A monks Role is according to the Players Handbook, page 40:
Role: The monk functions best as an opportunistic combatant, using her speed to get into and out of combat quickly rather than engaging in prolonged melees. She also makes an excellent scout, particularly if she focuses her skill selection on stealth.
However the Article on the WoTC Website,
Monks with Class, recomends Adaptability. So I tried to make a Monk that would work well with any Party.
What do you think?
hows this:
Mona the MonkLawful Good 1/2 Fey Star Elf(LA Bought off)
Bard 6/ Marshal 1/ Monk 1/ Enlightened Fist 10/Sublime Chord 2 Link to Myth-weavers SheetStar Elf Racial Traits
Star elves have the following abilities and characteristics.
• +2 Charisma, –2 Constitution: Star elves are graceful but frail.
• Medium-size.
• Land speed 30 feet.
• Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells and effects.
• Low-light Vision: Star elves can see twice as far as a human in starlight, moonlight, torchlight, or similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
• Otherworldly Touch (Su): Between sunset and sunrise a star elf confers the ghost touch ability on any melee weapon she wields and any armor she wears, but only so long as she keeps the weapon in hand or wears the armor. Star elves have a magical affinity for starlight that gives them an unusual edge in fighting extradimensional foes.
• Extraplanar (Su): Star elves are not outsiders, but they are not native to Faerûn. Spells and effects that target extraplanar creatures affect star elves. Banishment, dismissal, and similar effects that banish outsiders return a star elf to Sildëyuir.
• +2 racial bonus on Listen, Search, and Spot checks. A star elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door. A star elf’s senses are so keen that she practically has a sixth sense about hidden portals.
• Star elves have no racial weapon proficiencies.
• Automatic Languages: Common and Elven. Bonus Languages: By character region.
• Favored Class: Bard. A multiclassed star elf’s bard class does not count when determining whether she suffers an XP penalty.
The 1/2 Fey Template,+2LA
The Half-Fey
Half-fey are the spawn of powerful fey creatures and the mortals they find so intriguing. Often confused by the ignorant with half-fiends, some half-fey grow up tormented by their peers, but a few use their gifts to win over others and become quite popular.
Attribute bonuses Dex +2, Con -2, Wis +2, Cha +4
Fey Type: She becomes vulnerable to spells and effects that work on creatures of the fey type but is immune to effects that target her original type. For example, a half-fey/half-human would be subject to the extra damage from a fey bane sword, but she is immune to hold person because that spell affects only humanoids.
Low-Light Vision (Ex): the half-fey gains low-light vision.
Spell-Like Abilities: A half-fey with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on the half-fey's character level and level in the template class, according to the following table. In each case, the caster level equals the half-fey's character level. Save DCs, where applicable, are Charisma-based (10 + spell level + half-fey's Cha modifier).
Level Spell-Like Abilities Gained
1st Charm person at will, hypnotism 1/day
1st Faerie fire or glitterdust 1/day
3rd Detect law 3/day
3rd Enthrall or sleep 1/day
5th Protection from law 3/day
7th Confusion or emotion 1/day
9th Eyebite or lesser geas 1/day
11th Dominate person or hold monster 1/day
13th Mass invisibility 1/day
15th Geas/quest or mass suggestion 1/day
17th Insanity or mass charm 1/day
19th Otto's irresistible dance 1/day
The character gains each spell-like ability as soon as she meets both qualifications for it. Spell-like abilities are cumulative, so a half-fey whose character level is 3rd has charm person at will, detect law 3/day, enthrall or sleep 1/day, faerie fire or glitterdust 1/day, hypnotism 1/day.
Immunity to Enchantments (Ex): a half-fey becomes immune to all spells and effects from the Enchantment school.
Wings (Ex): a half-fey grows insectlike wings (usually similar to those of a butterfly) and may use them to fly at up to twice her base land speed with good maneuverability.
under construction
Attributes: (32pt buy)
10 Str(10)
26 Dex(14 +2 Template +4 Inherent +6 Item)
14 Con(14-2 Racial -2 Template +4 Item)
14 Int(14)
22 Wis(14 +2 Template +6 item)
36 Cha(14 +2 Racial +4 Template +5 lvls +5 Inherent +6 item)
Build Progression and Feats/Flaws
Flaws:
Vulnerable
Murkey Eyed
Starting Alignment
Neutral GoodBard 1 ................... Artist/ Combat Casting/ Versatile Caster
Bard 2
Bard 3 ................... Weapon Finnesse
Bard 4
Bard 5
Bard 6 ................... Knowledge Devotion
Marshal 1 .............. Skill Focus(Diplomacy) .....
change Alignment to Lawful GoodMonk 1 .................. Improved Unarmed Strike/ Stunning Fist
Enlightened Fist 1 ... Versatile Unarmed Strike
Enlightened Fist 2
Sublime Chord 1
Sublime Chord 2 .... Practiced Caster(Sublime Chord)
Enlightened Fist 3
Enlightened Fist 4
Enlightened Fist 5 ... Snowflake Wardance
Enlightened Fist 6
Enlightened Fist 7
Enlightened Fist 8 ... Combat Panache
Enlightened Fist 9
Enlightened Fist 10
BAB +12 .... final Attack Bonus with Buffs, can be Very High(see Spells)
Sublime Chord spells Known
4/4/4/3/2/1
4th lvl:
Ruin Delvers Fortune
Sirens Grace
Enervation
Minor Creation
5th lvl:
Greater Blink
Draconic Polymorph
Greater Heroism
Telekinesis
6th lvl:
Nixies Grace
Greater Anticipate Teleport
Analyze Dweomer
Disintegrate
7th lvl:
Bite of the Werebear
Greater teleport
Limited Wish
8th lvl:
Superior Invisibility
Ghostform
9th lvl:
Shapechange
Bard Spells Known:
6/4/4/2
1st lvl:
Improvisation
Comprehend Languages
Grease
Hideous Laughter
2nd lvl:
Whirling Blade
Enthral
Glitterdust
Tongues
3rd lvl:
Wounding Whispers
Glibness
Bardic Music 10/day as 12th lvl Bard ????? WIPSkills:
156 skill points
Bluff 8 ranks
Concentration 8 ranks
Diplomacy 6 ranks
Intimidate 8 ranks
Knowledge(arcana)13 ranks
Knowledge(Dungeoneering)10 ranks
Knowledge(Nature)10 ranks
Knowledge(Nobility and Royalty)5 ranks
Knowledge(Religion) 10 ranks
Knowledge(The Planes) 10 ranks
Listen 13 ranks
Perform(Sing) 10 ranks
Profession(astrologer) 6 ranks
Sense Motive 5 ranks
Sleight of Hand 12 ranks
Spellcraft 6 ranks
Tumble 10 ranks
6 points Skill Tricks
156 spent
Skill Tricks:
Conceal Spellcasting:Concentration 1 rank, Sleight of Hand 5 ranks, Spellcraft 1 rank,Conceal your spellcasting from onlookers
Mosquito's Bite:Sleight of Hand 12 ranks,Flat-footed target does not notice damage you deal with a light weapon
Collector of Stories:Knowledge(Any) 5 ranks,+5 all Knowledge skills
Equipment:
137500gp +5 Cha Tome
110000gp +4 Dex tome
13000gp Monks Belt(+5 Monk lvl: Unarmed Damage, AC bonus, +1 Stunning Fist/day) ... Reflavored as Belt for Bikini Bottom
16000gp Vest of Legends(+5 Comp Diplomacy and Perform, +5 Bard lvls for Bardic Music effects) ... reflavored as Bikini Top
33750gp Slippers of Battledancing(+10 land spd,+5 comp Tumble,+2 Insight Init, if move 10' Cha to Attack and Damage instead of Str or Dex)
36000gp +6 Dex item
36000gp +6 Wis item
36000gp +6 Cha item
24000gp Greater Choker of Eloquence(+10 Competence Diplomacy, Bluff, and Perform (sing))
64000gp +8 Bracers of Armor
4000gp Sandals of the Vagabond
4500gp Circlet of Persuasion
514750gp spent
245250gp left, possible items to choose from
75000gp +6 Adamantine Kama
75000gp +6 Adamantine weapon
50000gp +5 weapon
20000gp 2x glove of storing
2000gp Handy Haversack
2500gp Ring of Sustenance
8000gp Ring of Entropic Warding
8000gp Gloves of the Balanced Hands
Combat Panache
Combat Panache
Type: Tactical
Source: Player's Handbook II
Your glowing personality and sharp performance abilities allow you to navigate the battlefield on sheer chutzpah alone. While others rely on swords and armor, you use your cutting wit and ability to manipulate others.
Prerequisite: Bluff 8 ranks, Intimidate 8 ranks, Perform 8 ranks.
Benefit: The Combat Panache feat grants you access to three special tactical maneuvers.
Fortuitous Tumble: For a brief moment, you appear to let your guard down. As your foe swings at you, you slip our of the way, causing his attack to slam into one of his allies. By positioning yourself correctly and making yourself an appealing target, yots dupe your foe into making a critical blunder. To use this maneuver, you must be successfully attacked by a foe. On your next turn, you can take a move action to make a Bluff check opposed by his Sense Motive check. If you succeed on the check, you can take an immediate action at the start of your foe's next turn and designate a different target for your opponent's next melee attack (which must be a creature it threatens).
Play Dead: You crumple to the ground as if slain, luring your opponent into a false sense of security. As an immediate action after you are hit for at least 10 points of damage by a single attack, you can attempt to play dead. You drop prone and make a Bluff check opposed by your attacker's (or any other relevant observer's) Sense Motive check. If you succeed on this check, the observer assumes you are dead. If you subsequently rise and attack him in the same round, he loses any attack of opportunity he might have been entitled to against you, and he loses his Dexterity bonus to AC against the first attack that you make. You can use this ability once per encounter. Standing up after playing dead does not provoke attacks of opportunity.
Sneering Glower: With just the right mix ofyour intimidating presence and your martial talents, you strike such fear into your target that he has difficulty fighting you effectively. On your next turn after you deal at least 1 point of damage to your opponent, you can make an Intimidate check against him as a move action. If you succeed on this check, your foe takes a penalty on his attack rolls against you equal to your Charisma bonus. You can gain this benefit against only one foe at a time; it lasts for the duration of the encounter or until you switch targets. If you designate a new target for this ability (by attempting a new Intimidate check against a different creature), the previous target no longer takes the penalty on his attack rolls against you. Opponents that are immune to the effects of the Intimidate skill, such as mindless creatures and those with immunity to fear, are immune to this maneuver.
Special: A fighter can select Combat Panache as one of his fighter bonus feats
well its still unfinished, but any questions or thoughts?