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<blockquote data-quote="I'm A Banana" data-source="post: 5679886" data-attributes="member: 2067"><p>So she's a level 4, and she's a thri-kreen stone fist monk/miscellaneous ranger, and the mechanical concept behind it was to just pile on as many attacks as possible...dual strike, off-hand strike, monk powers that are a close burst 1 (fluffed as a whirling dervish of blows). Its a Dark Sun game, so to pick up a smidge of healing I grabbed the Templar theme (she's a nganga from Gulg!). </p><p></p><p>Here's the CB block:</p><p>[sblock]</p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Chuka-tet, level 4</p><p>Thri-Kreen, Monk/Ranger</p><p>Monastic Tradition (Hybrid) Option: Stone Fist (Hybrid)</p><p>Hybrid Monk Option: Hybrid Monk Will</p><p>Hybrid Ranger Option: Hybrid Ranger Reflex</p><p>Hybrid Talent Option: Unarmed Combatant</p><p>Dark Sun, Inherent Bonuses</p><p>Ivory Triangle - Hardened Traveler (+2 to Endurance)</p><p>Theme: Templar</p><p></p><p>FINAL ABILITY SCORES</p><p>STR 19, CON 11, DEX 19, INT 11, WIS 12, CHA 8</p><p></p><p>STARTING ABILITY SCORES</p><p>STR 16, CON 11, DEX 16, INT 11, WIS 12, CHA 8</p><p></p><p></p><p>AC: 19 Fort: 17 Ref: 18 Will: 15</p><p>HP: 38 Surges: 6 Surge Value: 9</p><p></p><p>TRAINED SKILLS</p><p>Athletics +13, Endurance +9, Nature +10, Perception +8</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +6, Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +3, Heal +3, History +2, Insight +3, Intimidate +1, Religion +2, Stealth +6, Streetwise +1, Thievery +6</p><p></p><p>POWERS</p><p>Basic Attack: Melee Basic Attack</p><p>Basic Attack: Ranged Basic Attack</p><p>Templar Feature: Templar's Fist</p><p>Thri-Kreen Racial Power: Thri-kreen Claws</p><p>Monk Feature: Stone Fist Flurry of Blows</p><p>Hunter's Quarry Power: Hunter's Quarry</p><p>Wild Talent Cantrip: Body Equilibrium</p><p>Monk Attack 1: Five Storms</p><p>Ranger Attack 1: Twin Strike</p><p>Ranger Attack 1: Off-Hand Strike</p><p>Monk Attack 1: Whirling Mantis Step</p><p>Templar Utility 2: Reward the Obedient</p><p>Monk Attack 3: Eternal Mountain</p><p></p><p>FEATS</p><p>Level 1: Hybrid Talent</p><p>Level 2: Improved Monk Unarmed Strike</p><p>Level 4: Unarmored Agility</p><p></p><p>ITEMS</p><p>Monk unarmed strike x2</p><p>Chatkcha</p><p>Adventurer's Kit</p><p>Stanching Cloth Armor (Basic Clothing) +1 x1</p><p>Quick Strike Ki Focus +1 x1</p><p>Amulet of Life +1 x1</p><p>Potion of Healing (heroic tier)</p><p>Survival Day</p><p>Sun balm</p><p>====== End ======</p><p>[/sblock]</p><p></p><p>Currently I've made a lot of her feat choices to shore up the middling strikerness. I grabbed the Hybrid Talent for monk unarmed strike, and Improved Unarmed Strike, and combined with Hunter's Quarry, flurrry of blows (for about 7-9 extra points of damage) and several attack rolls in a normal round, my striker damage should be fairly respectable -- a 1d10 weapon plus 2-4 attacks (depending on action points and minor actions) is not too shabby. I could be looking at ~ 23 points of damage against a single target just using at-wills (Quarry + Move + Twin Strike + Flurry of Blows). She's got STR 19 and DEX 19. </p><p></p><p>In order to get a bit of defense, the templar theme helps, and I've currently got the Eternal Mountain power, and Unarmored Defense. As much as I'm going to need more accuracy, I wasn't going to start her off with an AC of 17....ugh....</p><p></p><p>I might consider swapping Eternal Mountain for a ranger power (like ruffling sting), and then swap Off-hand strike for a monk power (like gentle rain), but I dunno...</p><p></p><p>I think when I'm going with the inevitable expertise feat, it'll probably be Versatile Expertise (to enhance both the unarmed attacks that are considered weapon attacks, and the unarmed attacks that are considered implement attacks). </p><p></p><p>And there's always a possible leader multiclass option in the future...one of those feats that basically gives you the healing power of a leader class + some skill training would come in handy in a leaderless party.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5679886, member: 2067"] So she's a level 4, and she's a thri-kreen stone fist monk/miscellaneous ranger, and the mechanical concept behind it was to just pile on as many attacks as possible...dual strike, off-hand strike, monk powers that are a close burst 1 (fluffed as a whirling dervish of blows). Its a Dark Sun game, so to pick up a smidge of healing I grabbed the Templar theme (she's a nganga from Gulg!). Here's the CB block: [sblock] ====== Created Using Wizards of the Coast D&D Character Builder ====== Chuka-tet, level 4 Thri-Kreen, Monk/Ranger Monastic Tradition (Hybrid) Option: Stone Fist (Hybrid) Hybrid Monk Option: Hybrid Monk Will Hybrid Ranger Option: Hybrid Ranger Reflex Hybrid Talent Option: Unarmed Combatant Dark Sun, Inherent Bonuses Ivory Triangle - Hardened Traveler (+2 to Endurance) Theme: Templar FINAL ABILITY SCORES STR 19, CON 11, DEX 19, INT 11, WIS 12, CHA 8 STARTING ABILITY SCORES STR 16, CON 11, DEX 16, INT 11, WIS 12, CHA 8 AC: 19 Fort: 17 Ref: 18 Will: 15 HP: 38 Surges: 6 Surge Value: 9 TRAINED SKILLS Athletics +13, Endurance +9, Nature +10, Perception +8 UNTRAINED SKILLS Acrobatics +6, Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +3, Heal +3, History +2, Insight +3, Intimidate +1, Religion +2, Stealth +6, Streetwise +1, Thievery +6 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Templar Feature: Templar's Fist Thri-Kreen Racial Power: Thri-kreen Claws Monk Feature: Stone Fist Flurry of Blows Hunter's Quarry Power: Hunter's Quarry Wild Talent Cantrip: Body Equilibrium Monk Attack 1: Five Storms Ranger Attack 1: Twin Strike Ranger Attack 1: Off-Hand Strike Monk Attack 1: Whirling Mantis Step Templar Utility 2: Reward the Obedient Monk Attack 3: Eternal Mountain FEATS Level 1: Hybrid Talent Level 2: Improved Monk Unarmed Strike Level 4: Unarmored Agility ITEMS Monk unarmed strike x2 Chatkcha Adventurer's Kit Stanching Cloth Armor (Basic Clothing) +1 x1 Quick Strike Ki Focus +1 x1 Amulet of Life +1 x1 Potion of Healing (heroic tier) Survival Day Sun balm ====== End ====== [/sblock] Currently I've made a lot of her feat choices to shore up the middling strikerness. I grabbed the Hybrid Talent for monk unarmed strike, and Improved Unarmed Strike, and combined with Hunter's Quarry, flurrry of blows (for about 7-9 extra points of damage) and several attack rolls in a normal round, my striker damage should be fairly respectable -- a 1d10 weapon plus 2-4 attacks (depending on action points and minor actions) is not too shabby. I could be looking at ~ 23 points of damage against a single target just using at-wills (Quarry + Move + Twin Strike + Flurry of Blows). She's got STR 19 and DEX 19. In order to get a bit of defense, the templar theme helps, and I've currently got the Eternal Mountain power, and Unarmored Defense. As much as I'm going to need more accuracy, I wasn't going to start her off with an AC of 17....ugh.... I might consider swapping Eternal Mountain for a ranger power (like ruffling sting), and then swap Off-hand strike for a monk power (like gentle rain), but I dunno... I think when I'm going with the inevitable expertise feat, it'll probably be Versatile Expertise (to enhance both the unarmed attacks that are considered weapon attacks, and the unarmed attacks that are considered implement attacks). And there's always a possible leader multiclass option in the future...one of those feats that basically gives you the healing power of a leader class + some skill training would come in handy in a leaderless party. [/QUOTE]
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