This idea for a build came to me while I was looking through some notes i have. To answer griphook’s question first, I am not sure of the playability from lv 1 thru. This character really comes into his own later on when the monk levels allow you to have full monk damage and things like that. I will try this guy out one day, as his damage at lv 40 is passable.

The concept of this character is to make a nwn version of what a “real” martial artist is. I am sure that we have all heard of the old man, who when provoked by an assailant, wipes the floor with the attackers. One wonders how the old frail body is able to do that! The eastern concept of how this happens is “chi”. Having spent most of my life studying these arts, I was frustrated by nwn combat system and how it seemed to neglect this.

One day, a few weeks ago, I was reading a book on the internal arts and the translator used the term charisma in relation to the internal presence. That started me thinking… a charisma based Monk!! Here’s what I was thinking:

The training path of a martial artist starts off as a physical experience. One starts learning how to stand, walk, punch, kick, etc. This is represented in the build by the monk/fightr levels early on. You will notice that at lv 10 I take a paladin lvl. Why? Charisma based feats! A cleric doesn’t fit the concept, and a black guard isn’t my style. The paladin indicates the spiritual journey that an internalist goes through in the training, and it is appropriate (imho) that we wait till v 10 for this (I would have liked to wait longer, but using core classes means xp penalties and that just cant happen!). The other thing I wish could have been delayed was the imm to fear at lv 11. The feat fits the build so well, in fact, it is indispensable to the build (can you imagine an old master running from a confrontation that is necessary? LOL). It would have fit better, say after lv 33 or so, but what can we do! I took the initiative feats because a master would never let an opponent beat them to the punch, even if the attacker starts first. The only thing I wish I could have added was extra turning, to get extra divine feats, but what can you do!!


For fun, let's name him YANG (human/ lawful good)

str 14 dex 15 wis 12 Int 10 con 10 cha 15

01 monk1 dodge/ mobility
02 monk2
03 monk3 wpn foc: unarmed
04 monk4 cha 16
05 monk5
06 monk6 circle kick
07 monk7
08 monk8 cha 17
09 ftr1 improve init/power attack
10 pal1
11 pal2
12 ftr2 cha 18 blind fight/impr crit : unarmd
13 pal3
14 ftr3
15 pal4 Divine might
16 ftr4 cha 19 wpn spec: unarmd
17 ftr5
18 pal5 Divine shield
19 ftr6 spring attack
20 pal6 cha 20
21 monk9 epc wpn foc
22 monk10
23 monk11
24 ftr7 cha21 epic wpn spec
25 monk12
26 monk13
27 monk14 epic prowess
28 monk15 cha 22
29 monk16
30 monk17 great charisma I
31 monk18
32 monk19 cha 24
33 monk20 great charisma II
34 pal7
35 ftr8 superior initiative
36 monk21 cha 26 armor skin
37 monk22
38 pal8
39 ftr9 great charisma III
40 monk23 cha 28

skills
conc 43 dis 43 tumble 43 taunt 42 heal (rest?-sorry forgot the number)

ab 34/31/28/25/22/19 (base attack 28) dam 1-20+8 (19-20)
saves for35/ref31/will30
sr 33


So there you have it. A build that, imho, reflects the training of a young lad to an old master in the internal martial arts. Why did I choose the skills I did? Concentration is obvious, who could break the concentration of a master! Discipline? He has spent his life learning to protect himself. Tumble? Please! The only one a lot of players would question is Heal. A true martial artist, as the training goes on, learns to heal as well as hurt. This is a must have, imho, to remain true to the build. Taunt is there for the ability to see the weakness in an opponent and use it for your advantage.

Some players may look at this and say, why divine might or shield? I don’t get it? Look at it this way: these are the feats that most closely represent what a master internalist would do in a fight. Their strength isn’t noticeable physically, but is held within. Divine might is turning the “chi” into an attack, shield is for the “iron shirt” defence. Both of these are not noticed all the time, but have the potential to be there for the master.

All in all, this was really an exercise in my creativeness to see if anyone could make a martial artist that you could imagine holding his own, even well into later life (80 or 90 human years). It would have been great to make a str based monk simpy for the improvement to AB, but that’s not the idea here.

Thanks for takin the time. Please post any comments about improving the build. I know the ab is low, and besides the novelty of the build, its not a super tough character.. or is it…

Peace I forgot to point out one thing: I took the pal/ftr levels before lv 20, to mimic the training path AND to increase the ab of the build. If you notice, the ab is low for my liking. Oh well, you cant have everything!

Peace