I hate to be the "bearer of bad news", but..
Dodge isn't worth the feat expenditure, and
Two-weapon fighting doesn't get as much "value" as you might think.
Two-weapon fighting only adds 1 attack per round, but at least it's at the full attack number (..though -2 I believe).
"Improved" adds another attack, but -5 attack penalty (..in addition to the -2).
"Greater" adds another attack, but -10 attack penalty (..in addition to the -2).
What you DON'T get are additional attacks from the *off-hand* because of "Flurry". In other words it isn't like Greater Flurry with Greater Two-weapon Fighting equaling:
15/15/15/10/5
15/15/15/10/5
instead it's
15/15/15/10/5
15/10/5
Of course you might already know this, but have you considered that:
Those additional attacks might not "hit"?
It isn't simply that the attack penalty is a problem, but rather that you are likely spreading your attack bonus a little "thin" WITH the addition of the penalty, AND because the Monk is a medium BAB class.
Moreover, it will cost you a feat (Weapon Finesse) for a Dexterity build to help improve this situation, AND cost you some Strength damage per attack - perhaps as much as 3 points of strength damage per attack.
Base damage per attack that 3 points is equal to 1d6 on average of enchanted elemental damage. HOWEVER, you should consider the contribution to criticals (..elemental damage doesn't critical).
Also, a lower Strength modifier effects you Knockdown ability, badly.
Then there is the fact that kama's average 2 points of damage per "hit", and never get better. Unarmed attacks however *constantly* improve, and actually becomes the best base weapon damage in the game (..even for the OC). Kamas can however have a maximum of *3* damage modifier enchantments that amount to a maximum of about 9-12 points of average damage per round depending on which 3 enchantments you use and if your opponent is immune to any of them. This of course isn't really available until at least half-way into the game (..usually 65% of the way into the game if you do everything). By contrast simply the Unarmed damage is at least averaging 5 damage by this time (..and earlier in fact), and likely wearing Gloves providing at least 1d6 of elemental damage - for a net average *base* damage of 8 (..not including Strength damage or MUCH better critical damage). There are however gloves available (at this time) that add another 1d6 of elemental damage - likely bringing the total to an average *base* damage of 11. (..again vs. the Kama's 2 + 9-12 ='s 11-14.) ..and look to the chart for additional Monk level increases for Unarmed Attacks:
http://nwn2.wikia.com/wiki/Monk
(..note that the base unarmed attack average damage of *5* referenced 1d10. A level 20 Monks unarmed attack of 2d10 would be an average of *10*. 10 + 2d6 ='s a base average of 16.)
On the subject of damage I should also point out that there is an item in-game (start of chapter 2) that provides both +2 damage via weapon specialization unarmed attack (something you can't effectivly achieve for the kama build without 4 levels of fighter), AND improved critical unarmed attack.
I should also note that 4 levels of fighter will reduce and possibly delay your Monk Spell Resistance, *probably* enough so that your Spell Resistance may not be high enough for those battles you might encounter with spell-casting opponents (..all of whom are almost always high-level casters.)
Finally, you should select Power Attack for access to the "Cleaves". High number of attacks per round maximize your leverage of the Cleaves.
It isn't all bad though, at least the 1st attack will hit, and often the 2nd as well (at higher levels), BUT that third from Greater Two-weapon Fighting? THAT is a LOT *less* likely in a level 20 capped campaign.
Further the Dexterity leverages your AC as well, AND no longer needing to rely on specific Monk Gloves for additional damage - you can wear Dexterity modifier Gloves/Bracers AND a Strength modifier belt. (..but again, you'll still be "down" about 3 points in Strength bonus damage per attack no matter what.)
IMO for this campaign alone - trying to achieve Greater Two-weapon Fighting isn't worth it. It is however IF you use this character for MOTB as well.
Additionally:
If you are taking Dodge in hopes of *someday* selecting Whirlwind Attack - note that Whirlwind Attack is not only a *very* poor method of attacking groups (..it misses a lot of opponents because of distance - especially with "tiny" weapons), but it not only does NOT leverage your additional attacks from Flurry and Two-Weapon fighting, it often provides *FEWER* attacks that round AND causes your opponents to last longer and therefor have greater opportunity to hit *you*.
Again, the "Cleaves" (Cleave & Greater Cleave), leverage your additional attacks AND helps kill opponents FAR more quickly. (..remember though that the Cleaves require Power Attack first - which is a completely useless feat for the Monk unfortunately). The up-side here however is that: 2 out of 3 feats ARE useful, AND the total feat expenditure is only 3 feats as opposed to Whirlwind's *5*. Better still, you start getting the utility you are looking for upon your 2nd feat expenditure (..Cleave).
Note that it is also possible to finesse the character in the OC to obtain 2 levels of Frenzied Berserker (..for the feat Supreme Cleave), by performing a certain in-game chaotic action to get the character into non-lawful alignment so that you can select this class. It wouldn't be easy though and it would require a fair bit of dedicated effort to ensure this particular outcome. You might also have to level-squat for a bit to get the character's alignment back into lawful status to continue on with the Monk class IF desired. (..though note the caution above with respect to Monk Spell Resistance.)
Anyway.. some things to think about.
EDIT:
Oh, I should also point out that Charisma is useless - it should be left to rot at 8, and you should have enough skill points for your needs with 10 Intelligence, and at most 12 Intelligence. Anything more is a waste. Of course you should be "shoveling" those extra points into Dexterity for a Two-Weapon Fighting build.
..and one final thing to consider:
There is a Monk specific "quest" near the end of the game that I believe is ONLY available to *pure* Monks. (i.e. just *one* level of ANY other class will likely remove this quest as an option.)