So, my DM has tasked me with building my monk's master. My monk is a bit of a spoof of all the martial arts movies cliches. I like switching his accent from heavy russian to pseudo-C
hinese and the occasional Japanese. It all depends on what joke I'm trying that particular moment.
I would never let it go so far as to be a nuisance or interrupt game-play, it's just a fun little diversion from the stereotypical serious adventurer.
Anyway, I modelled his teachings and master off of Lu Tze from the Terry Pratchett Discworld books. He's not a clone but he's very reminiscent of that character. For instance, he's a disciple of the Centred Breath style and is a janitor in a hidden monastery in the mountains (which are drow controlled, the mountains, not the monastery) that is dedicated to the Stone Fist style.
My character is a half-orc dedicated to the Stone Fist, mainly through trial and error, despite his mentor's constant disapproval and condescending teachings, and the occasional whack over the head with a wet mop. Point being, the mentor is a contrary character, living a life of illogical opposites.
He told my character to bugger off and wouldn't let him back into the monastery until he had fulfilled his destiny (Auspicious Birth background) for which he was born. When he asked what this destiny was, he was told to go and find out for his damn self and that what did he think his master was, a repository of all knowledge in the universe?
So I'm sortof giving my DM a license to mess with my character by reintroducing the mentor and 'guiding' my character towards his destiny, whatever the hell that ends up being.
Anyway, enough exposition, the point is that I want to build him as an epic monster. I'm thinking low epic, though, probably 22nd or thereabouts and I'm leaning more towards elite than solo, but could be convinced otherwise if there was a powerful argument for it. He shouldn't overshadow my character or any the other player's characters but should be tough enough to be a nuisance and a guide.
Basically I'm looking for input as to powers and abilities. I haven't really looked through MM2 very thoroughly, and not even glanced at MM3, so I'm not really up with all the changes and wouldn't even know where to start as far as stealing other monster's abilities.
I'm not averse to new ideas or particularly clever spins on powers or mechanics, etc. At the end of the day, though, it has to pass the DM's scrutiny and be something he can use to, probably, be a hurdle for the character's to overcome or just to be a nuisance to the party for whatever nefarious reasons the DM can think up. He should be both an aid and a foil and most importantly, something the DM can have fun with out the party's, and most particularly my character's, expense.

I would never let it go so far as to be a nuisance or interrupt game-play, it's just a fun little diversion from the stereotypical serious adventurer.
Anyway, I modelled his teachings and master off of Lu Tze from the Terry Pratchett Discworld books. He's not a clone but he's very reminiscent of that character. For instance, he's a disciple of the Centred Breath style and is a janitor in a hidden monastery in the mountains (which are drow controlled, the mountains, not the monastery) that is dedicated to the Stone Fist style.
My character is a half-orc dedicated to the Stone Fist, mainly through trial and error, despite his mentor's constant disapproval and condescending teachings, and the occasional whack over the head with a wet mop. Point being, the mentor is a contrary character, living a life of illogical opposites.
He told my character to bugger off and wouldn't let him back into the monastery until he had fulfilled his destiny (Auspicious Birth background) for which he was born. When he asked what this destiny was, he was told to go and find out for his damn self and that what did he think his master was, a repository of all knowledge in the universe?
So I'm sortof giving my DM a license to mess with my character by reintroducing the mentor and 'guiding' my character towards his destiny, whatever the hell that ends up being.
Anyway, enough exposition, the point is that I want to build him as an epic monster. I'm thinking low epic, though, probably 22nd or thereabouts and I'm leaning more towards elite than solo, but could be convinced otherwise if there was a powerful argument for it. He shouldn't overshadow my character or any the other player's characters but should be tough enough to be a nuisance and a guide.
Basically I'm looking for input as to powers and abilities. I haven't really looked through MM2 very thoroughly, and not even glanced at MM3, so I'm not really up with all the changes and wouldn't even know where to start as far as stealing other monster's abilities.
I'm not averse to new ideas or particularly clever spins on powers or mechanics, etc. At the end of the day, though, it has to pass the DM's scrutiny and be something he can use to, probably, be a hurdle for the character's to overcome or just to be a nuisance to the party for whatever nefarious reasons the DM can think up. He should be both an aid and a foil and most importantly, something the DM can have fun with out the party's, and most particularly my character's, expense.