First, it must be said: monk is a weak class. The best number of monk levels you can have is zero, and unarmed swordsage would be literally strictly-superior. I am assuming, per the question, that the first two monk levels are set in stone, but if they are not, I would strongly consider alternatives.
For a quick run-down...
Monk 1 is a fairly solid level
You get two bonus feats (Improved Unarmed Strike and one other), great saves, and Wis-to-AC. The HP, BAB, skills, and proficiencies are all mediocre, but oh well, they’re not exactly atrocious either. Flurry of Blows... well, it’s optional, so you can always opt to not use it.
Two bonus feats in one level is worth a fair bit, so cool.
Monk 2 is... OK enough
Evasion is pretty good, another level of all-good saves is solid, and hey, yet another bonus feat. You can do better but it’s not awful. If you aren’t using sane multiclassing rules for BAB (read: fractional), the BAB’s also as good as you’re gonna get. So yay.
Monk 3 and 4 are just bad
Still Mind is a small bonus to saves against only a single school of magic. It doesn’t even cover all mind-affecting things. There’s a reasonably good chance that you will forget you have this bonus when the time comes to roll a save it works on.
Fast Movement is a little better; you’ll probably remember you have it, anyway. But it’s still not great; it is not something that’s going to be particularly relevant most days, since you typically want to stay with your party and rarely are going to need more than 30 but less than 45 feet of movement in combat.
Ki Strike is OK enough, except you need magic bonuses to your unarmed strikes anyway. So you are going to have an item that obviates this class feature. The better option is necklace of natural attacksSS; a +1 amulet of mighty fists is ridiculously overpriced, but will cover your need for magic damage.
Slow Fall is just insulting.
The unarmed strike damage improvement works out to an average of +1 damage. You can do better.
Alternatives
So, what to take instead of those levels of monk?
Cleric
Cleric is almost-certainly the best single-level dip in the game. Won’t improve your HP or BAB, but it will give you fairly-good saves, and more importantly a couple of spells and the right to pick a couple of Domains. This is a big deal.
The best choice for you is to take the Travel Domain, and then swap it for Travel Devotion.CC This just about instantly solves your mobility issues, as it allows swift-action movement for a whole minute each day, with additional minutes gained by burning Turn Undead uses. A Cha of 12 is sufficient to get 3 minutes of this every day. If you have low Charisma, or just want to make sure you always have enough Turn Undead uses, you could just take the Undeath Domain to get Extra Turning.
Other solid options include the fantastic Time Domain, for Improved Initiative, a solid feat in its own right that is also often required for things. Along those lines, the Darkness or Shadow Domains get Blind-Fight, which is kind of mediocre but is another common requirement. War gives Weapon Focus, and deities who favor unarmed strikes exist, but I would only do that if I were eyeing some things that require Weapon Focus, as the feat is quite poor.
For non-feat options, you could do a whole lot worse than the Magic Domain; a single level in cleric paired with the Magic Domain means you get to use every single cleric and sorcerer/wizard wand in the game, with no Use Magic Device check. That is really nice, particularly on a character that isn’t going to get UMD in-class or have high Charisma.
Other meaningful DevotionsCC include Animal (flight! limited, sure, but still!), Law (attack bonuses; you need them), and Knowledge (you probably won’t have great Int, but it’s a minimum of +1 to attack and damage no matter what you roll, and it’s not super-hard to get +2 or +3). Knowledge Devotion is so good that it’s worth considering being a cloistered clericUA just to get it. Under fractional BAB, Monk 2/Cloistered Cleric 1 has +2.0 BAB, making it a good time to start taking +1.0 BAB classes.
Paladin
Two levels of paladin gets you Divine Grace, which you shouldn’t care about in the least since you should have minimal Charisma, but the Serenity featDC allows you to switch Divine Grace to Wisdom, and then all of a sudden it matters a whole lot. It also swaps other paladin class features; Smite Evil 1/day isn’t impressive, but you’ll have it and it will use Wisdom instead of Charisma.
Really, I only recommend this route if you’re going high-Wisdom, which your question indicates you are not. If you change that, I also recommend Intuitive AttackBoED as that will reduce your need for Strength; it functions like Weapon Finesse, but for Wisdom instead of Dexterity and for simple weapons (including unarmed strikes) rather than light ones.
And the problem with this is that you already need two feats (Great Fortitude and Power Attack) by 5th level in order to qualify for fist of the forest, and paladin wants another two feats. Non-humans only get two feats by 5th unless they have flaws,UA which means you can’t actually take Intuitive Attack and Serenity until later. Being human helps (you can get one of them) and flaws eliminate the problem, but if those aren’t options, those paladin levels don’t do a lot for you until 6th or even 9th.
Psychic WarriorXPH
Another ¾ BAB class, sadly, but this one is a powerhouse. The first two levels have bonus feats from the fighter list, or any Psionic feat, so that’s a ton of options. More importantly, you get some powers, including the excellent expansion, and if you really want to, you can take Monastic TrainingEbCS (psychic warrior) and TashalatoraSoS to have psychic warrior progress your various monk class features. In fact, since neither feat requires levels in monk, you could replace monk entirely with this class.
Ranger
Fist of the Forest requires a fair few skills, and they’re kind of ranger-y. Ranger has full BAB and 6+Int skills. It’s boring, but it’s thematic and it will help you out. I wouldn’t bother with more than one level, though. I’d try to avoid even that if I could.
WarbladeToB
OK, now we’re getting somewhere. Warblade has d12 HD, 4+Int skills, and a few maneuvers – which do excellent things for your mobility and versatility. Diamond Mind is excellent, as it is based on Concentration (which, obviously, uses Constitution), and Stone Dragon can do great things for that whole survivability thing. In particular, knowledge of a Strone Dragon maneuver can let you take Stone PowerToB instead of Power Attack, trading attack penalties for temp HP every round. That can seriously extend your HP, as you keep regaining temp HP.
Personal Suggestion
Dragon of the Stony Path
Assuming fractional BAB,
Monk 2/Warblade 1/Cloistered Cleric 1/Warblade +1/Fist of the Forest
Cloistered Cleric should definitely get Travel Devotion and Knowledge Devotion. For the third Domain, Magic and Time are strong contenders, as is Law Devotion. But Undeath Domain is probably the best choice, not because it’s particularly amazing, but because Extra Turning means you can dump Charisma and get 4 uses out of Travel Devotion in a day. Travel Devotion is fantastic.
Warblade is more interesting. That first level, I’d probably take stone bones, considering your goals, and sapphire nightmare blade to give your Constitution some offensive use. Douse the flames or leading the attack are my picks for the third maneuver, but either works. The stance is a toss-up too, but I favor bolstering voice or leading the charge.
Then, because you have a Stone Dragon maneuver, you can pick up Stone Power at 3rd level. This meets fist of the forest’s Power Attack requirement, and is decidedly more survival-oriented. It’s also just better when you aren’t wielding a two-handed weapon.
For the second warblade level, your Initiator Level is 3 or more, so you can take a 2nd-level maneuver. Plenty are good, but mountain hammer is more-or-less definitively the one you want to take. It’s good in combat, and great out of combat. Seriously, get mountain hammer.
Worth noting, if you have the flexibility to change the order of your classes, 1st level has some special features (maximized HD, quadrupled skill points) that monk does not make good usage of. Either of the other classes is better; warblade for HP or cleric for skills.
Zen Knight
Monk 2/Paladin 2/Warblade 1/Fist of the Forest
Using Serenity and Intuitive Attack to add Wisdom to all saving throws (twice to Will!) and to your attack rolls, as well as your AC of course. Warblade either at 3rd, so you can take Stone Power, or at 5th, so you can take mountain hammer. If retraining is allowed so you can swap out Power Attack for Stone Power once you have your warblade level, it’s far better at 5th. If not... ugh, that’s an unpleasant choice.
Remember the problems brought up in the paladin section about actually taking Intuitive Attack and Serenity while qualifying for fist of the forest.
But this basically isn’t worth it unless you are going all-in on your Wisdom score. Paladin does not add very much – not nearly as much as cleric, swordsage, or warblade – other than the opportunity to use Wisdom for almost everything you do.
Note that unarmed swordsage is so much better than monk here. It’s always true, but especially so in this case. Swordsages get Wis-to-AC, but can still wear light armor. It would also get you a bunch of maneuvers, potentially helping with the mobility issues you have because you don’t have Travel Devotion.
On which note, Monk 1/Cloistered Cleric 1 (assuming fractional BAB) is far better than Monk 2, and maybe even than Swordsage 2: you get Travel Devotion.
Monk 1/Paladin 4/Fist of the Forest
Only worth noting because Serenity means that Paladin 4’s Turn Undead is 3+Wis uses per day instead of 3+Cha uses. Then you can take Travel Devotion as a regular feat. Don’t really think it’s worth it, myself, unless you cannot use fractional BAB. Particularly since you already have issues getting all the feats together.
SAD Wisdom-sensei
Unarmed Swordsage 1/Paladin 2/Unarmed Swordsage +3/Fist of the Forest
Note that this build qualifies to take fist of the forest at 6, but doesn’t because Divine Grace and Insightful Strikes are yummy.
Intuitive Attack and Serenity are assumed. Again, accomplishing that as a non-human without flaws is problematic. At least here you can delay Great Fortitude until 6th, that helps. Also, swordsages really want Adaptive StyleToB...
This build gets Wisdom to AC (even while wearing light armor), all saves (twice to Will!), attack (with Intuitive Attack), and damage (when using a strike from the discipline chosen for Discipline Focus). Stone Dragon is a decent choice for Discipline Focus, as it will give you Weapon Focus (unarmed strike) as well as be a discipline you want to use often, but note that Stone Dragon has the unfortunate limitation of only being usable while standing on the ground. This becomes a serious problem at higher levels, when it becomes so crucial to get flying in order to engage foes.
Sources
- BoED – Book of Exalted Deeds
- CC – Complete Champion
- DC – Dragon Compendium
- EbCS – Eberron Campaign Setting
- SoS – Secrets of Sarlona
- SS – Savage Species
- ToB – Tome of Battle
- UA – Unearthed Arcana
- XPH – Expanded Psionics Handbook
So barbarian gives you Strength and Constitution; bear warrior gives you both but more. Assuming you still want to avoid multiclassing, feats are your only real options. Those probably should look something like this:
City Brawler bonus feats: Improved Unarmed Strike, Two-Weapon Fighting
Human bonus feat: Improved Grapple
- Extra Rage
- Power Attack
- Improved Bull Rush
- Shock Trooper
- Improved Two-Weapon Fighting1
- Greater Two-Weapon Fighting1
- Versatile Unarmed Strike2
1 These feats require a lot of Dexterity. It’s entirely possible that you won’t have and won’t want that much Dexterity. In that case... more Extra Rage, I guess.
2 Or anytime earlier if you feel you’re running into a lot of such DR.
That gets you five rages per day, your unarmed strikes can deal a variety of damage types, and at the end you get a lot of attacks in a grapple. But your grappling will be only mediocre, your attacks are not going to do particularly high damage, and Shock Trooper is only thrown in there because it’s a decent feat that will make you at least not entirely useless when you can’t grapple.
Some multiclassing options
If you can multiclass, you should. Barbarian does not offer much at all from 3rd to 7th level. If nothing else, you can take fighter levels to free up more feats to take Extra Rage, so the one significant bonus at Barbarian 4 can actually be done better without barbarian levels.
Fighter
You don’t really need feats all that badly, but several of the feats you’re taking are fighter bonus feats, which means you can take them with a couple levels of fighter and take Extra Rage instead. You can also snag Combat Reflexes if your Dexterity isn’t awful, so you can take an attack of opportunity, and with Improved Grab, start a grapple then-and-there.
But fighter should really never be taken for more than two levels. A feat per level is OK, a feat every other level is awful.
Ranger
The advantage of ranger is that you can get Improved Two-Weapon Fighting as a bonus feat (ignoring the Dex requirement, even!), and then take Favored Power Attack from Complete Warrior, which at least makes your Power Attack useful against a couple of types of foe, and the Distracting Attack variant from Player’s Handbook II, to help the rogue out against enemies you can’t grapple. You also get a lot of skill points and a couple of spells, to make you less of a one-trick pony. The idea here would be Barbarian 1/Ranger 6/Bear Warrior.
Horizon Walker
Horizon walker is a core prestige class (i.e. technically it’s from Dungeon Master’s Guide not Player’s Handbook), but you can squeeze two levels of it in before qualifying for bear warrior. It requires Endurance and 8 ranks of Knowledge (geography), so it works best with at least three levels of ranger.
The big advantage of horizon walker is the desert terrain mastery. That gets you immunity to Fatigue, which means you can end your rage early without becoming fatigued until the end of the fight. Plus you’re immune to other sources of fatigue and exhaustion results in fatigue, instead, which is nice because fatigue is bad and exhaustion is awful.
For the second level, underground’s 60-ft. darkvision is almost certainly your best choice; a +4 competence bonus to a skill is just not all that exciting.
After you finish bear warrior, returning to horizon walker long enough to get a planar terrain mastery means you can take the shifting mastery, i.e. the ability to use dimension door once every 1d4 rounds. Dimension door is far from a great spell, but it is teleportation which can be difficult to come by for a martial character. The cavernous mastery’s 30-ft. tremorsense isn’t bad either, though by that level you really need to have gotten into the air.
Ideal build is probably just Barbarian 2/Ranger 3/Horizon Walker 2/Bear Warrior 10.
Hexblade
This class from Complete Warrior is not great. Its curse is Charisma-based, which is fairly awkward for you (could try to be intimidating, I guess), and what it does isn’t all that great. But it is full-BAB, has a good Will save which is useful to you, and the arcane resistance and mettle class features are decent. But what really makes this worth even considering is Player’s Handbook II, which offers one variant on it that makes it useful to you: the dark companion.
The dark companion replaces the familiar, and provides a 3×3 square area of −2 to AC and −2 to saves. It’s just an illusion, and it’s painfully vulnerable to dispel magic, but those penalties are pretty significant. It can move independently of you, and has pretty big range.
Effectively, it allows you to serve two roles for your party: locking one enemy down with your grapple, while making another enemy vulnerable to attacks and spells.
That takes four levels, barbarian takes two. The last level should be fighter for feats or ranger for skills.
Ex-Knight
This is a weird option, but I kind of like the story it tells: a knight who lost his civility and nobility, becoming savage and warmongering. Sounds neat, anyway. You start as a knight from Player’s Handbook II, take it for three levels to get bulwark of defense, and then change alignment, forsake knight, and go to barbarian. You lose the knight’s challenge features, but you maintain the Mounted Combat bonus feat (though you’ll probably never use it), shield block +1 (which you’ll definitely never use), and bulwark of defense (which you definitely will use).
Bulwark of defense makes you “sticky”—people next to you will have a hard time becoming not next to you. Less useful since presumably you’ll be grabbing them, but your grappling won’t exactly be stellar so this provides a decent back-up for things you can’t grapple.
Three levels of knight and two levels of barbarian still leaves two levels. Ranger remains probably the best option, just for the skill points (Favored Power Attack maybe if you can pick a foe you really will see all the time), though fighter could work for feats. A fourth level of knight gets you armor mastery (medium), which is OK if you want to go with mithral full-plate as your armor.
Best Answer
Classes
Five classes stand out to me as ideal choices for entry to warshaper.
Pugilist Fighter
Pugilist is a variant fighter from Dragon vol. 310. It gains Improved Unarmed Strike, slightly increased unarmed strike damage (but it doesn’t scale like the monk’s), the Endurance feat, and then one other feat (or special “Pugilist ability”) of your choice from a decent-size list (comparable to the size of the core fighter bonus feat list, but much smaller when you consider all of the supplement feats that a fighter can usually take). It’s kind of solid for all the feats you get in one level, but I’d definitely not take more than the one.
Pugilists give up martial weapon proficiency, but retain all armor proficiencies.
Knight
Knight gets d12 HD, heavy armor, and Bulwark of Defense and Test of Mettle in the first four levels. You also get the Fighting Challenge, which is OK, and Mounted Combat, which... is maybe useful? Anyway, the first four levels are pretty good (in fact, it is often claimed that knight has five good levels: 1, 2, 3, 4, and 20).
I would only go with knight if I got at least three levels; Bulwark of Defense is a really nice feature. I’d want Test of Mettle if my Charisma was good, but a level of pugilist or crusader could fit in well.
The big problem with knight is the Knight’s Code, which is possibly even stricter than the paladin’s (though the penalty is less severe). It also demands that you remain lawful: that makes it hard to also take a level of barbarian, and you want a level of barbarian, because...
Barbarian
Barbarians can get Improved Unarmed Strike as a bonus feat, but it’s not worth it to do so. Instead, you want a level of barbarian for relevant stat bonuses, d12 HD, and most importantly, the lion spiritual totem from Complete Champion. Pounce gives you absolutely critical mobility.
Warblade
Warblade gets medium armor proficiency, not heavy, but also gets d12 HD, and a number of really useful maneuvers. Tiger Claw can let you attack more often, which is nice, with wolf fang strike and sudden leap.
Crusader
Doesn’t get Tiger Claw like warblade does, and only a d10 HD, but it does get heavy armor proficiency, and more importantly, Devoted Spirit is solid, reliable non-magical healing. Crusaders are the best in-combat healers in the game, while remaining solid martial forces in their own right. Plus Steely Resolve can dramatically improve your ability to remain standing.
Crusader 4 itself could be a solid entry to warshaper, though I’d probably go with levels of barbarian and pugilist first.
Feats
Superior Unarmed Strike
This feat from Tome of Battle gives you a scaling unarmed strike damage similar to (slower than) the monk, if you care. It’s decent enough, particularly when you’re getting size bonuses.
Improved Natural Attack (unarmed strike)
It’s a damage boost that stacks with everything; might as well.
Note that in theory you could replace this with a fanged ring if you were in a game where you could expect to get a 10,000 gp magic item any time soon, but you aren’t
Stone Power
Another feat from Tome of Battle, this allows you to take attack penalties (similar to Combat Expertise, no larger than your BAB or 5, whichever is less), gaining a number of temporary hit points equal to twice the penalty. The temporary hit points last 1 round, but you can continuously add up to 10 HP that basically “doesn’t count” as damage you take ever round. At low levels, that removes a lot of damage.
Suggestion
Heavy armor, a d12 HD and three d10s. Rage and pounce from barbarian, Improved Unarmed Strike, Endurance, and another feat of choice from pugilist, Steely Resolve, Furious Counterstrike, and Indomitable Soul, along with a bunch of maneuvers, from crusader.
For maneuvers, you get five 1st-level maneuvers, a 1st-level stance, and one 2nd-level maneuver. The crusader awkwardly only has only six 1st-level maneuvers to pick from, and leading the attack and vanguard strike are very-nearly identical anyway, so your choices in 1st-level maneuvers don’t matter that much. Anyway, vanguard strike is slightly better than leading the attack, and you don’t need both, so I’ leave out leading the attack and get the other five. For stance, martial spirit and iron guard’s glare pretty much are your best options; the former gives you more healing, while the latter draws attacks towards you by improving allies’ AC without improving yours. The 2nd-level maneuver basically should be mountain hammer, hands down.
For feats, Improved Natural Attack (unarmed strike) and Stone Power are my picks. From pugilist, probably Improved Initiative, since the list is pretty weak; Two-Weapon Fighting or Combat Expertise might be worthwhile if you want to go the TWF route or the tripping route. I’d probably get Superior Unarmed Strike at 6th (unless going for Improved Trip), and Snap Kick (also Tome of Battle) at 9th.