Zimri said:
Naw if I were going divine caster I would go with cleric.
*sigh* I never wanted to multi or even prestige class because I felt the monk gave up too much by way of damage dice and armor bonuses.
I think you are making a big mistake by not even considering the Druid.
Here's my Character:
Semmemon LN Male Human Monk/Druid 7 of Nobanion
Str: 15 (+2)
Dex: 14 (+2)
Con: 13 (+1)
Int: 14 (+2)
Wis: 20 (+5)
Cha: 13 (+1)
AC w/o buffs: 25 AC w/ buffs: 33
Unarmed Strike: +9/+9 (1d8+5)
Fort: +7
Ref: +8 (+10 when under Cat's grace)
Will: +11
Feats & Class abilities:
Sacred Vow, Vow of Poverty, Exalted Animal Friend,Touch of Golden Ice, Natural Spell, Extra WildShape, Spontaneous Healing, AC +6, Endure elements, Exalted Strike +1/magic, Sustenance, Resistance +1, Deflection +1, Ability Score increases: Wisdom +2, Improved Grapple, Deflect arrows, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild shape 3/day, Improved Disarm, Wholeness of Body,
Usual Spells Memorized: Call Lightning, Wind armor (+4 deflection bonus to AC--Book of all Spells), Bull's Strength, Cat's grace, Speak w/ Animals, Entangle, Flame Strike, Barkskin
Tactics: Shapeshift into an Eagle to scout for the party (+8 racial bonus to spot checks), take out plenty enemies using Call lightning and Flame Strike even before the party knows there is an enemy to fight (extra XP!!!). When in combat, I can be a front line fighter, or I can stand back and blast the enemies with spells.
Next level, I will gain the ability to shapechange into a grizzly bear which will increase my damage output in melee combat.
We have a Monk/Cleric of Helm in the party. I regularly deal more damage than him in combat. I take less hits because my AC is generally 5 points higher than his. In a sparring match, I bested a Paladin/Cleric and the Cleric/Monk.
At later levels, the wildshaping into Huge and larger things, as well as Elementals will make you even more versatile. Need to swim, Dire shark swims at 90 ft per round. Need to fly, an Air elemental flies at 150 ft. per round. In melee combat, Huge Earth Elementals + flurry of blows= death to enemies. Need spells, the druid commands all the forces of nature. =-)
But that's just my two sparx,
Sparxmith