longed for more justice and a Hextor Monk appealed to his sense of duty? Who knows... While in ToEE alignmennts are fixed, in Pen&Paper one can wander true the whole spectrum of alignments (though if a character does that, it prolly has multiple personality disorder )
Thanks for the suggestions. Re: alignments, remember that these are troops serving a higher authority and not really disaffected individuals, and their purpose is to destroy (and grab the orb), so I would say it's a safe bet that they're all LE.
I noticed a bug where a 1 monk/ xx druid gets the -10 offhand attack penalty (without twf) and -2 for flury when using flurry of blows in animal form. Also, the game doesn't give you the forms feats or whatnot like large size, stability, or grapple only the animals str, con, and dex. I have never encountered not being able to select improved trip in the yellow feat box at 6children level. I am playing a monk this play through so I will let you know.
General note - All Monks should be built to get as an insane AC as possible. They generally don't do much damage per attack so their in it for the long haul. Also something to provide Freedom of Movement. Max Tumble. Monk / Soc Both mage armor and shield. If melee'r add stat buffs such as Bulls Str, etc. If combat sppt, high dex, point blank shot, Ray of Enfeeblement, Glitterdust. Just Monk High Bluff to go with Combat Expertise and Improved Trip High Tumble. Improved crit + weap focus on weapon of choice. If High Dex add Weapon Finesse If High Str add Power Attack and Cleave Monk / Cleric High DEX, WIS. Protection from Good / Shield of Faith Bulls Str High Concentration, Combat Casting, Blindness, Curse, Cause Disease, Harm, Inflict Wounds. Monk / Thief High Dex, Combat Reflex, Weapon Finesse, improved crit + weap focus on weapon of choice. Boots of speed Use to flank party and go after OP4's spell casters and ranged weapon's.