I agree with others here, both that unarmed is the way to go for pure monk in the OC and that multiclass has advantages for a dual wielder. But, the OP wants a dual wielder and pure monk (if possible, which it is in the OC and the higher SR from a pure build will come in handy at the end as well), so here's an attempt.
Ability Scores (final):STR: 14
DEX: 16 (20)
CON: 14
WIS: 14
INT: 10
CHA: 8
Levels and Feats:Human: (Quick to Master)
01: Monk(1): Ambidexterity, Two-Weapon Fighting
02: Monk(2):
03: Monk(3): Weapon Finesse
04: Monk(4): DEX+1, (DEX=17)
05: Monk(5)
06: Monk(6): Weapon Focus: Kama
07: Monk(7)
08: Monk(
: DEX+1, (DEX=18)
09: Monk(9): Toughness
10: Monk(10)
11: Monk(11)
12: Monk(12): DEX+1, Improved Critical: Kama, (DEX=19)
13: Monk(13)
14: Monk(14)
15: Monk(15): Improved Two-Weapon Fighting
16: Monk(16): DEX+1, (DEX=20)
17: Monk(17)
18: Monk(18): Blind Fight
Skills:01: Discipline(4), Heal(2), Hide(2), Listen(4), Lore(2), Move Silently(2), Tumble(4),
02: Discipline(1), Heal(1), Hide(1), Listen(1), Tumble(1),
03: Discipline(1), Listen(1), Lore(1), Move Silently(1), Tumble(1),
04: Discipline(1), Heal(1), Hide(1), Listen(1), Tumble(1),
05: Discipline(1), Listen(1), Lore(1), Move Silently(1), Tumble(1),
06: Discipline(1), Heal(1), Hide(1), Listen(1), Tumble(1),
07: Discipline(1), Listen(1), Lore(1), Move Silently(1), Tumble(1),
08: Discipline(1), Heal(1), Hide(1), Listen(1), Tumble(1),
09: Discipline(1), Listen(1), Lore(1), Move Silently(1), Tumble(1),
10: Discipline(1), Heal(1), Hide(1), Listen(1), Tumble(1),
11: Discipline(1), Listen(1), Lore(1), Move Silently(1), Tumble(1),
12: Discipline(1), Heal(1), Hide(1), Listen(1), Tumble(1),
13: Discipline(1), Listen(1), Lore(1), Move Silently(1), Tumble(1),
14: Discipline(1), Heal(1), Hide(1), Listen(1), Tumble(1),
15: Discipline(1), Listen(1), Lore(1), Move Silently(1), Tumble(1),
16: Discipline(1), Heal(1), Hide(1), Listen(1), Tumble(1),
17: Discipline(1), Listen(1), Lore(1), Move Silently(1), Tumble(1),
18: Discipline(1), Heal(1), Hide(1), Listen(1), Tumble(1),
Summary (at level 18):Hitpoints: 198 (max)
Skillpoints: 105
Saving Throws (Fortitude/Will/Reflex): 13/13/16
Saving Throw bonuses: Mind Effects: +2
BAB: 13
AB (max, naked): 19 (melee), 18 (ranged)
AC (naked): 24
Discipline 21(23), Heal 11(13), Hide 11(16), Listen 21(23), Lore 10(10), Move Silently 10(15), Tumble 21(26)
Notes:Human for the extra feat and skill points, which will both be a little scarce in this build. Personally, I tend to like elf scouts for the automatic search mode and the extra DEX would be nice here, too, but the lower CON and HP will make for tougher going early on, especially since the missing feat would probably mean no toughness. (One could also build an elf sticking to 16 total DEX and use the extra points to bump INT and have some extra skill points to play with.)
I went with a DEX build, but shooting for some balance on the other initial stats. You will need DEX of 15 to get ambidexterity anyway, and there's no reason to stop on an odd number, so that's 16, at least. So this build is walking down the DEX road anyway. Of course, since this is a melee weapon build, a case can be made for STR for the extra damage, but that's spreading things pretty thin and leaving the character lacking in AC. (I agree with others that uncanny dodge would really round out this build. Oh, well.) And, DEX is increasing ranged AB, which is helping to keep you alive in the early going. Also, DEX will keep the reflex save high, which leverages evasion well.
Once the DEX choice is made, weapon finesse is needed. I like blind fight, though one might argue for a different feat at the end of the game. All the other feats are weapon feats that I assume the OP would want to get the most out of the dual-wielding kama aspect of the build. Note that no dual wielding is recommended early on, as the AB is really pretty low, at least until weapon finesse is acquired, and maybe not for a few levels after that for tougher opponents.
Skill points: Keep discipline and tumble maxed and I like a monk with a high listen skill to detect monsters around corners and stealthy baddies. The rest of the skill points should be chosen to taste, I tend to play monks as scout characters, thus the points in hide and move silently, which also work well with the DEX build. I think some points in heal are useful because healing kits are usable during melee without attacks of opportunity and there's the take 20 when used after combat. I also like to be able to identify my own stuff, but some people prefer swapping rings and using potions for that.
BTW, some skills end on numbers that don't help a level 18 build (e.g. tumble 21), but I chose them assuming the character would go on.
Also, I am assuming use of Tony K's AI, otherwise the henchies are just too annoying. That's also part of the reason for blind fight, even though it comes so late in the build. One obvious change would be to ignore skill points in lore and use henchmen for that (all but Tomi have good lore using TKAI and Sharwyn can identify pretty much anything).
Anyway, with a pair of decent kamas and the other DEX-, STR-, and WIS-boosting items in the OC, this character should be pretty impressive.
Modifié par MrZork, 28 avril 2011 - 08:40 .