My group are still bouncing ideas off each other for the Red Hand of Doom game. One player came up with this:
[spoiler]LN Catfolk Monk 5
Str 18, Dex 16, Con 15, Int 8, Wis 8, Cha 10.
Flaw: Dodge
1: Mobility
Monk 1: Improved Unarmed Strike, Stunning Fist
Monk 2: Combat Reflexes
3: Improved Grapple
Balance +4, Climb +5, Escape Artist +4, Hide +4, Jump +14, Knowledge (arcana) +0, Knowledge (religion) +0, Listen +5, Move Silently +8, Spot +2, Tumble +5
Monk's belt
[/spoiler]
I told her that didn't look terribly useful to me, and asked her what the heck she was actually going for. She told me she wants to be able to get at any non-flying spellcasters or commanders that are hanging back ASAP, and prevent them from doing anything to make our lives miserable. She wants to be able to move far, but doesn't want to be charging. And she seems to like the monk style in general.
I suggested she try something more like this:
[spoiler]LA +0 race whirling frenzy wolf totem barbarian 2/fighter 2/fist of the forest 2
Str 17 (16 +1 levels), Dex 14, Con 16, Int 8, Wis 10, Cha 8 (+/- racial adjustments)
Flaw (if applicable): Open
Human (if applicable): Open
1: Great Fortitude
Barbarian 2: Improved Trip
3: Mage Slayer
Fighter 1: Improved Unarmed Strike
Fighter 2: Power Attack
6: Knock-Down
Skills: Handle Animal 4 ranks, Spellcraft 2 ranks cc, Survival 4 ranks, any leftovers open (probably into Balance and/or Tumble cc).
13,000 gp to spend
This should give her a speed 20' over her racial norm (most likely 50', same as she would've gotten with a catfolk with 5 monk levels), and make it a bit easier to make life suck for land-bound back row enemies. She can just move up and whack them, put them on the ground with a free trip from Knock-Down, then whack them again with a free attack from Improved Trip. They're not safe to cast because Mage Slayer forbids casting defensively, and they can't 5' step away because they're prone. On the next round they should still be close enough for her to open up with a four-attack full attack (two from BAB +6/+1, one more from whirling frenzy, and one bite from feral trance) and finish it. And it's somewhat monkish, though it's a wild monk that can do some damage and has some hit points.[/spoiler]
I need to extend this out to level 10 or 12 so it will last to the end of the game, and I'm not sure where to take it. Alternative magic systems and tome of battle are most likely out, so that cuts options down a lot (I'd probably be suggesting some sort of psywar or swordsage otherwise). I'm considering Bear Warrior, but after a lot of bad luck with a ranger's animal companions she might be pretty burned out on animals in general, and reject that.
I think Improved Initiative and Combat Reflexes would be good options for feats to take with future levels, or flaws or a human bonus feat if applicable, but more options to suggest would be good.
I'm also not quite sure what to suggest to do with the money. Boots of Striding and Springing would be nice if not for Feral Trance destroying gloves and boots, is there something similar that fits into a different body slot and doesn't cost too much? What else belongs on there? Personally I'd probably go with the best two-hander and mithral breastplate I could get, but that sort of pisses all over the whole monk thing, so it probably won't sit well with her.
Thanks in advance.
EDIT: Added a little colour for clarity.