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Sachiru

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[Help] Optimizing a 4E Githrazi Monk at Level 2
« on: June 13, 2010, 01:35:50 AM »
So here's the thing. The base rules are: 4e FR campaign, level 2, standard everything, WotC books allowed, 100gp starting gold, start with Adventurer's Kit and 1 Level 1 and 1 Level 2 item of your choice.

I'm planning to go Githrazi Monk, Centered Breath tradition, and here's my tentative sheet:

[spoiler]Laylena Ihan-rii
Female Githzerai Monk
Level 2
Unaligned
Representing Sachiru

Strength   12   (+1)
Constitution   10   (+0)
Dexterity   20   (+5)
Intelligence   9   (-1)
Wisdom   16   (+3)
Charisma   8   (-1)
Height:   6' 4"
Weight:   170 lb
Skin:   Gray
Eyes:   Amber
Hair:   Black; Straight
Maximum Hit Points: 27

Bloodied: 13
Surge Value: 6
Surges / Day: 7
       

Size: Medium
Speed: 6 squares
Vision: Normal

Initiative:   1d20 +8    = 1 [half level] + 5 [dexterity] + 2 [Githzerai]
Base Strength Attack:   1d20 +2    = + 1 [half level] + 1 [strength]
Base Dexterity Attack:   1d20 +6    = + 1 [half level] + 5 [dexterity]
Base Constitution Attack:   1d20 +1    = + 1 [half level] + 0 [constitution]
Base Intelligence Attack:   1d20 +0    = + 1 [half level]-1 [intelligence]
Base Wisdom Attack:   1d20 +4    = + 1 [half level] + 3 [wisdom]
Base Charisma Attack:   1d20 +0    = + 1 [half level]-1 [charisma]

Armor Class:   19   = 10 + 1 [half level] + 5 [dexterity] + 2 [monk unarmed combatant] + 1 [Armor Enhancement]
Fortitude Defense:   14   = 10 + 1 [half level] + 1 [monk] + 1 [centered breath] + 1 [strength]
Reflex Defense:   17   = 10 + 1 [half level] + 1 [monk] + 5 [dexterity]
Will Defense:   15   = 10 + 1 [half level] + 1 [monk] + 3 [wisdom]

Armor: None (street clothes)

Shield: None
Attacks:

Unarmed Melee: +2 [base strength attack] vs AC; damage 1[W]=1d4+1 [strength bonus]
Monk Unarmed Combati: +5 [base strength attack + 3] vs AC; damage 1d8+1 [strength bonus]
Quarterstaff: +4 vs AC [+2 strength attack] [+2 proficiency]; damage 1[W]=1d8+1 [strength bonus] 4 lb (Staff)
Sling: +8 vs AC [+6 dexterity attack] [+2 proficiency]; damage 1[W]=1d6+5 [dexterity bonus] range 10/20 0 lb (Sling) Load free
Dancing Cobra +6i [base dexterity attack] vs reflex
Five Storms +6i [base dexterity attack] vs reflex
Drunken Monkey +6i [base dexterity attack] vs will
Masterful Spiral +6i [base dexterity attack] vs reflex

i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.
Base Saving Throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
120 lb.
240 lb.
600 lb.

Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.


Languages:   Common; Deep Speech;

Rituals Known:

Skills:

Acrobatics:   +8    = 5 [dexterity] + 1 [half level] + 2 [Githzerai]
Arcana:   +0    = -1 [intelligence] + 1 [half level]
Athletics:   +9    = 1 [strength] + 1 [half level] + 2 [Githzerai] + 5 [class training]
Bluff:   +0    = -1 [charisma] + 1 [half level]
Diplomacy:   +0    = -1 [charisma] + 1 [half level]
Dungeoneering:   +4    = 3 [wisdom] + 1 [half level]
Endurance:   +1    = 0 [constitution] + 1 [half level]
Heal:   +4    = 3 [wisdom] + 1 [half level]
History:   +0    = -1 [intelligence] + 1 [half level]
Insight:   +4    = 3 [wisdom] + 1 [half level]
Intimidate:   +0    = -1 [charisma] + 1 [half level]
Nature:   +4    = 3 [wisdom] + 1 [half level]
Perception:   +9    = 3 [wisdom] + 1 [half level] + 5 [class training]
Religion:   +0    = -1 [intelligence] + 1 [half level]
Stealth:   +11    = 5 [dexterity] + 1 [half level] + 5 [class training]
Streetwise:   +0    = -1 [charisma] + 1 [half level]
Thievery:   +11    = 5 [dexterity] + 1 [half level] + 5 [class training]
Feats:

Crashing Tempest Style [PH3]   
Mityath's First Strike [PH3]   
At-Will:

Monk unarmed combat [standard action]
Basic Melee Attack: By weapon, damage 1[W]+1 [strength bonus] [standard action]
Basic Ranged Attack: By weapon, damage 1[W]+5 [dexterity bonus] [standard action]
Bull Rush: +2 [base strength attack] vs fortitude [standard action]
Grab: +2 [base strength attack] vs reflex [standard action]
Move grabbed target: +2 [base strength attack] vs fortitude [standard action]
Escape: +8 [acrobatics] vs reflex / +9 [athletics] vs fortitude [move action]
Centered Flurry of Blows [Centered Breath Monk][free action 1/round]
Dancing Cobra [Level 1]
Five Storms [Level 1]
Other Standard Actions:   Administer a potion; Aid another [see online revision] ; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions:   Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
Other Minor Actions:   Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Action:   Readied action
Other Opportunity Action:   Opportunity attack
Other Free Actions:   Drop held items; End a grab; Talk
Other Non-Actions:   Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest:   Healing surges as available
Five minutes:   Normal escape from restraints (Acrobatics)
One hour:   Forage; Streetwise check

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Iron Mind [Githzerai][immediate interrupt]
Drunken Monkey [Level 1]
Harmonious Discipline [Level 2 Utility][minor action]
Daily Powers:

Githzerai

+2 Wisdom, +2 Dexterity or Intelligence (already included; you chose Dexterity.)
+2 Acrobatics, +2 Athletics
Danger Sense (+2 initiative)
Defended Mind (PH3; +2 on saves vs daze, dominate, stun)
Shifting Fortunes (PH3; when use second wind, can shift 3 squares as free action)
Iron Mind (see Monster Manual / PH3)
Monk
This monk chose the Centered Breath tradition option.
Unarmed Combatant
Unarmored Defense
   
Laylena Ihan-rii's Equipment:

4 lb  Weapons / Armor / Shield (from above)
5 lb  Sling bullets (group of 20) x1
2 lb  Backpack
5 lb  Bedroll
      Flint and steel
4 lb  Grappling hook
2 lb  Hammer
5 lb  Pitons x10
1 lb  Pouch (belt) x1
10 lb Rations (1 day) x10
10 lb Rope (50', hempen) x1
2 lb  Sunrods x2
4 lb  Waterskins x1
1 lb  Thieves' tools
_____
55 lb   

Total

Magic items:
Weapon: Staff of Knives
Implement (Staff)
+1d6 Critical Damage, +1d12 Critical Damage if used in melee.
At-will power:
Minor Action, transform staff into dagger and vice versa.
Weapon:
Weapon:
Weapon:
Armor: Robes of the Sun Souls +1 to AC
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:
 
 
 
 
 
 
 
 
Resistances:
Action Point Tally:

Daily Item Powers Per Day: Heroic Tier           Milestones:  /  /  / 

Death Saving Throw Failures: 

More about Laylena Ihan-rii:
Member of the Order of the Sun Souls[/spoiler]

How would you go about improving that?

awaken DM golem

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Re: [Help] Optimizing a 4E Githrazi Monk at Level 2
« Reply #1 on: June 17, 2010, 08:52:09 PM »
The DMG has two different possibilities, for the amount of treasure / gear, if starting at 2nd level.
You might (#1) have some - maybe inconsistent - portion of regular treasure, as if generated by adventuring.
You might (#2) have: an at Level item, a +1 level item, a -1 level item, and gold equal to the -1 level item.

You "should" have more gear. The game assumes you do.
If your DM is gonna stick with the Lite Gear approach, you'll need a ~bigger build.


Otherwise, much more Monk work has been done at the wotc CO-board.

If you wanna go tricky:
Hybrid Ardent or Battlemind or Psion ; Mark of Making feat ; start making lots of Cognizance Crystals.
Burn all (and I mean ALL) of your gold, on making Cog Crystals.