Ladies and gentlebeings, may I present to you the 'Feral War Monk'
I still remember it as if it was yesterday, the unassuming looking young girl clad in dirty rags as if she had gone twenty levels without buying new clothes stepped out of the woods right into the path of them giants, told them to go back to the mountains and leave the village alone she did. The giants just laughed and one of them tried to stomp on her, when in the blink of an eye she towered over them, fists reshapen into over sized claws, even on her huge frame, tearing giants apart two or three at a time with huge sweeping strikes almost too quick for the eye to follow. As the giants turned to flee her limbs stretched in unnatural ways, denying them any hope of escape. Then she just left back into the woods whence she came, leaving a mound of corpses behind. We buried them as best we could and that is why that hill is called the giant mound.- a tailor recounting a low CR encounter.
The Feral War Monk lives in the great forest, occasionally visited by less experienced monks who seek her wisdom or instruction in her sublime fighting style, but few can keep up with her demanding training, said to be as merciless as mother nature herself. It is said that it is the most lethal school of martial arts ever developed, and each prospective pupil must add to it before being taught by brining the knowledge of the anatomy and weaknesses of a creature to the style.
it is said the only reason she leaves the forest is to test the new techniques against the most dangerous creatures she can find. Wether these rumors are true or not only a few elder monks that have trained under her and survived know.
The Feral War Monk is not notable for it being hyper-optimized, but it is hyper-self sufficient, has a lot of endurance, and it is notable for having just one magic item. That's right just one, so there is plenty of room to optimize this build, even by just tweaking the equipment list a bit. Or you can ask the 20'th level wizard if he can spare a 1'st and 3'rd level slot for mage armour and greater magic weapon, giving a significant boost to your capabilities. If he is any decent as a God he can do far better in day long buffs, but even the most selfish should be able to manage that.
This build makes an excellent big stupid fighter, being big and able to take staggering amounts of damage. note the low will save though. The build should be decent from level 7 and be interesting from level 9 on. before that you are just a monk and not a very good one. By 12'th level you should be well on your way to becoming a monster.
Also boots to knowledge skills up your attack bonus and damage,so getting a knowledge skill boost would be nice.
6 Monk(PHB), 4 Warshaper(Complete Warrior), 9
Warmind, 1 Fist of the Forrest (Complete Champion)
32 point buy:
wis:15
dex, str, int,con: 14
cha:8
Race: Changeling (Eberron)
6 Monk
2 Warshaper
1 Warmind
2 Warshaper
3 Warmind
1 Fist of the Forest
5 Warmind
bab/saves: 17/17/14/9
Powers: manifester level 13, pp: 116
1: Expansion
1: Elfsight (you could take something better but this has the best utility I could find)
2: Hustle
3: Claws of the Vampire
4: Dimension Door
Greater Flurry (two extra attack at max bonus) and sweeping strike (attack all in two adjacent hexes) for a total of up to 12 attacks per full attack.
ac; wis + con + 3 AC bonus
DR; 3/-, fast healing 2, some neat immunities
60 ft base move, 5'ft extra reach
damage is a mere 3d8 base +10 str + 1 insight before expansion which boosts it to 6d6 or 9d6 if you expand two size categories. Which you can do as a swift action (13 pp, or 9pp to do it as a standard action and keep it up for 2 hours). This is not much for a monk but still respectable. With some items and spells you could significantly increase the damage.
92 skillpoints
38: requirements; crossclass 8 on handle animal, survival, 4 on know History, classskills; 8 on know psionics, 5 on autohypnosis, 5 on concentrate
8 for 2 each on know Dungoneering, Nature, planes, local,
40 for 5 tumble, move silently, hide, psycraft, spot, listen, knowledge(Arcana, religion)
1 each on swim and disguise
4 spent on languages for a total of 7 languages spoken
feats:
1: Knowledge Devotion (psionics)
1B: Stunning Fist
2B: Combat Reflexes
3; Wild Talent
6B: Monastic Training
6: Power Attack
9: Practiced Manifester
12: Thaselora
15: Great Fortitude
18: Up the walls
level 20:
200000 equipment belt of magnificence +6
137500 for inherent +5 to wis
137500 for inherent +5 to con
137500 for inherent +5 to str
137500 for inherent +5 to dex
10k left
stats with items
str: 30(+10) = 14 base + 6 enhacement + 5 inherent + 4 warshaper + level
dex: 26(+ 8) = 14 base + 6 enhacement + 5 inherent + 1 level
con: 30(+10) = 14 base + 6 enhacement + 5 inherent + 4 warshaper + 1 level
int: 20(+ 5) = 14 base + 6 enhacement
wis: 28(+ 9) = 15 base + 6 enhacement + 5 inherent + 2 level
cha; 14(+ 2) = 8 base + 6 enhacement
AC: 40 = 10 base + 8 dex + 9 wis + 10 con + 3 monk (not counting the temp +2 from chain of superiority and +4 of chain of defense, yup up to 46 AC without any of the normal bonuses, like say armour, or bracers of.)
fort: 27 = 17 base + 10 con
ref: 22 = 14 base + 8 dex
will: 18 = 9 base + 9 wis
Attack bonus: 17 bab + 10 str + 1 insight = +28 (+2 from chain of superiority)