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The Book of Five Traditions: A 4e Monk Handbook
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<blockquote data-quote="MwaO" data-source="post: 6703349" data-attributes="member: 12749"><p><strong>Paragon Powers</strong></p><p></p><p><span style="color: #000000"><u><strong>Paragon Powers </strong></u></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Level 13</strong></span></p><p><span style="color: #000000"><u><strong>Overview</strong></u> - Furious Bull is one of the nicest area attacks you get, and it's pretty much the ideal attack for any monk. Dance of the Stinging Hornet and Torrent of Falling Knices can both provide for some serious fun. Skirling Grasp and Stoke the Flame might be good for other reasons. Great level.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><strong>As the Arrow Flies</strong></span> (PsiP) - Attacks reflex for weak damage and immobilize for a turn. Iron Souls can slide the target adjacent to make sure their target can still attack them, which frankly seems counter produtive. Almost strictly inferior to Skirling Grasp.</span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Break the Stone</strong></span><strong>(Stone Fist, Eternal Tide)</strong> (HotEC) - Very similar to Resounding Fist. It has a little bit more going for it, though not quite strictly better.</span></p><p></p><p><span style="color: #000000"><span style="color: #00CCFF"><strong>Dance of the Stinging Hornet</strong></span> (PHB3) - This power attacks reflex for normal encounter damage, and then lets you ride around with the creature. This can be used to devastate the back line and flying opponents, as they need to spend a move action to escape from you, which gives the party time to gang up on them. This is very nice power, but a little situational. <span style="color: #0000FF"><strong>ETV.</strong> </span>Potentially <span style="color: #FF9900"><span style="color: #0000FF">Dark Blue</span> <span style="color: #000000">depending on how you read the Movement power - "You can use the attack technique at any point during this movement."</span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #FF9900"><span style="color: #000000"><strong>Examples of Similar Uses Which No One Ever Argues About:</strong></span></span></span></p><p><span style="color: #000000"><span style="color: #FF9900"><span style="color: #000000">Invigorating Stride: "You can use Second Wind" — yes, this power is really dumb if Second Wind doesn't go off as a no-action. That Monk powers might be great doesn't change that they are worded the same way.</span></span></span></p><p><span style="color: #000000"><span style="color: #FF9900"><span style="color: #000000">Flyby Attack on some Green Dragons "Effect: The dragon flies up to 10 squares and uses bite or <strong>breath weapon</strong> (if the power is recharged) at any point during the move." — breath weapon is a standard action attack, not a melee basic.</span></span></span></p><p><span style="color: #000000"><span style="color: #FF9900"><span style="color: #000000">There are a number of uses where powers work similarly, but they're hard to search for because "a power which is a </span></span>standard action" is not a search term and I want to avoid trying to compare against a melee basic.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #00CCFF"><strong>Furious Bull </strong></span>(PHB3) - This is a party-friendly close burst 2 with a daze and a slide, with an effect shift. The daze means enemies will be unlikely to move away, and slide allows you to cluster enemies up for a nova round. Oh, and because they're dazed, the enemies will probably stay in formation next round as well. The only downside is that it attacks fortitude. If your DM doesn't agree with the RAW of the 4 movement powers that allow attacks via a move action, this becomes <span style="color: #FF9900">Gold.</span></span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080"><strong>Overpowering Strike</strong> <span style="color: #000000"><strong>(Centered Breath) </strong></span></span></strong>(PHB3) - This attacks will and does decent damage. It gives a penalty to attack you equal to your wisdom, which could be nice in some circumstances.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #FF0000"><strong>Resounding Fist</strong></span><span style="color: #800080"><strong>(Stone Fist)</strong></span> (PsiP) - Attacks fortitude for lowish damage for this level. It gives your allies a bonus to damage based on your strength.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Skirling Grasp</span></strong><span style="color: #0000FF"><span style="color: #000000"> (HotEC) - Close blast vs. Fort for ok damage and Immobilization+auto-slide. Strong set up power.</span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #FF0000"><strong>Step Between the Worlds</strong> </span><span style="color: #0000FF"><strong>(Centered Breath) </strong></span></span>(PHB3) - This attacks will for relatively low damage, but gives you a forced teleport equal to your wisdom. So if they fail their save, they could be teleported up in the air or off a cliff, or in the air off a cliff for nice additional damage. For every 2 squares they fall, they take 1d10 damage, and fall prone. For the Movement Technique you can teleport your Wisdom +2 as well. Of course, if you don't have any wisdom, this power sucks.</span></p><p></p><p><span style="color: #000000"><strong>Stoke the Flame(<span style="color: #00CCFF">Desert Wind</span>, <span style="color: #0000FF">Centered Breath</span>)</strong> (HotEC) - Close burst attacks reflex for okay damage. The kicker for the aura and fire damage is quite good. Desert Wind likes the fire part, Centered Breath should be able to slide targets away 1 square and then back again into the aura. Even if their Cha isn't that hot.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Storms Wake</span> (Centered Breath)</strong> (PsiP) - Attacks reflex for normal damage. If you hit, you push all enemies adjacent to you your wisdom modifier. </span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Thundering Waterfall</span> (Centered Breath)</strong>(PsiP) - Attacks reflex for normal damage. If you hit, you push the target 3 squares, shift next to them, and make a secondary close busrt 1 attack versus fort that dazes and, if you're an Iron Soul, does a little damage as well. This is an inferior version of Furious Bull, except Centered Breath gets to use FoB on the inital attack to set up the burst for the 2nd attack.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Torrent of Falling Knices</span> </strong>(D398) - Shift your speed, and attack the reflex of up to 3 creatures for ok damage. This is a nice encounter and is essentially a heroic tier daily power. Blurred Ki Focus likes this power a lot.</span></p><p></p><p></p><p><span style="color: #000000"><strong>Level 15 Daily</strong></span></p><p><span style="color: #000000"><u><strong>Overview</strong></u> - You have a choice mainly between a nice multi-attack that does good damage+prone in Dancer on the Sea of Battle and a power that should be able to damage and daze most of the battlefield in Mithral Tornado. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><strong>Booming Shout </strong></span>(PsiP) A party unfriendly close blast 5 versus fort for poor damage and some ongoing (regardless if you hit). The enemy becomes dazed after they save. You can't predict when an enemy will be dazed, which limits the control this power can give. As a striker daily, it's weak. </span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Breath of the Storm Lord</strong></span> (HotEC) - friendly close blast 3 vs. reflex, okay damage, creates a zone. Feels more along the lines of an encounter power than daily</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Dancer on the Sea of Battle </span></strong>(PHB3) - You shift your speed and attack the fortitude of each enemy you move adjacent to for decent damage and prone. This can devastate the back line. </span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Dragon's Flame</strong></span> (HotEC) - friendly close blast 5 vs. will, poor damage and some ongoing and an aura. Two damage types, but again, feels more along the lines of an encounter than a daily power.</span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Falcon's Rent</strong></span> (PsiP) - A close burst 1 versus reflex for low damage. But at least you give ongoing damage and debuff defenses. As a striker daily, it's weak. </span></p><p></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Mithral Tornado</strong></span> (PsiP)- A close burst 1 for low damage that dazes (save ends) regardless of whether you hit. You then move you speed and do a similar attack (remember that everyone adjacent is dazed, so no OAs from them) that does low damage and dazes (save ends) if you hit. This could be a fun power. Unfortunately, you can't target the original burst targets with the second burst. </span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Quickening Assualt</span></strong> (PsiP)- An attack versus reflex that does encounter level damage and gives a bonus to the damage of the next at-will you do. This is weak and boring. </span></p><p></p><p><span style="color: #000000"><strong>Ring the Golden Bell</strong> (PHB3) - This power is very well-named and can be a nice opening attack on a dangerous opponent that you otherwise couldn't get to. You jump up to ten squares with no OAs before you attack, which ensures you get to the most dangerous opponent on round one. You then lay down a close burst 1 versus reflex that dazes (save ends). The daze means the creatures can't move away from you so that you can get some nice OAs versus a ranged target. For melee opponents, you can shift 1-2(from Five Storms) after the jump to ensure the melee opponent can't move to you (or even charge if they don't have reach). Overall, it's a nice power, but Furious Bull and Mithral Tornado could be used in much the same way. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Still Waters Strike</strong> (PsiP) - Attacks fortitude for normal damage and a small push. You grant CA for a turn to the target, but if anyone hits you during that turn, you can make an accurate interrupt attack that does decent damage and knocks them prone. I want to like this power, but monks can have such good defenses that they won't be hit much of the time even if they grant CA. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Sundered Mountain</strong> (HotEC) - Decent damage vs. Fortitude, some control against willing movement</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Way of the Autumn Wind </strong>(PHB3) - This is another decent opening move. It's a close burst 2 versus Fortitude that weakens (save ends). However, it's not party-friendly, and it does fairly low damage. The stance effect allows you to shift 2 a reaction when you get hit, which helps keep you from getting swarmed when you've out by yourself (as you will be if you use this power). This is a decent controller power, but its ability to screw over your own party makes it hard to use. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Level 16 Utility</strong></span></p><p><span style="color: #000000"><strong><u><strong>Overview</strong></u> - </strong>This is a nice level with some good powers. I prefer Roots of the Mountain or Stance of the Still Sword, as it allows you more freedom to draw lots of aggro and survive. Diamond Mind allows you to avoid some save end effects, but so does Stance of the Still Sword. Level 10 utilities like Iron Heart Resilience are also great choices if you don't already have them. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #800080">Altered Awareness</span> (PsiP) –Y</strong>ou hit an enemy with a melee attack, and you’re invisible against it for a turn. Seems weak for paragon tier.</span></p><p></p><p><span style="color: #000000"><strong>Catch the Wind (HotEC) -</strong> an interrupt power for engaging the enemy at a distance.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #0000FF"><strong>Diamond Mind</strong></span> (PHB3) - </strong>+5 to your will defense as an interupt. This is very nice because it allows you to avoid some of the nastiest effects, like stunned and dominate, that typically target will. You might not use this every fight, but it is totally awesome when you do. </span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080"><strong>Master of Winds Stance</strong></span> (PHB3) -</strong>A stance that lets you turn forced movement into a shift. This is nice, but the other stances are so much better. </span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080"><strong>Meditative Solace </strong></span>(PHB3) - </strong>This used to be a nice stance that allows you to make a save as a minor action one per turn. However, it won't help you get out of the worst conditions like being stunned and dominated, and forces you to make a tough choice with dazed. Therefore, it is inferior to Iron Heart Resilience.</span></p><p></p><p><span style="color: #000000"><strong>One Hundred Steps (HotEC) - </strong>encounter long concealment with some teleportation.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #800080"><strong>Pearl of Black Doubt </strong></span>(PsiP) – </strong>Wow! A defensive stance I don't like much! It’s an inferior version of Stance of the Still Sword. Seems like it would be decent versus a solo, and inferior against most other things.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #00CCFF">Roots of the Mountain</span> (HotEC) -</strong> a variation of Wizard's Shield spell. 14 levels later, but still very good.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #00CCFF">Stance of the Still Sword</span> (PHB3) - </strong>This is basically the same stance as Centered Defense, but it it stacks with power bonuses to defense. This helps you avoid getting swarmed and also avoid nasty conditions. Overall, it's a great pick. </span></p><p></p><p><span style="color: #000000"><strong>Sundered Chains (PsiP) –</strong>Ending some nasty movement impeding effects is ok.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #800080">Unfailing Resolve</span> (PsiP) –</strong>A stance in which dying does not make you unconscious, but slowed and weakened instead. This seems like a weak dying recovery power that also provides a good way to get yourself killed. </span></p><p></p><p></p><p><span style="color: #000000"><strong>Level 17 Encounter</strong></span></p><p><span style="color: #000000"><strong></strong></span></p><p><span style="color: #000000"><strong><u><strong>Overview</strong></u> - </strong>This is nice level with a couple of very nice multi-attacks. Fist of the Whirling Tempest is very good for Centered Breath, Stone Fist will probably enjoy Whirlwind Kick the most, and Centered Breath will bath their enemies in fire several times with Steps of Grasping Fire. If your DM plays by strict RAW, A Feather's Weight or Death's Chilled Embrace might very well be the clear choice assuming the DM believes that the movement power allows the use of the standard at no action cost.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #0000FF">A Feather’s Weight</span> <span style="color: #00CCFF">(Stone Fist, Eternal Tide)</span> (PsiP) – </strong>This is an action denial power in which you can move up attack versus fortitude for relatively little damage and a daze and then move away again. The enemy then can either move, attack someone within their reach, use a ranged attack, or charge. Stone Fist gets a strength rider. This is best used against a front liner with neither reach nor a good fortitude. At this level, that is a very rare combination, which makes the power a bit weak for the level. <span style="color: #800080"><strong>ETV</strong></span>. It could be <span style="color: #800080"><strong>Purple</strong></span> if the movement option isn't considered to allow the use of the Standard via a move action.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Bitter Stasis <span style="color: #000000">(HotEC) -</span></span></strong><span style="color: #800080"><span style="color: #000000"> It attacks fortitude, poor damage, restrains the target, and the movement grants immunity to forced movement, immobilizes you, and gives resistance.</span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Death's Chilled Embrace</span> <span style="color: #00CCFF">(Stone Fist, Eternal Tide)</span> (PHB3) - </strong>It attacks fortitude, does necrotic damage (which is commonly resisted) and immobilizes the target. If the target is hit by an attack (which doesn't include Flurry of Blows) that has forced movement, it takes 5+twice strength modifier damage. This could be decent versus the back line, if they're not resistant to necrotic. <span style="color: #800080"><strong>ETV</strong></span>, which allows you to deny a melee target an attack potentially. If you have a good strength and have a party with a lot of forced movement, this could be <span style="color: #0000FF"><strong>nice</strong></span><strong>.</strong></span></p><p> </p><p><span style="color: #000000"><strong>Fall of the Anvil's Master (D398) - </strong>Attacks fortitude off decent damage, a push and prone. This is a decent attack to use on the back line, but is not amazing. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #800080">Feigned Opening </span>(Iron Soul+Mace/Staff) (PsiP) – </strong>A strange melee reach 3 attack versus will for relatively low damage if you pull the enemy adjacent to you. Iron Souls using a mace/staff get a constitution damage rider, which brings damage to passable levels. The movement technique provokes OAs from those you start adjacent to, making this something of a skirmisher power. </span></p><p></p><p><span style="color: #000000"><strong>Fist of the Whirling Tempest (<span style="color: #00CCFF">Centered Breath, Eternal Tide</span>) - </strong>has a nice aura. Hit a target with Reflex, do okay damage, and have an aura with a die roll for damage upon entering.</span></p><p></p><p><span style="color: #000000"><strong>Glare of the Inner Eye (PsiP) – </strong>You are blinded and gain blindsight, which means it's nice versus invisible and concealed foes, but it also means you grant CA. At least it attacks will for normal damage and has a nice melee 5 range. The large reach may make it hard to use FoB.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Leaping Dragon Strike (Iron Soul+Spear/Dagger) (PsiP) – </strong>Attacks reflex for normal damage and a little free movement. Iron Soul users with a dagger/spear get a small accuracy bonus</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Living Torch(<span style="color: #0000FF">Desert Wind, Centered Breath</span>) - </strong>attack vs. Fortitude for poor damage, but potentially a lot of damage against enemies lined up to take damage.</span></p><p></p><p><span style="color: #000000"><strong>Steps of Grasping Fire <span style="color: #00CCFF">(Centered Breath) </span>(PHB3) - </strong>This is a non-party friendly close blast 3 versus reflex. It does a decent amount of fire damage, which is commonly resisted. The Movement Technique allows you to create a mini wall of fire that does 5+wisdom damage, which is cool. Centered Breath can use the slide of Flurry of Blows to do 10+double wisdom damage to multiple opponents, which is very cool. Just remember to create the wall <em>before</em> you attack. If you have a party with a lot of forced movement, this could be <span style="color: #00CCFF"><strong>awesome</strong></span><strong>. </strong>Probably the best pick for Centered Breath.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Three Winds Kick</span> (Centered Breath) (PHB3) - </strong>This attacks the reflex of up to 3 enemies for ok damage if you have good wisdom. The Movement Technique is a teleport to an adjacent square to an enemy within 6. This is fairly lackluster at this level, but if you're <span style="color: #0000FF"><strong>specialized in melee attacks</strong></span><strong>,</strong> then it is slightly better.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #0000FF"><strong>Whirlwind Kick </strong></span>(PHB3) - </strong>This pulls every enemy within three adjacent if you hit their fortitude. You then attack adjacent targets reflex for very nice damage if you have good strength. As it bunches up enemies, it is a good set up for a nova and includes more targets. It also can devastate the back line. Probably the best pick for Stone Fists. Better for Eternal Tide or Centered Breath, because if you miss an enemy, you can pull/slide them in too with Starblade...</span></p><p></p><p></p><p><span style="color: #000000"><strong>Level 19 Daily:</strong></span></p><p><span style="color: #000000"><strong><u><strong>Overview</strong></u> - </strong>Some decent powers, but lacking a spectacular choice. Duel of Fates, Fire-Snake Dance, Neutralizing Strike, and Rising Dragon all have something going for them.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Angelic Legion Technique (PHB3) - </strong>It attacks reflex for nice damage and gives a mark (save ends). On its turn you can use a free action to force the target to attack you with a ranged or melee attack, and get +4 power bonus to attack it till the end of your next turn. Decent damage, but not a very useful attack at this level. However, some monks playing defender might like it. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #800080">Crushing Reprisal</span> (PsiP) – </strong>Wow, this power seems to be rooting for team monster. It’s an immediate reaction that does measly damage and stunned (save ends). The problem is that this occurs after the monster has attacked and on the monster’s turn. This means the monster might not lose any actions from being stunned, and gets a save BEFORE losing any actions, or even granting CA. Monsters you’d like to use it on likely have substantial save bonuses, so this is a real stinker for a daily. </span></p><p></p><p><span style="color: #000000"><strong>Dual in the Heavens (PHB3) -</strong> This is a multi attack power versus the fortitude of a single target, but since the second attack doesn't roll for damage, you won't be getting a number of bonuses on it. It helps you isolate a target, which isn't very helpful for a monk. If you hit on both attacks,the combination of dazed and prone is very nice. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #00CCFF"><span style="color: #0000FF">Duel of Fates</span> </span><span style="color: #00CCFF"><span style="color: #000000">(HotEC) - </span></span></strong><span style="color: #00CCFF"><span style="color: #000000">close burst 2 against a target that if it doesn't have a friend, it is a dead enemy if your Monk has any amount of time to spare. Use it on the medium-sized solo, move to the edge of the zone, and shoot it. As everything around it is blocking terrain and it can't teleport, it has problems...</span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #0000FF"><strong>Fire-Snake</strong> Dance</span> (HotEC) - </strong>an upgraded shift your speed+4 power, okay damage, and immobilized on a hit.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Hare’s Panicked Retreat </span>(PsiP) – </strong>Attacks versus fort for relatively poor damage for this level. Gives slowed (save ends) if you hit, and you can push 2 on their turn until they save. It is weak for a power of this level.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080"><strong>Inevitable Fist</strong> </span>(PHB3) - </strong>This is low damage, but accurate attack versus reflex. A miss still provides a damage roll, so you do almost as much damage on a miss. Gives a stance where your Flurry of Blows does 2 more damage the whole encounter. Pretty lackluster at this level, but could be useful versus a foe that is hard to hit.</span></p><p></p><p><span style="color: #000000"><strong>Loud Fist Strike (PsiP) – </strong>This is a fun power that is best used to shove a backline target into another group of creatures, damaging everyone. You first shift you speed, allowing you to close on a distant target. You then attack fort for some damage, but hit or miss, you push them 5 (preferably) into a group of other enemies. You then make an area burst 2 attack versus fort centered on the target for some more damage and another push. Overall, it’s a decent power but lackluster compared to other striker powers.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Neutralizing Strike</span> (HotEC) - </strong>Damage+Stun vs Fortitude, Weakened on a miss. Your enemy won't like you either way.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #0000FF"><strong>Rising Dragon Fire </strong></span>(PHB3) </strong>is a non-party friendly close burst 2 versus reflex. This creates a burst 2 zone that does an extra 2d6 fire damage to anything you hit. This is a nice power but is hard to use and isn't overwhelming for the level compared to what other strikers have. It probably should be used in the first turn before the party moves in, assuming you get to the enemies first due to your awesome initiative and mobility.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080"><strong>Twin Fountain Strike</strong></span> (PsiP) – </strong>You shift your speed +2, and attack the reflex of 1 or two creatures for low damage and 10 ongoing. While the on-going is still in effect, all enemies who can see the creatures affected get -2 to attack. This also creates a little bit of concealment, which will benefit you as you can rely on your bursts to not take the attack penalty. Overall, it isn't horrible, but I don't really see why I'm taking this over Flame-Snake Dance.</span></p></blockquote><p></p>
[QUOTE="MwaO, post: 6703349, member: 12749"] [B]Paragon Powers[/B] [COLOR=#000000][U][B]Paragon Powers [/B][/U] [B]Level 13[/B] [U][B]Overview[/B][/U] - Furious Bull is one of the nicest area attacks you get, and it's pretty much the ideal attack for any monk. Dance of the Stinging Hornet and Torrent of Falling Knices can both provide for some serious fun. Skirling Grasp and Stoke the Flame might be good for other reasons. Great level. [COLOR=#800080][B]As the Arrow Flies[/B][/COLOR] (PsiP) - Attacks reflex for weak damage and immobilize for a turn. Iron Souls can slide the target adjacent to make sure their target can still attack them, which frankly seems counter produtive. Almost strictly inferior to Skirling Grasp.[/COLOR] [COLOR=#000000][COLOR=#800080][B]Break the Stone[/B][/COLOR][B](Stone Fist, Eternal Tide)[/B] (HotEC) - Very similar to Resounding Fist. It has a little bit more going for it, though not quite strictly better.[/COLOR] [COLOR=#000000][COLOR=#00CCFF][B]Dance of the Stinging Hornet[/B][/COLOR] (PHB3) - This power attacks reflex for normal encounter damage, and then lets you ride around with the creature. This can be used to devastate the back line and flying opponents, as they need to spend a move action to escape from you, which gives the party time to gang up on them. This is very nice power, but a little situational. [COLOR=#0000FF][B]ETV.[/B] [/COLOR]Potentially [COLOR=#FF9900][COLOR=#0000FF]Dark Blue[/COLOR] [COLOR=#000000]depending on how you read the Movement power - "You can use the attack technique at any point during this movement."[/COLOR][/COLOR] [COLOR=#FF9900][COLOR=#000000][B]Examples of Similar Uses Which No One Ever Argues About:[/B][/COLOR][/COLOR] [COLOR=#FF9900][COLOR=#000000]Invigorating Stride: "You can use Second Wind" — yes, this power is really dumb if Second Wind doesn't go off as a no-action. That Monk powers might be great doesn't change that they are worded the same way.[/COLOR][/COLOR] [COLOR=#FF9900][COLOR=#000000]Flyby Attack on some Green Dragons "Effect: The dragon flies up to 10 squares and uses bite or [B]breath weapon[/B] (if the power is recharged) at any point during the move." — breath weapon is a standard action attack, not a melee basic.[/COLOR][/COLOR] [COLOR=#FF9900][COLOR=#000000]There are a number of uses where powers work similarly, but they're hard to search for because "a power which is a [/COLOR][/COLOR]standard action" is not a search term and I want to avoid trying to compare against a melee basic. [COLOR=#00CCFF][B]Furious Bull [/B][/COLOR](PHB3) - This is a party-friendly close burst 2 with a daze and a slide, with an effect shift. The daze means enemies will be unlikely to move away, and slide allows you to cluster enemies up for a nova round. Oh, and because they're dazed, the enemies will probably stay in formation next round as well. The only downside is that it attacks fortitude. If your DM doesn't agree with the RAW of the 4 movement powers that allow attacks via a move action, this becomes [COLOR=#FF9900]Gold.[/COLOR][/COLOR] [COLOR=#000000][B][COLOR=#800080][B]Overpowering Strike[/B] [COLOR=#000000][B](Centered Breath) [/B][/COLOR][/COLOR][/B](PHB3) - This attacks will and does decent damage. It gives a penalty to attack you equal to your wisdom, which could be nice in some circumstances. [COLOR=#FF0000][B]Resounding Fist[/B][/COLOR][COLOR=#800080][B](Stone Fist)[/B][/COLOR] (PsiP) - Attacks fortitude for lowish damage for this level. It gives your allies a bonus to damage based on your strength.[/COLOR] [COLOR=#000000][B][COLOR=#0000FF]Skirling Grasp[/COLOR][/B][COLOR=#0000FF][COLOR=#000000] (HotEC) - Close blast vs. Fort for ok damage and Immobilization+auto-slide. Strong set up power.[/COLOR][/COLOR] [COLOR=#800080][COLOR=#FF0000][B]Step Between the Worlds[/B] [/COLOR][COLOR=#0000FF][B](Centered Breath) [/B][/COLOR][/COLOR](PHB3) - This attacks will for relatively low damage, but gives you a forced teleport equal to your wisdom. So if they fail their save, they could be teleported up in the air or off a cliff, or in the air off a cliff for nice additional damage. For every 2 squares they fall, they take 1d10 damage, and fall prone. For the Movement Technique you can teleport your Wisdom +2 as well. Of course, if you don't have any wisdom, this power sucks.[/COLOR] [COLOR=#000000][B]Stoke the Flame([COLOR=#00CCFF]Desert Wind[/COLOR], [COLOR=#0000FF]Centered Breath[/COLOR])[/B] (HotEC) - Close burst attacks reflex for okay damage. The kicker for the aura and fire damage is quite good. Desert Wind likes the fire part, Centered Breath should be able to slide targets away 1 square and then back again into the aura. Even if their Cha isn't that hot.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Storms Wake[/COLOR] (Centered Breath)[/B] (PsiP) - Attacks reflex for normal damage. If you hit, you push all enemies adjacent to you your wisdom modifier. [/COLOR] [COLOR=#000000][B][COLOR=#800080]Thundering Waterfall[/COLOR] (Centered Breath)[/B](PsiP) - Attacks reflex for normal damage. If you hit, you push the target 3 squares, shift next to them, and make a secondary close busrt 1 attack versus fort that dazes and, if you're an Iron Soul, does a little damage as well. This is an inferior version of Furious Bull, except Centered Breath gets to use FoB on the inital attack to set up the burst for the 2nd attack.[/COLOR] [COLOR=#000000][B][COLOR=#0000FF]Torrent of Falling Knices[/COLOR] [/B](D398) - Shift your speed, and attack the reflex of up to 3 creatures for ok damage. This is a nice encounter and is essentially a heroic tier daily power. Blurred Ki Focus likes this power a lot.[/COLOR] [COLOR=#000000][B]Level 15 Daily[/B] [U][B]Overview[/B][/U] - You have a choice mainly between a nice multi-attack that does good damage+prone in Dancer on the Sea of Battle and a power that should be able to damage and daze most of the battlefield in Mithral Tornado. [COLOR=#800080][B]Booming Shout [/B][/COLOR](PsiP) A party unfriendly close blast 5 versus fort for poor damage and some ongoing (regardless if you hit). The enemy becomes dazed after they save. You can't predict when an enemy will be dazed, which limits the control this power can give. As a striker daily, it's weak. [/COLOR] [COLOR=#000000][COLOR=#800080][B]Breath of the Storm Lord[/B][/COLOR] (HotEC) - friendly close blast 3 vs. reflex, okay damage, creates a zone. Feels more along the lines of an encounter power than daily[/COLOR] [COLOR=#000000][B][COLOR=#0000FF]Dancer on the Sea of Battle [/COLOR][/B](PHB3) - You shift your speed and attack the fortitude of each enemy you move adjacent to for decent damage and prone. This can devastate the back line. [/COLOR] [COLOR=#000000][COLOR=#800080][B]Dragon's Flame[/B][/COLOR] (HotEC) - friendly close blast 5 vs. will, poor damage and some ongoing and an aura. Two damage types, but again, feels more along the lines of an encounter than a daily power.[/COLOR] [COLOR=#000000][COLOR=#800080][B]Falcon's Rent[/B][/COLOR] (PsiP) - A close burst 1 versus reflex for low damage. But at least you give ongoing damage and debuff defenses. As a striker daily, it's weak. [/COLOR] [COLOR=#000000][COLOR=#0000FF][B]Mithral Tornado[/B][/COLOR] (PsiP)- A close burst 1 for low damage that dazes (save ends) regardless of whether you hit. You then move you speed and do a similar attack (remember that everyone adjacent is dazed, so no OAs from them) that does low damage and dazes (save ends) if you hit. This could be a fun power. Unfortunately, you can't target the original burst targets with the second burst. [/COLOR] [COLOR=#000000][B][COLOR=#800080]Quickening Assualt[/COLOR][/B] (PsiP)- An attack versus reflex that does encounter level damage and gives a bonus to the damage of the next at-will you do. This is weak and boring. [/COLOR] [COLOR=#000000][B]Ring the Golden Bell[/B] (PHB3) - This power is very well-named and can be a nice opening attack on a dangerous opponent that you otherwise couldn't get to. You jump up to ten squares with no OAs before you attack, which ensures you get to the most dangerous opponent on round one. You then lay down a close burst 1 versus reflex that dazes (save ends). The daze means the creatures can't move away from you so that you can get some nice OAs versus a ranged target. For melee opponents, you can shift 1-2(from Five Storms) after the jump to ensure the melee opponent can't move to you (or even charge if they don't have reach). Overall, it's a nice power, but Furious Bull and Mithral Tornado could be used in much the same way. [B]Still Waters Strike[/B] (PsiP) - Attacks fortitude for normal damage and a small push. You grant CA for a turn to the target, but if anyone hits you during that turn, you can make an accurate interrupt attack that does decent damage and knocks them prone. I want to like this power, but monks can have such good defenses that they won't be hit much of the time even if they grant CA. [B]Sundered Mountain[/B] (HotEC) - Decent damage vs. Fortitude, some control against willing movement [B]Way of the Autumn Wind [/B](PHB3) - This is another decent opening move. It's a close burst 2 versus Fortitude that weakens (save ends). However, it's not party-friendly, and it does fairly low damage. The stance effect allows you to shift 2 a reaction when you get hit, which helps keep you from getting swarmed when you've out by yourself (as you will be if you use this power). This is a decent controller power, but its ability to screw over your own party makes it hard to use. [B]Level 16 Utility [U][B]Overview[/B][/U] - [/B]This is a nice level with some good powers. I prefer Roots of the Mountain or Stance of the Still Sword, as it allows you more freedom to draw lots of aggro and survive. Diamond Mind allows you to avoid some save end effects, but so does Stance of the Still Sword. Level 10 utilities like Iron Heart Resilience are also great choices if you don't already have them. [B][COLOR=#800080]Altered Awareness[/COLOR] (PsiP) –Y[/B]ou hit an enemy with a melee attack, and you’re invisible against it for a turn. Seems weak for paragon tier.[/COLOR] [COLOR=#000000][B]Catch the Wind (HotEC) -[/B] an interrupt power for engaging the enemy at a distance. [B][COLOR=#0000FF][B]Diamond Mind[/B][/COLOR] (PHB3) - [/B]+5 to your will defense as an interupt. This is very nice because it allows you to avoid some of the nastiest effects, like stunned and dominate, that typically target will. You might not use this every fight, but it is totally awesome when you do. [/COLOR] [COLOR=#000000][B][COLOR=#800080][B]Master of Winds Stance[/B][/COLOR] (PHB3) -[/B]A stance that lets you turn forced movement into a shift. This is nice, but the other stances are so much better. [/COLOR] [COLOR=#000000][B][COLOR=#800080][B]Meditative Solace [/B][/COLOR](PHB3) - [/B]This used to be a nice stance that allows you to make a save as a minor action one per turn. However, it won't help you get out of the worst conditions like being stunned and dominated, and forces you to make a tough choice with dazed. Therefore, it is inferior to Iron Heart Resilience.[/COLOR] [COLOR=#000000][B]One Hundred Steps (HotEC) - [/B]encounter long concealment with some teleportation. [B][COLOR=#800080][B]Pearl of Black Doubt [/B][/COLOR](PsiP) – [/B]Wow! A defensive stance I don't like much! It’s an inferior version of Stance of the Still Sword. Seems like it would be decent versus a solo, and inferior against most other things.[/COLOR] [COLOR=#000000][B][COLOR=#00CCFF]Roots of the Mountain[/COLOR] (HotEC) -[/B] a variation of Wizard's Shield spell. 14 levels later, but still very good.[/COLOR] [COLOR=#000000][B][COLOR=#00CCFF]Stance of the Still Sword[/COLOR] (PHB3) - [/B]This is basically the same stance as Centered Defense, but it it stacks with power bonuses to defense. This helps you avoid getting swarmed and also avoid nasty conditions. Overall, it's a great pick. [/COLOR] [COLOR=#000000][B]Sundered Chains (PsiP) –[/B]Ending some nasty movement impeding effects is ok. [B][COLOR=#800080]Unfailing Resolve[/COLOR] (PsiP) –[/B]A stance in which dying does not make you unconscious, but slowed and weakened instead. This seems like a weak dying recovery power that also provides a good way to get yourself killed. [/COLOR] [COLOR=#000000][B]Level 17 Encounter [U][B]Overview[/B][/U] - [/B]This is nice level with a couple of very nice multi-attacks. Fist of the Whirling Tempest is very good for Centered Breath, Stone Fist will probably enjoy Whirlwind Kick the most, and Centered Breath will bath their enemies in fire several times with Steps of Grasping Fire. If your DM plays by strict RAW, A Feather's Weight or Death's Chilled Embrace might very well be the clear choice assuming the DM believes that the movement power allows the use of the standard at no action cost. [B][COLOR=#0000FF]A Feather’s Weight[/COLOR] [COLOR=#00CCFF](Stone Fist, Eternal Tide)[/COLOR] (PsiP) – [/B]This is an action denial power in which you can move up attack versus fortitude for relatively little damage and a daze and then move away again. The enemy then can either move, attack someone within their reach, use a ranged attack, or charge. Stone Fist gets a strength rider. This is best used against a front liner with neither reach nor a good fortitude. At this level, that is a very rare combination, which makes the power a bit weak for the level. [COLOR=#800080][B]ETV[/B][/COLOR]. It could be [COLOR=#800080][B]Purple[/B][/COLOR] if the movement option isn't considered to allow the use of the Standard via a move action.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Bitter Stasis [COLOR=#000000](HotEC) -[/COLOR][/COLOR][/B][COLOR=#800080][COLOR=#000000] It attacks fortitude, poor damage, restrains the target, and the movement grants immunity to forced movement, immobilizes you, and gives resistance.[/COLOR][/COLOR] [B][COLOR=#0000FF]Death's Chilled Embrace[/COLOR] [COLOR=#00CCFF](Stone Fist, Eternal Tide)[/COLOR] (PHB3) - [/B]It attacks fortitude, does necrotic damage (which is commonly resisted) and immobilizes the target. If the target is hit by an attack (which doesn't include Flurry of Blows) that has forced movement, it takes 5+twice strength modifier damage. This could be decent versus the back line, if they're not resistant to necrotic. [COLOR=#800080][B]ETV[/B][/COLOR], which allows you to deny a melee target an attack potentially. If you have a good strength and have a party with a lot of forced movement, this could be [COLOR=#0000FF][B]nice[/B][/COLOR][B].[/B][/COLOR] [COLOR=#000000][B]Fall of the Anvil's Master (D398) - [/B]Attacks fortitude off decent damage, a push and prone. This is a decent attack to use on the back line, but is not amazing. [B][COLOR=#800080]Feigned Opening [/COLOR](Iron Soul+Mace/Staff) (PsiP) – [/B]A strange melee reach 3 attack versus will for relatively low damage if you pull the enemy adjacent to you. Iron Souls using a mace/staff get a constitution damage rider, which brings damage to passable levels. The movement technique provokes OAs from those you start adjacent to, making this something of a skirmisher power. [/COLOR] [COLOR=#000000][B]Fist of the Whirling Tempest ([COLOR=#00CCFF]Centered Breath, Eternal Tide[/COLOR]) - [/B]has a nice aura. Hit a target with Reflex, do okay damage, and have an aura with a die roll for damage upon entering.[/COLOR] [COLOR=#000000][B]Glare of the Inner Eye (PsiP) – [/B]You are blinded and gain blindsight, which means it's nice versus invisible and concealed foes, but it also means you grant CA. At least it attacks will for normal damage and has a nice melee 5 range. The large reach may make it hard to use FoB. [B]Leaping Dragon Strike (Iron Soul+Spear/Dagger) (PsiP) – [/B]Attacks reflex for normal damage and a little free movement. Iron Soul users with a dagger/spear get a small accuracy bonus [B]Living Torch([COLOR=#0000FF]Desert Wind, Centered Breath[/COLOR]) - [/B]attack vs. Fortitude for poor damage, but potentially a lot of damage against enemies lined up to take damage.[/COLOR] [COLOR=#000000][B]Steps of Grasping Fire [COLOR=#00CCFF](Centered Breath) [/COLOR](PHB3) - [/B]This is a non-party friendly close blast 3 versus reflex. It does a decent amount of fire damage, which is commonly resisted. The Movement Technique allows you to create a mini wall of fire that does 5+wisdom damage, which is cool. Centered Breath can use the slide of Flurry of Blows to do 10+double wisdom damage to multiple opponents, which is very cool. Just remember to create the wall [I]before[/I] you attack. If you have a party with a lot of forced movement, this could be [COLOR=#00CCFF][B]awesome[/B][/COLOR][B]. [/B]Probably the best pick for Centered Breath.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Three Winds Kick[/COLOR] (Centered Breath) (PHB3) - [/B]This attacks the reflex of up to 3 enemies for ok damage if you have good wisdom. The Movement Technique is a teleport to an adjacent square to an enemy within 6. This is fairly lackluster at this level, but if you're [COLOR=#0000FF][B]specialized in melee attacks[/B][/COLOR][B],[/B] then it is slightly better.[/COLOR] [COLOR=#000000][B][COLOR=#0000FF][B]Whirlwind Kick [/B][/COLOR](PHB3) - [/B]This pulls every enemy within three adjacent if you hit their fortitude. You then attack adjacent targets reflex for very nice damage if you have good strength. As it bunches up enemies, it is a good set up for a nova and includes more targets. It also can devastate the back line. Probably the best pick for Stone Fists. Better for Eternal Tide or Centered Breath, because if you miss an enemy, you can pull/slide them in too with Starblade...[/COLOR] [COLOR=#000000][B]Level 19 Daily: [U][B]Overview[/B][/U] - [/B]Some decent powers, but lacking a spectacular choice. Duel of Fates, Fire-Snake Dance, Neutralizing Strike, and Rising Dragon all have something going for them. [B]Angelic Legion Technique (PHB3) - [/B]It attacks reflex for nice damage and gives a mark (save ends). On its turn you can use a free action to force the target to attack you with a ranged or melee attack, and get +4 power bonus to attack it till the end of your next turn. Decent damage, but not a very useful attack at this level. However, some monks playing defender might like it. [B][COLOR=#800080]Crushing Reprisal[/COLOR] (PsiP) – [/B]Wow, this power seems to be rooting for team monster. It’s an immediate reaction that does measly damage and stunned (save ends). The problem is that this occurs after the monster has attacked and on the monster’s turn. This means the monster might not lose any actions from being stunned, and gets a save BEFORE losing any actions, or even granting CA. Monsters you’d like to use it on likely have substantial save bonuses, so this is a real stinker for a daily. [/COLOR] [COLOR=#000000][B]Dual in the Heavens (PHB3) -[/B] This is a multi attack power versus the fortitude of a single target, but since the second attack doesn't roll for damage, you won't be getting a number of bonuses on it. It helps you isolate a target, which isn't very helpful for a monk. If you hit on both attacks,the combination of dazed and prone is very nice. [B][COLOR=#00CCFF][COLOR=#0000FF]Duel of Fates[/COLOR] [/COLOR][COLOR=#00CCFF][COLOR=#000000](HotEC) - [/COLOR][/COLOR][/B][COLOR=#00CCFF][COLOR=#000000]close burst 2 against a target that if it doesn't have a friend, it is a dead enemy if your Monk has any amount of time to spare. Use it on the medium-sized solo, move to the edge of the zone, and shoot it. As everything around it is blocking terrain and it can't teleport, it has problems...[/COLOR][/COLOR] [B][COLOR=#0000FF][B]Fire-Snake[/B] Dance[/COLOR] (HotEC) - [/B]an upgraded shift your speed+4 power, okay damage, and immobilized on a hit.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Hare’s Panicked Retreat [/COLOR](PsiP) – [/B]Attacks versus fort for relatively poor damage for this level. Gives slowed (save ends) if you hit, and you can push 2 on their turn until they save. It is weak for a power of this level.[/COLOR] [COLOR=#000000][B][COLOR=#800080][B]Inevitable Fist[/B] [/COLOR](PHB3) - [/B]This is low damage, but accurate attack versus reflex. A miss still provides a damage roll, so you do almost as much damage on a miss. Gives a stance where your Flurry of Blows does 2 more damage the whole encounter. Pretty lackluster at this level, but could be useful versus a foe that is hard to hit.[/COLOR] [COLOR=#000000][B]Loud Fist Strike (PsiP) – [/B]This is a fun power that is best used to shove a backline target into another group of creatures, damaging everyone. You first shift you speed, allowing you to close on a distant target. You then attack fort for some damage, but hit or miss, you push them 5 (preferably) into a group of other enemies. You then make an area burst 2 attack versus fort centered on the target for some more damage and another push. Overall, it’s a decent power but lackluster compared to other striker powers. [B][COLOR=#0000FF]Neutralizing Strike[/COLOR] (HotEC) - [/B]Damage+Stun vs Fortitude, Weakened on a miss. Your enemy won't like you either way.[/COLOR] [COLOR=#000000][B][COLOR=#0000FF][B]Rising Dragon Fire [/B][/COLOR](PHB3) [/B]is a non-party friendly close burst 2 versus reflex. This creates a burst 2 zone that does an extra 2d6 fire damage to anything you hit. This is a nice power but is hard to use and isn't overwhelming for the level compared to what other strikers have. It probably should be used in the first turn before the party moves in, assuming you get to the enemies first due to your awesome initiative and mobility.[/COLOR] [COLOR=#000000][B][COLOR=#800080][B]Twin Fountain Strike[/B][/COLOR] (PsiP) – [/B]You shift your speed +2, and attack the reflex of 1 or two creatures for low damage and 10 ongoing. While the on-going is still in effect, all enemies who can see the creatures affected get -2 to attack. This also creates a little bit of concealment, which will benefit you as you can rely on your bursts to not take the attack penalty. Overall, it isn't horrible, but I don't really see why I'm taking this over Flame-Snake Dance.[/COLOR] [/QUOTE]
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