One of the major difficulties I come by when building monk characters is that I rarely fit in a class with uncanny dodge. Like now, I want to try making a Monk/Sorc/RDD, with levels around Monk20-22/Sorc8-10/RDD10.

What I was wondering is if the WIS bonus to AC as well as natural Monk AC bonus are lost when you're caught flat-footed? And what bonus are they? Armor, shield, dodge, natural, deflection?

Thanks! They're not lost when you're caught flat-footed. Without Uncanny Dodge, if you're caught flat-footed, you lose only your DEX-based AC and your Dodge AC (this includes the AC boost from Tumble ranks as well).

IIRC, the Monk WIS and inherent AC are classified as Natural AC (but they don't contribute to the +20 cap).
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Ariel, Ookla, RIDE! Great, good to know. With this in mind, I made the following. What do you think?

Race: Human
Alignment: Any lawful

Starting

Str: 14
Dex: 10
Con: 14
Wis: 16
Int: 10
Cha: 12


Leveling

1 Monk1 - Toughness, Improved Initiative
2 Monk2
3 Monk3 - Weapon Focus: Unarmed
4 Monk4 - (wis=17)
5 Sorcerer1
6 Red Dragon Disciple1 - Blind-Fight
7 Red Dragon Disciple2 - (str=16, draconic abilities)
8 Monk5 - (wis=18)
9 Monk6 - Disarm
10 Red Dragon Disciple3
11 Red Dragon Disciple4 - (str=18, draconic abilities)
12 Sorc2 - (wis=19), Improved Critical: Unarmed
13 Monk7
14 Monk8
15 Monk9 - Extend Spell
16 Monk10 - (wis=20)
17 Monk11
18 Red Dragon Disciple5 - Called Shot
19 Red Dragon Disciple6
20 Monk12 - (wis=21)
21 Red Dragon Disciple7 - (con=16, draconic abilities), Epic Weapon Focus: Unarmed
22 Red Dragon Disciple8
23 Red Dragon Disciple9 - (int=12, draconic abilities)
24 Red Dragon Disciple10 - (wis=22), (str=22, cha=14, draconic abilities), Great Strength I (str=23)
25 Monk13
26 Monk14
27 Monk15 - Great Strength II (str=24)
28 Sorcerer3 - (wis=23)
29 Sorcerer4
30 Monk16 - Superior Initiative
31 Monk17
32 Monk18 - (wis=24)
33 Monk19 - Armor Skin
34 Sorcerer5
35 Sorcerer6
36 Monk20 - (wis=25), Improved Ki Strike +4
37 Monk21
38 Monk22
39 Monk23 - Improved Ki Strike +5
40 Sorcerer7 - (wis=26)


Ending

Str:24
Dex:10
Con:16
Wis:26
Int:12
Cha:14


Skills (not calculated, but intend to use: )
Concentration
Discipline
Lore
Spellcraft
Tumble

HP: 375


AC: naked 36, buffed 48


AB: +34, buffed +55 (with true strike)


Saves

Fort 25
Reflex 20
Will 34

Stunning Fist DC: 38

This build is only scratch and more role-play oriented, but how could I optimize it? switch lore with heal for starters

maybe replace sorc with bard since best spell you got at that is haste.
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Edited By Aiki_Angel on 11/25/05 12:54

Quote: Posted 11/25/05 12:53:23 (GMT) -- Aiki_Angel

switch lore with heal for starters

maybe replace sorc with bard since best spell you got at that is haste.

you need at least 8 lore to get RDD.
bard is unlawful, so using a monk makes this build hard to do due to alignment switching. probably the reason for sticking with sorc.

-c id take improved disarm instead of called shot. actually, i wouldnt take any of those. hmm there has to be some other feats to take in replace of disarm. just brain dead from last night, cant think straight

Edited By Bad213Boy on 11/25/05 17:10

Ki strike is worthless.
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Ariel, Ookla, RIDE! To Bad123boy:

Actually, I realized disarm is not a viable choice. Even better, not a possible choice, since I'md need to have an INT score of 13 to begin. I thought I'd choose lightning reflexes instead to help with the only average Reflex score.

It's funny how this build, while apparently feat-starved, is looking for useful feats...


To grizz:

Why do say that? I thought that, on the contrary, since Monk Gloves never have an enhancement bonus, in PvM this build would have had trouble damaging anything with DR higher than +3. Of course there's always up to 7 attacks per round if I activated Flurry of Blows and were hasted, but the damage output would still be pretty low. With Ki Strike +5, all DR spells have no effect (except Epic Warding, but almost nothing will punch through that). Monk gloves can have an AB. This will allow you to bypass DR. It doesn't have to be an enhancement bonus.

Attack Bonus: adds only to your AB.

Enhancement bonus: adds to both AB and damage.

Either one is sufficient to bypass DR.
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Wave upon wave of demented avengers marched cheerfully out of obscurity into the dream... You seem to use Wis mostly for AC, but it also helps Stunning fist to become usable. Here's a trick, cast true strike and deliver a couple of stunning fists. Nothing protects against it except fort save, an excellent way to stop Rogues and mages. You can top it off by slamming a stunned char with Quivering palm.

I would perhaps start with 14 WIS and 14 DEX, it reduces Stunning DC, but improves AC by 1, when you are not Flatfooted at least. I know flat footed AC is kinda the point you make, but hey.
I think I would increase strength at the cost of WIS to. At least a little bit. But your number of attacks compensate somewhat. Okay how about this:

I change my stat points to:
STR:14
DEX:14
CON:14
INT:10
WIS:14
CHA:12

I change my feats to:
Level 9: Lightning Reflexes
Level 30: Great Strength III
Level 33: Great Strength IV
Level 36: Great Wisdom I
Level 39: Great Wisdom II

I end up with:
STR 26, WIS 26, DEX 14, +1 AC, +1AB, +1Damage, +2 Ref Save. (If I didn't calculate anything wrong at some point, this has been done in a hurry.) Actually it's more +4 to reflex saves due to dex being now 14.