A Monk-style class work in progress

Tzeentch

First Post
I'm not a big fan of the monk as presented in D&D due to the never-successful attempt to make it the games unarmed pugilist. No matter how many supernatural and extraordinary abilities they tacked on to help make it competitive against classes that used real weapons they just seemed ... wimpy. The idea of using feat chains to make unarmed even somewhat competitive also doesn't strike me as being a great idea, especially in 4e.

In any case I've been working on a monk-flavored class (here just called Monk because I couldn't think of a better name). It can use weapons (and unarmed are just weapons in 4e) and is heavily focused on melee attacks, with an emphasis on single target debuffs. It is based around elements since that seems to be pretty common in media presentations. Focus was also adapted from the old psionic and combat focus in 3.5 and streamlined. Here it's the "expend your buff to get some extra stuff" shtick.

This is my first time messing with the classes in 4e, so I'm looking forward to any comments on the focus system and how well the class gels in regards to its abilities. Obviously, the abilities are not done - I don't want to do a lot of work just for people to find the concept is broken :)

Design Goals
- Striker class
* Close range only with debuff effects
- Abilities based around elemental theme
- Minor resource management with focus that can be gained/expended
- Abilities fully applicable to a pugilist if a way appears to make unarmed damage competitive
- Evocative of cinematic wire-fu films
To Do
- New name
- Create class feats (more bonuses while holding focus a la combat focus in PHBII or better bonuses when spending a focus on the same attuned element ability maybe).

Monk
CLASS TRAITS
Role: Striker
Power Source: Ki
Key Abilities: Strength, Wisdom, Dexterity
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Religion. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Perception (Wis), Religion (Int)
Build Options: Avenging monk, enlightened monk
Class Features: Elemental Attunement, Focus

Blah blah stuff about the class.
Creating a Monk
The avenging monk and the enlightened monk are the two monk builds, one relying on fast attacks and finishing moves, and the other on punishing counters and evasion. All monks rely on Wisdom to guide their esoteric forms, and Strength to give them force. Dexterity is also valued as a means of avoiding danger and allowing the monk to get in striking range.

Avenging Monk
You focus on melee powers that deal damage and incapacitate your foes. Your attacks rely on your preternatural abilities given force by your Strength, so that should be your highest ability score. Wisdom is also important, as it adds a bonus to many of your powers. Constitution should be your third choice as you will be exposed to many dangers at close-range. Choose powers that relate to your preference for close-in fighting.

Avenging monks should choose earth or water as their elemental attunement (see “Class Features”).

Suggested Feat: Elemental Affinity (Human feat: Toughness)
Suggested Skills: Acrobatics, Endurance, Perception, Religion
Suggested At-Will Powers: indomitable strike, dragon strike
Suggested Encounter Power: strength of earth
Suggested Daily Power: atemi strike

Enlightened Monk
You prefer to avoid needless bloodshed, incapacitating your foes or placing them in such dire circumstances that they are forced to concede. In place of damaging attacks you rely on powers that are Wisdom-based, do that should be your best ability score. Strength is important when you are forced to show your true capabilities, so make it your second-best score.

Enlightened monks should choose air or fire as their elemental attunement (see “Class Features”).

Suggested Feat: Improved Focus (Human feat: Combat Reflexes)
Suggested Skills: Acrobatics, Diplomacy, Insight, Perception, Religion
Suggested At-Will Powers: dragon strike, swallow strike
Suggested Encounter Power: flickering flame
Suggested Daily Power: kharmic strike

Monk Class Features
All monks share these class features.

Elemental Attunement
The superhuman abilities of the monk rely on their mastery of the elemental forces that flow through their body. You may choose a single element that you have mastered, and gain its advantages as long as you maintain your Focus (see below).

Air: While you maintain your Focus you gain a +1 power bonus to speed.
Earth: While you maintain your Focus you gain a +1 power bonus to your Fortitude defense.
Fire: While you maintain your Focus you gain a +1 power bonus to Acrobatics or Insight checks.
Water: While you maintain your Focus you gain a +1 power bonus to attack rolls.

Focus
You can hone your senses to a preternatural degree, giving you an edge in any fight. You can use the focus power to obtain this clarity of mind.

Monk Powers
Monk powers are called kiho. Each power is associated with one of the four elements, but you aren’t limited to choosing powers associated with your elemental attunement.

Air and Fire kiho use your Wisdom score. Earth and Water kiho use your Strength score.

Class Features
The monk’s focus class feature works like a power and is presented below.
Focus Monk Feature
You push aside the distractions that plague you, allowing your mind and body to become one.
At-Will ✦ Ki, Stance
Move Action Personal
Effect: You gain focus.

Level 1 At-Will Kiho

Swallow Strike Monk (Air) Attack 1
Your limbs ride the natural currents of the air straight through a gap in your foes defense.
At-Will ✦ Ki, Weapon
Standard Action Melee weapon
Target: One creature
Special: You may expend your focus to use this power as a minor action.
Attack: Wisdom vs. Reflex
Hit: 1[W] damage.
Increase damage to 2[W] at 21st level.

Indomitable Strike Monk (Water) Attack 1
With a mighty yell you attack.
At-Will ✦ Ki, Weapon
Standard Action Melee weapon
Target: One creature
Special: You may expend your focus on a successful attack to daze the target until the end of your next turn.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.

Dragon Strike Monk (Fire) Attack 1
You quickly exploit your advantage.
At-Will ✦ Ki, Weapon
Standard Action Melee weapon
Target: One creature
Special: After a successful attack you may shift 1 square. You may expend your focus to shift an additional square.
Attack: Wisdom vs. AC
Hit: 1[W] damage.
Increase damage to 2[W] at 21st level.

Level 1 Encounter Kiho

Unrelenting Storm Monk (Air) Attack 1
A swing of your weapon summons a massive gust of air.
Encounter ✦ Ki, Weapon
Standard Action Melee weapon
Target: One creature
Special: You may expend your focus to add +Wisdom modifier to damage.
Attack: Wisdom vs. AC.
Hit: 1[W] damage. Slide the target 1 square.
Increase damage to 2[W] at 21st level.

Flickering Flame Monk (Fire) Attack 1
Your unceasing movements carry you away from the enemy at a crucial moment.
Encounter ✦ Ki
Immediate Reaction Personal
Trigger: An enemy makes a melee or ranged attack against you
Special: You must expend your focus to use this ability.
Effect: You can shift a number of squares equal to your Wisdom modifier.

Strength of Earth Monk (Earth) Attack 1
The power of the earth flows through you.
Encounter ✦ Ki, Healing, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Special: You may expend your focus to add +Wisdom modifier to effect of the healing surge.
Attack: Strength vs. AC.
Hit: 2[W] +Strength modifier damage. In addition, you can spend a healing surge.
Increase damage to 2[W] at 21st level.

Level 1 Daily Kiho

Atemi Strike Monk (Earth) Attack 1
A well placed strike causes horrible internal damage.
Daily ✦ Ki, Necrotic, Weapon
Standard Action Melee weapon
Target: One creature
Special: You may expend your focus on a successful attack to weaken the target until the end of your next turn.
Attack: Strength vs. Fortitute
Hit: 2[W] +Strength modifier necrotic damage, and ongoing 5 necrotic damage (save ends)

Flurry of Blows Monk (Water) Attack 1
Your foe is faced with unceasing attacks from unpredictable angles.
Daily ✦ Ki, Weapon
Standard Action Melee weapon
Target: One creature
Special: You may expend your focus to add Miss: Half damage.
Attack: Strength vs. Reflex
Hit: 2[W] +Strength modifier damage. Target grants combat advantage until the end of your next turn.

Kharmic Strike Monk (Fire) Attack 1
Your strike does little apparent damage, but has subtle effects.
Daily ✦ Ki, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Special: You may expend your focus to extend duration to end of your next turn (save ends).
Attack: Wisdom vs. Will
Hit: 1[W] +Wisdom modifier damage and target is Weakened until end of turn.

Level 2 Utility Kiho

Cloudgrasp Monk (Air) Utility 2
Your feet barely touch the ground.
Encounter ✦ Ki
Move Action Personal
Target: One creature
Special: You may expend your focus to use this power as a free action.
Effect: You may ignore difficult terrain

Earthgrasp Monk (Earth) Utility 2
The power of earth compels you.
Daily ✦ Ki
Immediate Interrupt Personal
Trigger: You are hit by an attack.
Special: You must expend your focus to use this power.
Effect: You gain temporary hit points equal to your healing surge value + Strength modifier

Firegrasp Monk (Fire) Utility 2
Your inner fire flares up.
Daily ✦ Ki
Immediate Reaction Personal
Trigger: You are bloodied
Special: You must expend your focus to use this power.
Effect: You can make a melee basic attack within melee weapon range.

Watergrasp Monk (Water) Utility 2
Water stuff happens.
Daily ✦ Ki
Immediate Interrupt Personal
Trigger: You hit a target
Special: You must expend your focus to use this power.
Effect: Spend a healing surge to add a +4 power enhancement modifier to the damage of the attack.

Level 3 Encounter Kiho

Earthbind Monk (Earth) Attack 3
The very earth reaches up to impede your foes.
Encounter ✦ Ki
Standard Action Melee weapon
Target: One creature
Special: You may expend your focus to Slow target (save ends)
Attack: Strength vs. Reflex
Hit: Target treats all terrain as difficult until the end of your next turn.
Sustain Minor: The effect persists.

Exploit Weakness Monk (Air) Attack 3
You quickly take advantage of your foes foolish mistake.
Encounter ✦ Ki, Weapon
Immediate Reaction Melee weapon
Trigger: After an enemy misses with a melee attack
Target: One creature
Special: You may expend your focus to deal 1d4 damage
Attack: Strength vs. Fortitude
Hit: Slide target 1, and target is knocked prone.

Snuff the Flame Monk (Fire) Attack 3
Your blow destroys the spirit of the foe.
Encounter ✦ Ki, Psychic, Weapon
Standard Action Melee weapon
Target: One creature
Special: You may expend your focus to add +4 power modifier to damage.
Attack: Wisdom vs. Will
Hit: 2[W] +Wisdom modifier psychic damage, and the target is Dazed until the end of your next turn.

Unbalancing Blow Monk (Water) Attack 3
Your strike knocks the foe off-balance.
Encounter ✦ Ki, Weapon
Standard Action Melee weapon
Target: One creature
Special: You may expend your focus to slide the target 1 square.
Attack: Strength vs. AC
Hit: 1[W] +Strength modifier damage. The target takes a penalty to its attack rolls equal to your Strength modifier until the end of your next turn. Target grants combat advantage until the end of your next turn.


Level 5 Daily Kiho

Empowered Ki Monk (Fire) Attack 5
Your attacks are augmented by your manifested ki.
Daily ✦ Ki, Force, Weapon
Minor Action Personal
Special: You may expend your focus to make the effect burst 2.
Effect: The next melee attack you make before the end of the turn becomes a burst 1 centered on the target. Use your normal attack bonus for the basic attack. All damage is force.
 

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guybrush

First Post
First impression - I love it. The Focus thing is evocative, simple and different to the other classes' features. The elemental choice gives players a chance to differentiate their monks, but doesn't complicate bookkeeping. However, I don't see any reason why the powers need to be assigned elements - or do you have plans for that? I would imagine you would create paragon paths for each element, too, using attunement as a prerequisite.

Anyway, I might try this class out with an NPC in my campaign, once it starts up in a couple of weeks. If I do and I get a chance to test it out, I'll let you know how it goes!
 

guybrush

First Post
Just thought I'd bump this since no-one's commented. I think the class is great, and would love to see it developed further. Anyone else have any ideas - particularly for a name? I'm sure there must be some great names for martial arts practitioners used in all those martial arts movies - but I can't think of a single one.
 
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