...but this one's going to be difficult.
See, I've checked the Handbook. I've searched the web. And it seems most of the really good stuff for monks is going to be unavailable to me in this game.
Sources allowed:
All the Completes (except CChampion), all Faerun material 3.0 or later (including Dragon Mag articles specifically FR), Sandstorm, Cityscape, Frostburn, Stormwrack, Dungeonscape, Drow of the Underdark, Heroes of Battle. MIC is acceptable on a case-by-case basis, prices may be adjusted in the process.
Where's the problem, you ask? Simple: PHB2 and ToB are not usable in this game, nor is psionics, nor is anything from Unearthed Arcana. No Talashtora, no Superior Unarmed Strike, no Swordsage, no Snap Kick.
Concept:A LE Dark Moon monk, set in the Forgotten Realms. Servant to Shar, the goddess of Loss, and his particular job and code of ethics is "Destroy anything which society will allow." As a day job, I'll have him working unskilled labor on a demolition crew
His capability as a fighter has to be decent, if not above-par...since the site this is for has a pretty bad track record for Stupid Evil folks. I'll be walking within the law, and making sure to do so...but I need to be able to kick wholesale mundane ass.
Premise:Race: Human.
The Dark Moon monk substitution levels from Champions of Valor web enhancement. [spoiler]Dark Moon Disciple Substitution Levels (CV, web enhancement): d6 HD
3rd level: Darkvision: Gain darkvision 60', lose still mind
7th level: Shadow Blend: Gain total concealment in less than full daylight, lose wholeness of body
12th level: Walk the Shadows: Gain dimension door to/from shadow, lose abundant step[/spoiler]
The 7th-level ability there is key...actually, it's pretty damn awesome, since it's full daylight or the radius of a daylight spell, and nothing else. (Glowing Orb spell is the most common light source in the game, outside of daylight hours.)
Initial starting stats are 32-point build (probably 15/14/14/10/16/8?) and I'll probably be starting with a 4th or 5th-level character. I was looking at Jotunbrud at 1st followed by Knock-Down together with Imp Trip at L6. Probably Weakening Touch at 3rd. Alternatively, if Tripping isn't an option here given the limitations, I'd go Finesse/Pain Touch and focus on Stunning attacks.
The problem is...looking at the 4th-level option, I see me starting with a To-Hit of +6 which isn't good for a great deal. And I am unsure what to do with the build once it hits 7th (Cleric/Sacred Fist? Free Blind-Fight.). Kensai isn't an option, due to Int...but I do have access to Bracers of Striking (Magic of Faerun) for unarmed enhancement, as well as a custom item (Silversilk Shirt) which allows direct armor enhancement bonus and special abilities.
Suggestions on how to make this build work enough to not become yet another Flurry of Misses? I'm not asking for world-breaking power, just some basic competence at hitting things, making them fall down or screaming in pain, and then putting them out of their misery.