Eorran
2010-10-18, 11:04 PM
I have a Half-Orc monk, in an undersize group with a human Wizard and a dwarf Paladin.
Build:
====== Created Using Wizards of the Coast D&D Character Builder ======
Brom Kzada, level 11
Half-Orc, Monk, Mountain Devotee
Build: Stone Fist Monk
Monastic Tradition: Stone Fist
Background: Geography - Forest (+2 to Perception)
FINAL ABILITY SCORES
Str 19, Con 15, Dex 23, Int 11, Wis 17, Cha 9.
STARTING ABILITY SCORES
Str 16, Con 14, Dex 18, Int 10, Wis 14, Cha 8.
AC: 25 Fort: 23 Reflex: 25 Will: 25
HP: 77 Surges: 10 Surge Value: 19
TRAINED SKILLS
Stealth +16, Thievery +16, Acrobatics +16, Athletics +14, Religion +10
UNTRAINED SKILLS
Arcana +5, Bluff +4, Diplomacy +4, Dungeoneering +8, Endurance +9, Heal +8, History +5, Insight +8, Intimidate +6, Nature +8, Perception +11, Streetwise +4
FEATS
Level 1: Initiate of the Faith
Level 2: Improved Monk Unarmed Strike
Level 4: Thirst for Battle
Level 6: Anger Unleashed
Level 8: Spring Step
Level 10: Acolyte Power (retrained to Paragon Defenses at Level 11)
Level 11: Strength From Pain
POWERS
Monk at-will 1: Crane's Wings
Monk at-will 1: Five Storms
Monk encounter 1: Rising Storm
Monk daily 1: Masterful Spiral
Monk utility 2: Careful Stride
Monk encounter 3: Eternal Mountain
Monk daily 5: Steel Warrior Technique
Monk utility 6: Purifying Meditation
Monk encounter 7: Strike the Avalanche
Monk daily 9: Strength to Weakness
Monk utility 10: Internal Power
ITEMS
Monk Unarmed Strike, Periapt of Cascading Health +2, Bag of Holding (heroic tier), Fireheart Tattoo (heroic tier), Potion of Healing (heroic tier) (4), Adventurer's Kit, Shuriken, Sling, Counterstrike Cloth Armor (Basic Clothing) +2, Boots of Spider Climbing (heroic tier), Strikebacks (heroic tier), Ironskin Belt (heroic tier), Bracers of Brachiation (heroic tier), Survivor's Preparation, Intensifying Quarterstaff +2, Headband of Perception (heroic tier)
The guy's a lot of fun, but has one drawback. In combat, he takes it upon himself to shut down enemy artillery, which he can do pretty well thanks to his maneuverability and seconday controller aspect. However, this usually puts him square in the middle of a bunch of monsters who really have nothing better to do than give him a smackdown. He usually goes through 2-3 healing surges per fight, and often drops to 1/4hp or less.
So, I'm looking for build advice or tactical advice to let this guy keep handing out the beats to monsters vulnerable to melee while worrying less about dying.
Party tactics: we usually (ie 90% of the time) get the drop on monsters, since the Wizard has maxed his Stealth, and he can usually throw almost as much damage as I can. The Paladin packs a mordenkrad and has an uncanny ability to roll a crit at least every other fight. The Paladin usually holds down brutes & soldiers, while the Wizard blasts anyone who needs it. Oh, the DM gave the wizard a pair of dogs (lvl7 soldier monsters) to fill the party out a bit.
Build:
====== Created Using Wizards of the Coast D&D Character Builder ======
Brom Kzada, level 11
Half-Orc, Monk, Mountain Devotee
Build: Stone Fist Monk
Monastic Tradition: Stone Fist
Background: Geography - Forest (+2 to Perception)
FINAL ABILITY SCORES
Str 19, Con 15, Dex 23, Int 11, Wis 17, Cha 9.
STARTING ABILITY SCORES
Str 16, Con 14, Dex 18, Int 10, Wis 14, Cha 8.
AC: 25 Fort: 23 Reflex: 25 Will: 25
HP: 77 Surges: 10 Surge Value: 19
TRAINED SKILLS
Stealth +16, Thievery +16, Acrobatics +16, Athletics +14, Religion +10
UNTRAINED SKILLS
Arcana +5, Bluff +4, Diplomacy +4, Dungeoneering +8, Endurance +9, Heal +8, History +5, Insight +8, Intimidate +6, Nature +8, Perception +11, Streetwise +4
FEATS
Level 1: Initiate of the Faith
Level 2: Improved Monk Unarmed Strike
Level 4: Thirst for Battle
Level 6: Anger Unleashed
Level 8: Spring Step
Level 10: Acolyte Power (retrained to Paragon Defenses at Level 11)
Level 11: Strength From Pain
POWERS
Monk at-will 1: Crane's Wings
Monk at-will 1: Five Storms
Monk encounter 1: Rising Storm
Monk daily 1: Masterful Spiral
Monk utility 2: Careful Stride
Monk encounter 3: Eternal Mountain
Monk daily 5: Steel Warrior Technique
Monk utility 6: Purifying Meditation
Monk encounter 7: Strike the Avalanche
Monk daily 9: Strength to Weakness
Monk utility 10: Internal Power
ITEMS
Monk Unarmed Strike, Periapt of Cascading Health +2, Bag of Holding (heroic tier), Fireheart Tattoo (heroic tier), Potion of Healing (heroic tier) (4), Adventurer's Kit, Shuriken, Sling, Counterstrike Cloth Armor (Basic Clothing) +2, Boots of Spider Climbing (heroic tier), Strikebacks (heroic tier), Ironskin Belt (heroic tier), Bracers of Brachiation (heroic tier), Survivor's Preparation, Intensifying Quarterstaff +2, Headband of Perception (heroic tier)
The guy's a lot of fun, but has one drawback. In combat, he takes it upon himself to shut down enemy artillery, which he can do pretty well thanks to his maneuverability and seconday controller aspect. However, this usually puts him square in the middle of a bunch of monsters who really have nothing better to do than give him a smackdown. He usually goes through 2-3 healing surges per fight, and often drops to 1/4hp or less.
So, I'm looking for build advice or tactical advice to let this guy keep handing out the beats to monsters vulnerable to melee while worrying less about dying.
Party tactics: we usually (ie 90% of the time) get the drop on monsters, since the Wizard has maxed his Stealth, and he can usually throw almost as much damage as I can. The Paladin packs a mordenkrad and has an uncanny ability to roll a crit at least every other fight. The Paladin usually holds down brutes & soldiers, while the Wizard blasts anyone who needs it. Oh, the DM gave the wizard a pair of dogs (lvl7 soldier monsters) to fill the party out a bit.