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Another shot at a 4e monk
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<blockquote data-quote="Vordimir" data-source="post: 4327107" data-attributes="member: 62634"><p>The goal: Design a monk class as a "mobile striker" that preserved the flavor of the 3.x edition monk, while giving it appropriate relevance in 4th edition mechanics, in the terms of filling it's role appropriately without being ridiculously overpowered, but able to match up with its striker counterparts.</p><p></p><p>[sblock=Some tools] I remembered reading somewhere that the Book of nine swords was a big step towards 4e from 3rd (reflected most in the creation of the Warlord class from the White Raven school of swordplay). Some of the powers and abilities from there affected my decisions. </p><p></p><p>Daily abilities are the only ones that tend to have "save ends" effects, sustainable effects, or effects that last to the end of the encounter; and always have some effect (half damage) or possibility of effect (e.g. sustain). </p><p></p><p>Encounter abilities that have lasting effects tend to run until the end of your next turn, if they don't end sooner. </p><p></p><p>When a class has disting build options like the rogue's artful dodger or brutal scoundrel class abilities, or the fighter's weapon enhanced powers, these options only appear in encounter abilities. This keeps the dailies, the most powerful attacks of a class, on a relatively equal scale for both build options without giving favor to either of them. The abilities can be reflected in the daily abilities in the the form of using more that the primary attribute of the class, but neither build specifically gains advantages with the power.</p><p></p><p>I did borrow from both the ranger and rogue classes while putting together my power list, for the sake of knowing they are already balanced for game play. This is also because I figure basic abilities like the ranger's stance that grants +2 move are things that will probably get used more than once as more base classes are released in books.[/sblock]</p><p></p><p></p><p></p><p></p><p><strong><u>Monk</u></strong></p><p></p><p><strong>Class Traits</strong></p><p><strong>Role</strong>: Striker. Using your control of your body, you maneuver among your enemies causing damage and confusion.</p><p><strong>Power Source</strong>: Ki. From your mastery of the forms and exercises of meditation you have gained control of the flow of energy through your own body. Your powers are known as Forms.</p><p></p><p><strong>Armor Proficiencies</strong>: Cloth</p><p><strong>Weapon Proficiencies</strong>: Monk weapons</p><p><strong>Bonus to Defense</strong>: +1 to Fortitude, +1 to Reflex, +1 to Will</p><p></p><p><strong>Hit Points at 1st level</strong>: 12 + Constitution score</p><p><strong>Hit Points per level gained</strong>: 5</p><p><strong>Healing Surges per Day</strong>: 6 + Constitution modifier</p><p></p><p><strong>Trained Skills</strong>: Insight; from the class skills listed below, choose 4 more trained skills at first level.</p><p><strong>Class Skills</strong>: Arcana, Athletics, Acrobatics, Diplomacy, Endurance, Heal, History, Insight, Perception, Religion</p><p></p><p><strong>Build Options</strong>: Punishing Monk, Acrobatic Monk</p><p><strong>Class Features</strong>: Flurry of Blows, Improved Unarmed Strike, Monk Defense, </p><p></p><p><strong>Creating a Monk</strong>:</p><p>The Punishing Monk and the Acrobatic Monk are the two monk builds. One of them relies on physical strength to improve his techniques, while the other uses agility to improve his mobility around the battlefield. Wisdom, Strength, and Dexterity are a monk’s most important ability scores.</p><p></p><p><strong>Monk Class Features</strong>:</p><p><strong></strong></p><p><strong>Monk Training Focus</strong></p><p>Depending on the particular monastery or training regimen a monk is a part of there are different aspects of hand to hand combat that can be focused on. Some train their bodies to be strong and reliable in order to overwhelm their enemies with their strength, while others train to be flexible and supple to better move around the battlefield.</p><p> Choose one of the following options.</p><p> <strong>Strong Monk</strong>: You gain a bonus to your Flurry of Blows attack rolls equal to your Strength modifier.</p><p> <strong>Fast Monk</strong>: At the beginning of each encounter, you may shift up to your Dexterity modifier in squares as a free action.</p><p></p><p><strong>Monk Defense</strong></p><p>Monks add their wisdom modifier to their armor class if they are wearing no armor or cloth armor. If they would be denied their dexterity modifier to their armor class, their wisdom modifier is also denied.</p><p></p><p><strong>Flurry of Blows</strong></p><p>Once per round, when fighting unarmed, with a monk weapon, or with a weapon with the off-hand characteristic, when a monk hits with a melee attack, they can make a Flurry of Blows attack immediately against the opponent. </p><p></p><p><strong>Flurry of Blows</strong></p><p>At-will*Ki, Weapon</p><p>Special: You can only use Flurry of Blows once per round.</p><p>Immediate Reaction Melee weapon</p><p>Trigger: You hit with a melee attack.</p><p>Effect: Make an attack.</p><p>Attack: Wisdom vs. AC</p><p>Hit: 1[W] + Wisdom modifier damage.</p><p></p><p>If using a one-handed non-monk weapon without the off-hand characteristic and no shield, a character with flurry of blows can still make the extra attack using an unarmed attack</p><p></p><p><strong>Improved Unarmed Strike</strong></p><p>A monk’s unarmed damage increases to 1d6 during heroic tier, 2d6 during paragon tier, and 3d6 during epic tier. </p><p></p><p>When using an unarmed attack a monk has a +3 proficiency bonus. A monk also gains a +1 bonus to attack at 4th level, 9th level, 14th level, 19th level, 24th level, and 29th level, for a total of a +6 bonus to attack at 29th level. A monk’s unarmed attack is considered a weapon for anything that matters.</p><p></p><p>If using a weapon that uses the monk’s unarmed damage or bonus to unarmed attacks, the benefit from this ability is that the monk has a +3 proficiency bonus, unarmed damage is raised to 1d6 during heroic tier, 1d8 during paragon tier, and 1d10 during epic tier.</p><p></p><p><strong>Great Speed</strong></p><p>When wearing no armor or cloth armor, a monk gains a +1 to their move score.</p><p></p><p>[sblock=Level 1 At-will Forms]</p><p></p><p><strong>Focus Strike</strong></p><p>With a moment of calm, you put your body into your strike.</p><p>At-will*Ki, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One Creature</p><p>Attack: Wisdom vs. AC</p><p>Hit: 1 [W] + Wisdom modifier + Strength modifier damage</p><p>Increase damage to 2[W] + Wisdom modifier + Strength modifier at 21st level.</p><p></p><p><strong>Mobile Strike</strong></p><p>With a quick step forward, you bring your enemy within range.</p><p>At-will*Ki, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One Creature</p><p>Special: You may move up to your Dexterity modifier before the attack.</p><p>Attack: Wisdom vs. AC</p><p>Hit: 1 [W] + Wisdom modifier damage</p><p>Increase damage to 2[W] + Wisdom modifier</p><p></p><p><strong>Pushing Strike</strong></p><p>Attacking from a strange angle puts your enemy in an awkward position and forces them to give ground.</p><p>At-will*Ki, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One Creature</p><p>Attack: Wisdom vs. AC</p><p>Hit: 1 [W] + Wisdom modifier damage, push the target 1 square.</p><p>Increase damage to 2[W] + Wisdom modifier</p><p></p><p><strong>Stepping Assault</strong></p><p>Directing your attacks at your enemy’s feet causes them to step more cautiously around you.</p><p>At-will*Ki, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One Creature</p><p>Attack: Wisdom vs. Will</p><p>Hit: 1 [W] + Wisdom modifier damage, the target has -2 speed on its next turn.</p><p>Increase damage to 2[W] + Wisdom modifier[/sblock]</p><p></p><p>[sblock=Level 1 Encounter Forms]</p><p></p><p><strong>Spinning Kick</strong></p><p>A quick spin allows you to strike multiple enemies near to you.</p><p>Encounter*Ki, Weapon</p><p>Standard Action Close burst 1</p><p>Target: Each enemy in burst</p><p>Attack: Wisdom vs. AC</p><p>Hit: 1 [W] + Wisdom modifier damage</p><p></p><p><strong>Deflating Strike</strong></p><p>Striking at the heart or stomach of your enemy, you take the oomph out of their attacks.</p><p>Encounter*Ki, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One Creature</p><p>Attack: Wisdom vs. AC</p><p>Hit: 1[W] + Wisdom modifier damage, and the target is weakened until the end of your next turn.</p><p></p><p></p><p><strong>Basic Throw</strong></p><p>A basic hip throw deposits your enemy at your feet</p><p>Encounter*Ki, Weapon</p><p>Standard Action Melee 1</p><p>Target: One Creature your size or smaller</p><p>Attack: Wisdom vs. AC</p><p>Fast Monk: You gain a bonus to your attack roll equal to your Dexterity modifier.</p><p>Hit: 1d8 + Wisdom modifier, place the target prone in an unoccupied square adjacent to you.</p><p></p><p><strong>Setup Strike</strong></p><p>You draw the enemy’s attention with one attack to prepare for your real one.</p><p>Encounter*Ki, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One Creature</p><p>Attack: Wisdom vs. AC</p><p>Hit: 1[W] + Wisdom modifier damage, and if you use your Flurry of Blows with this attack add your Flurry of Blows gains a +2 bonus to the attack roll.</p><p> Strong Monk: If you use your Flurry of Blows with this attack add your Strength modifier to your damage roll with Flurry of Blows.[/sblock]</p><p></p><p>[sblock=Level 1 Daily Forms]</p><p></p><p><strong>Ki Shot</strong></p><p>Focusing power in your hands, you send a disruptive blast through your enemies.</p><p>Daily*Ki, Weapon, Force</p><p>Standard Action Line 3</p><p>Target: Each creature in area.</p><p>Attack: Wisdom vs. Reflex</p><p>Hit: 2d8 + Wisdom modifier force damage.</p><p>Miss: half damage</p><p></p><p><strong>Simple Throw</strong></p><p>Stepping close to your opponent, you disrupt their balance and throw them.</p><p>Encounter*Ki, Weapon</p><p>Standard Action Melee 1</p><p>Target: One Creature your size or smaller</p><p>Attack: Wisdom vs. AC</p><p>Hit: 3d8 + Wisdom modifier damage, slide the target 3 squares and the target is prone.</p><p>Miss: half damage</p><p></p><p><strong>Jumping Attack</strong></p><p>You run leap at your opponent, using your momentum to give your strike more power.</p><p>Encounter*Ki, Weapon</p><p>Standard Action Melee Weapon</p><p>Special: Must be used as part of a charge</p><p>Target: One Creature</p><p>Attack: Wisdom vs. AC</p><p>Special: Make an athletics check to make a long jump. Gain a +1 bonus to the attack for every 5 feet the jump check would allow you to jump.</p><p>Hit: 2[W] + Wisdom modifier damage + 1d6 damage for every 5 feet the jump check would allow you to jump </p><p>Miss: half damage</p><p></p><p><strong>Stunning Blow</strong></p><p>A blow to your enemy’s center disrupts their ki and leaves them disoriented.</p><p>Encounter*Ki, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One Creature</p><p>Attack: Wisdom vs. Fortitude</p><p>Hit: 2[W] + Wisdom modifier damage, and the target is stunned (save ends).</p><p>Miss: half damage, and the target is dazed until the end of your next turn[/sblock]</p><p></p><p>[sblock=Level 2 Utility Forms]</p><p></p><p><strong>Deflect Arrows</strong></p><p>Reading an arrow’s flight, you are able to snatch it from the air, or shift slightly to let it pass by you.</p><p>Encounter*Ki</p><p>Immediate Interrupt Personal</p><p>Trigger: You are hit with a martial ranged attack</p><p>Effect: The triggering attack misses</p><p></p><p><strong>Kip up</strong></p><p>Bending your body like a bow you spring to your feet.</p><p>At-will*Ki</p><p>Minor Action Personal</p><p>Effect: Recover from prone.</p><p></p><p><strong>Tumble</strong></p><p>You move among your enemies, calmly avoiding any chance of a lucky hit.</p><p>Encounter*Ki</p><p>Move Action Personal</p><p>Effect: Shift up to half your move.</p><p></p><p><strong>Hold your stance</strong></p><p>You bend, twist, and resist in attempt to hold your ground against oppressive force.</p><p>Encounter*Ki</p><p>Immediate Reaction Personal</p><p>Trigger: You are forced to move by a push, pull, or slide.</p><p>Effect: Move up to 2 less when forced to move.[/sblock]</p><p></p><p>[sblock=Level 3 Encounter Forms]</p><p></p><p><strong>Far Punch</strong></p><p>Using your body’s energy to manipulate the space around you, you land a punch from a distance.</p><p>Encounter*Ki, Weapon, Force</p><p>Standard Action Ranged 3</p><p>Target: One Creature</p><p>Attack: Wisdom vs. Reflex</p><p>Hit: 2d8 + Wisdom modifier force damage</p><p></p><p><strong>One-Two Punch</strong></p><p>Two attacks in rapid succession to try to get through your enemies defense.</p><p>Encounter*Ki, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One Creature</p><p>Attack: Wisdom vs. AC, two attacks</p><p>Hit: 1[W] damage with first hit, 1[W] + Wisdom modifier with second hit. </p><p>Special: If the first attack hits, the second attack gets +2 to the attack roll</p><p>Strong Monk: If the first attack hits, the second attack instead gets + Strength modifier to the attack roll</p><p></p><p><strong>Low Kick</strong></p><p>You dash forward to strike at your opponents legs, hindering them.</p><p>Encounter*Ki, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One or two creatures</p><p>Special: You may move 2 squares before this attack.</p><p> Fast Monk: You may instead move your Dexterity Modifier before this attack.</p><p>Attack: Wisdom vs. AC, one attack per target</p><p>Hit: 1[W] + Wisdom modifier damage</p><p></p><p><strong>Shifting Strike</strong></p><p>You slide in to attack unnoticed, and use the momentum from your strike to escape retribution.</p><p>Encounter*Ki, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One Creature</p><p>Special: You may shift 1 square before the attack.</p><p>Attack: Wisdom vs. AC</p><p>Hit: 2[W] + Wisdom modifier damage. You may shift 1 square.[/sblock]</p><p></p><p>[sblock=Level 5 Daily Forms]</p><p></p><p><strong>One Strong Punch</strong></p><p>Sometimes, all you need is one strong punch.</p><p>Daily*Ki, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One Creature</p><p>Attack: Wisdom vs. AC</p><p>Hit: 3[W] + Wisdom modifier damage. Push the target 3 squares, and the target is knocked prone. The target is dazed (save ends).</p><p>Miss: Half damage. Push the target 1 square.</p><p></p><p><strong>Aimed Throw</strong></p><p>“Point him thataway.”</p><p>Daily*Ki, Weapon</p><p>Standard Action Melee 1</p><p>Target: One Creature your size or smaller</p><p>Attack: Wisdom vs. AC</p><p>Hit: 3d8 + Wisdom modifier damage. Slide the target 3 squares, the target is prone. You may make an additional attack against a creature adjacent to the target.</p><p> Attack: Wisdom vs. Reflex</p><p> Hit: 1d8 damage, target is knocked prone.</p><p> </p><p><strong>Ki Blast</strong></p><p>With a fierce shout you expel ki from your hands, creating a concussive blast.</p><p>Daily*Ki, Weapon, Force</p><p>Standard Action Close blast 3</p><p>Target: Each creature in burst</p><p>Attack: Wisdom vs. Fortitude</p><p>Hit: 2d8 + Wisdom modifier damage. </p><p>Miss: half damage</p><p></p><p><strong>Spinning Leg Sweep</strong></p><p>A series of vicious leg sweeps drops enemies surrounding you to the ground.</p><p>Daily*Ki, Weapon</p><p>Standard Action Close burst 1</p><p>Target: Each enemy in burst</p><p>Attack: Wisdom vs. AC</p><p>Hit: 2[W] + Wisdom modifier damage. The target is knocked prone and slowed (save ends)</p><p>Miss: half damage and the target is slowed until the end of your next turn.[/sblock]</p><p></p><p>[sblock=Level 6 Utility Forms]</p><p></p><p><strong>Weight Vest Training</strong></p><p>By training with a heavy vest on, you increase your jumping ability.</p><p>At-will*Ki</p><p>Immediate Interrupt Personal</p><p>Trigger: You make an athletics check to jump.</p><p>Effect: You get a +10 to the jump check.</p><p></p><p><strong>Cheetah’s Speed</strong></p><p>Shifting to the balls of your feet, you are ready to spring at a moment’s notice.</p><p>Daily*Ki, Stance</p><p>Minor Action Personal</p><p>Effect: You gain +2 move.</p><p></p><p><strong>Purity of Body</strong></p><p>A moment of meditation puts you in tune with your body.</p><p>Daily*Ki</p><p>Move Action Personal</p><p>Effect: You make a save against an ongoing effect a save can end</p><p></p><p><strong>Shadowing Step</strong></p><p>As an opponent attempts to withdraw, you follow in the blink of an eye.</p><p>Encounter*Ki</p><p>Immediate Reaction Personal</p><p>Effect: When an opponent adjacent to you shifts, you may move into the square, or one of the squares they just occupied.[/sblock]</p><p></p><p>[sblock=Level 7 Encounter Forms]</p><p></p><p><strong>Vicious Throw</strong></p><p>You move quickly up to your opponent and use your momentum to throw them.</p><p>Encounter*Ki, Weapon</p><p>Standard Action Melee 1</p><p>Target: One creature your size or smaller</p><p>Special: You may move 3 squares before your attack.</p><p>Attack: Wisdom vs. AC</p><p>Hit: 2d8 + Wisdom modifier damage, knock the target prone, and slide the target 3 squares.</p><p></p><p><strong>Improved Trip</strong></p><p>After knocking your opponent prone, you follow up with a finishing blow.</p><p>Encounter*Ki, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One creature</p><p>Attack: Wisdom vs. AC</p><p>Hit: 1[W] + Wisdom modifier damage and the opponent is knocked prone. Make a secondary attack. </p><p>Attack: Wisdom +2 vs. AC</p><p> Hit: 2[W] + Wisdom Modifier damage.</p><p>Fast Monk: You may shift up to your Dexterity modifier after you are done attacking.</p><p></p><p><strong>Three-hit Combo</strong></p><p>Three hits, each harder to block than the last.</p><p>Encounter*Ki, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One creature</p><p>Attack: Wisdom vs. AC, three attacks</p><p>Special: Each attack that hits gives a +2 bonus to attack to each attack in the combo after it.</p><p>Strong Monk: Instead, for each attack that hits you gain your Strength modifier as a bonus to each attack in the combo after it.</p><p>Hit: 1[W] damage</p><p>Hit: 1[W] damage </p><p>Hit: 1[W] + Wisdom modifier damage.</p><p>[/sblock]</p><p>[sblock=Level 9 Daily Forms]</p><p></p><p><strong>Flying Axe Kick</strong></p><p>Leaping into the air, you deliver a resounding blow on your enemy, causing the earth around him to tremble.</p><p>Daily*Ki, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One creature</p><p>Attack: Wisdom vs. AC</p><p>Hit: 4[W] + Wisdom modifier damage and the opponent is immobilized (save ends).</p><p>Miss: half damage and the opponent is slowed until the end of your next turn.</p><p>Effect: Enemies adjacent to the target are slowed until the end of your next turn. </p><p></p><p><strong>Dazzling Form</strong></p><p>You calmly slide from enemy to enemy striking where you will.</p><p>Daily*Ki, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One, two, or three creatures</p><p>Attack: Wisdom vs. AC, one attack per target</p><p>Special: You may shift 1 before each attack</p><p>Hit: 2[W] + Wisdom modifier damage and the opponent is dazed (save ends).</p><p>Miss: half damage and opponent is not dazed</p><p></p><p><strong>Tenacious Assault</strong></p><p>You rain blows on your opponent, striking through his defenses with the sheer fury of your assault</p><p>Daily*Ki, Weapon</p><p>Standard Action Melee Weapon</p><p>Target: One creature</p><p>Attack: Wisdom -2 vs. AC, five attacks</p><p>Hit: 1[W] + Wisdom modifier damage.</p><p>Miss: half damage[/sblock]</p><p></p><p>[sblock=Level 10 Utility Forms]</p><p></p><p><strong>Iron Shirt</strong></p><p>Breathing techniques allow you to shrug off some damage.</p><p>Daily*Ki</p><p>Immediate Interrupt</p><p>Trigger: You are hit by an attack.</p><p>Effect: gain resist 10/all against the attack</p><p></p><p><strong>Zen Quick Step</strong></p><p>Almost in a trance, you dash forward to where you need to be.</p><p>Encounter*Ki</p><p>Minor Action Personal</p><p>Effect: Move half your speed</p><p></p><p><strong>Flowing Stance</strong></p><p>As you dodge your enemies’ blows, you step your way through the battlefield.</p><p>Daily*Ki, Stance</p><p>Minor Action Personal</p><p>Effect: Whenever an enemy misses you with an attack, you can shift 1 square.[/sblock]</p><p></p><p>[sblock=Level 13 Encounter Forms]</p><p></p><p><strong>Flame Blast</strong></p><p>Exciting the energy in the air, you cause flame to erupt.</p><p>Encounter*Ki, Weapon, Fire</p><p>Standard Action Close blast 4</p><p>Targets: Each creature in blast.</p><p>Attack: Wisdom vs. Reflex</p><p>Hit: 3d8 + Wisdom modifier fire damage</p><p></p><p><strong>Stunning Fist</strong></p><p>A quick jab to the nose sends your enemy reeling for a moment</p><p>Encounter*Ki, Weapon</p><p>Standard Action Melee weapon</p><p>Target: One creature</p><p>Attack: Wisdom vs. AC</p><p>Hit: 1 [W] + Wisdom modifier damage and the target is stunned until the end of your next turn.</p><p></p><p><strong>Reactive Pummel</strong></p><p>Dodging a blow, you counter with one of your own.</p><p>Encounter*Ki, Weapon</p><p>Immediate Reaction Melee weapon</p><p>Trigger: You are missed by a melee attack</p><p>Effect: Make an attack</p><p>Attack: Wisdom vs. AC</p><p>Strong Monk: You gain a bonus to the attack roll equal to your Strength modifier.</p><p>Hit: 2[W] + Wisdom modifier damage </p><p>Fast Monk: You may shift up to your Dexterity modifier.[/sblock]</p></blockquote><p></p>
[QUOTE="Vordimir, post: 4327107, member: 62634"] The goal: Design a monk class as a "mobile striker" that preserved the flavor of the 3.x edition monk, while giving it appropriate relevance in 4th edition mechanics, in the terms of filling it's role appropriately without being ridiculously overpowered, but able to match up with its striker counterparts. [sblock=Some tools] I remembered reading somewhere that the Book of nine swords was a big step towards 4e from 3rd (reflected most in the creation of the Warlord class from the White Raven school of swordplay). Some of the powers and abilities from there affected my decisions. Daily abilities are the only ones that tend to have "save ends" effects, sustainable effects, or effects that last to the end of the encounter; and always have some effect (half damage) or possibility of effect (e.g. sustain). Encounter abilities that have lasting effects tend to run until the end of your next turn, if they don't end sooner. When a class has disting build options like the rogue's artful dodger or brutal scoundrel class abilities, or the fighter's weapon enhanced powers, these options only appear in encounter abilities. This keeps the dailies, the most powerful attacks of a class, on a relatively equal scale for both build options without giving favor to either of them. The abilities can be reflected in the daily abilities in the the form of using more that the primary attribute of the class, but neither build specifically gains advantages with the power. I did borrow from both the ranger and rogue classes while putting together my power list, for the sake of knowing they are already balanced for game play. This is also because I figure basic abilities like the ranger's stance that grants +2 move are things that will probably get used more than once as more base classes are released in books.[/sblock] [B][U]Monk[/U][/B] [B]Class Traits[/B] [B]Role[/B]: Striker. Using your control of your body, you maneuver among your enemies causing damage and confusion. [B]Power Source[/B]: Ki. From your mastery of the forms and exercises of meditation you have gained control of the flow of energy through your own body. Your powers are known as Forms. [B]Armor Proficiencies[/B]: Cloth [B]Weapon Proficiencies[/B]: Monk weapons [B]Bonus to Defense[/B]: +1 to Fortitude, +1 to Reflex, +1 to Will [B]Hit Points at 1st level[/B]: 12 + Constitution score [B]Hit Points per level gained[/B]: 5 [B]Healing Surges per Day[/B]: 6 + Constitution modifier [B]Trained Skills[/B]: Insight; from the class skills listed below, choose 4 more trained skills at first level. [B]Class Skills[/B]: Arcana, Athletics, Acrobatics, Diplomacy, Endurance, Heal, History, Insight, Perception, Religion [B]Build Options[/B]: Punishing Monk, Acrobatic Monk [B]Class Features[/B]: Flurry of Blows, Improved Unarmed Strike, Monk Defense, [B]Creating a Monk[/B]: The Punishing Monk and the Acrobatic Monk are the two monk builds. One of them relies on physical strength to improve his techniques, while the other uses agility to improve his mobility around the battlefield. Wisdom, Strength, and Dexterity are a monk’s most important ability scores. [B]Monk Class Features[/B]: [B] Monk Training Focus[/B] Depending on the particular monastery or training regimen a monk is a part of there are different aspects of hand to hand combat that can be focused on. Some train their bodies to be strong and reliable in order to overwhelm their enemies with their strength, while others train to be flexible and supple to better move around the battlefield. Choose one of the following options. [B]Strong Monk[/B]: You gain a bonus to your Flurry of Blows attack rolls equal to your Strength modifier. [B]Fast Monk[/B]: At the beginning of each encounter, you may shift up to your Dexterity modifier in squares as a free action. [B]Monk Defense[/B] Monks add their wisdom modifier to their armor class if they are wearing no armor or cloth armor. If they would be denied their dexterity modifier to their armor class, their wisdom modifier is also denied. [B]Flurry of Blows[/B] Once per round, when fighting unarmed, with a monk weapon, or with a weapon with the off-hand characteristic, when a monk hits with a melee attack, they can make a Flurry of Blows attack immediately against the opponent. [B]Flurry of Blows[/B] At-will*Ki, Weapon Special: You can only use Flurry of Blows once per round. Immediate Reaction Melee weapon Trigger: You hit with a melee attack. Effect: Make an attack. Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage. If using a one-handed non-monk weapon without the off-hand characteristic and no shield, a character with flurry of blows can still make the extra attack using an unarmed attack [B]Improved Unarmed Strike[/B] A monk’s unarmed damage increases to 1d6 during heroic tier, 2d6 during paragon tier, and 3d6 during epic tier. When using an unarmed attack a monk has a +3 proficiency bonus. A monk also gains a +1 bonus to attack at 4th level, 9th level, 14th level, 19th level, 24th level, and 29th level, for a total of a +6 bonus to attack at 29th level. A monk’s unarmed attack is considered a weapon for anything that matters. If using a weapon that uses the monk’s unarmed damage or bonus to unarmed attacks, the benefit from this ability is that the monk has a +3 proficiency bonus, unarmed damage is raised to 1d6 during heroic tier, 1d8 during paragon tier, and 1d10 during epic tier. [B]Great Speed[/B] When wearing no armor or cloth armor, a monk gains a +1 to their move score. [sblock=Level 1 At-will Forms] [B]Focus Strike[/B] With a moment of calm, you put your body into your strike. At-will*Ki, Weapon Standard Action Melee Weapon Target: One Creature Attack: Wisdom vs. AC Hit: 1 [W] + Wisdom modifier + Strength modifier damage Increase damage to 2[W] + Wisdom modifier + Strength modifier at 21st level. [B]Mobile Strike[/B] With a quick step forward, you bring your enemy within range. At-will*Ki, Weapon Standard Action Melee Weapon Target: One Creature Special: You may move up to your Dexterity modifier before the attack. Attack: Wisdom vs. AC Hit: 1 [W] + Wisdom modifier damage Increase damage to 2[W] + Wisdom modifier [B]Pushing Strike[/B] Attacking from a strange angle puts your enemy in an awkward position and forces them to give ground. At-will*Ki, Weapon Standard Action Melee Weapon Target: One Creature Attack: Wisdom vs. AC Hit: 1 [W] + Wisdom modifier damage, push the target 1 square. Increase damage to 2[W] + Wisdom modifier [B]Stepping Assault[/B] Directing your attacks at your enemy’s feet causes them to step more cautiously around you. At-will*Ki, Weapon Standard Action Melee Weapon Target: One Creature Attack: Wisdom vs. Will Hit: 1 [W] + Wisdom modifier damage, the target has -2 speed on its next turn. Increase damage to 2[W] + Wisdom modifier[/sblock] [sblock=Level 1 Encounter Forms] [B]Spinning Kick[/B] A quick spin allows you to strike multiple enemies near to you. Encounter*Ki, Weapon Standard Action Close burst 1 Target: Each enemy in burst Attack: Wisdom vs. AC Hit: 1 [W] + Wisdom modifier damage [B]Deflating Strike[/B] Striking at the heart or stomach of your enemy, you take the oomph out of their attacks. Encounter*Ki, Weapon Standard Action Melee Weapon Target: One Creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage, and the target is weakened until the end of your next turn. [B]Basic Throw[/B] A basic hip throw deposits your enemy at your feet Encounter*Ki, Weapon Standard Action Melee 1 Target: One Creature your size or smaller Attack: Wisdom vs. AC Fast Monk: You gain a bonus to your attack roll equal to your Dexterity modifier. Hit: 1d8 + Wisdom modifier, place the target prone in an unoccupied square adjacent to you. [B]Setup Strike[/B] You draw the enemy’s attention with one attack to prepare for your real one. Encounter*Ki, Weapon Standard Action Melee Weapon Target: One Creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage, and if you use your Flurry of Blows with this attack add your Flurry of Blows gains a +2 bonus to the attack roll. Strong Monk: If you use your Flurry of Blows with this attack add your Strength modifier to your damage roll with Flurry of Blows.[/sblock] [sblock=Level 1 Daily Forms] [B]Ki Shot[/B] Focusing power in your hands, you send a disruptive blast through your enemies. Daily*Ki, Weapon, Force Standard Action Line 3 Target: Each creature in area. Attack: Wisdom vs. Reflex Hit: 2d8 + Wisdom modifier force damage. Miss: half damage [B]Simple Throw[/B] Stepping close to your opponent, you disrupt their balance and throw them. Encounter*Ki, Weapon Standard Action Melee 1 Target: One Creature your size or smaller Attack: Wisdom vs. AC Hit: 3d8 + Wisdom modifier damage, slide the target 3 squares and the target is prone. Miss: half damage [B]Jumping Attack[/B] You run leap at your opponent, using your momentum to give your strike more power. Encounter*Ki, Weapon Standard Action Melee Weapon Special: Must be used as part of a charge Target: One Creature Attack: Wisdom vs. AC Special: Make an athletics check to make a long jump. Gain a +1 bonus to the attack for every 5 feet the jump check would allow you to jump. Hit: 2[W] + Wisdom modifier damage + 1d6 damage for every 5 feet the jump check would allow you to jump Miss: half damage [B]Stunning Blow[/B] A blow to your enemy’s center disrupts their ki and leaves them disoriented. Encounter*Ki, Weapon Standard Action Melee Weapon Target: One Creature Attack: Wisdom vs. Fortitude Hit: 2[W] + Wisdom modifier damage, and the target is stunned (save ends). Miss: half damage, and the target is dazed until the end of your next turn[/sblock] [sblock=Level 2 Utility Forms] [B]Deflect Arrows[/B] Reading an arrow’s flight, you are able to snatch it from the air, or shift slightly to let it pass by you. Encounter*Ki Immediate Interrupt Personal Trigger: You are hit with a martial ranged attack Effect: The triggering attack misses [B]Kip up[/B] Bending your body like a bow you spring to your feet. At-will*Ki Minor Action Personal Effect: Recover from prone. [B]Tumble[/B] You move among your enemies, calmly avoiding any chance of a lucky hit. Encounter*Ki Move Action Personal Effect: Shift up to half your move. [B]Hold your stance[/B] You bend, twist, and resist in attempt to hold your ground against oppressive force. Encounter*Ki Immediate Reaction Personal Trigger: You are forced to move by a push, pull, or slide. Effect: Move up to 2 less when forced to move.[/sblock] [sblock=Level 3 Encounter Forms] [B]Far Punch[/B] Using your body’s energy to manipulate the space around you, you land a punch from a distance. Encounter*Ki, Weapon, Force Standard Action Ranged 3 Target: One Creature Attack: Wisdom vs. Reflex Hit: 2d8 + Wisdom modifier force damage [B]One-Two Punch[/B] Two attacks in rapid succession to try to get through your enemies defense. Encounter*Ki, Weapon Standard Action Melee Weapon Target: One Creature Attack: Wisdom vs. AC, two attacks Hit: 1[W] damage with first hit, 1[W] + Wisdom modifier with second hit. Special: If the first attack hits, the second attack gets +2 to the attack roll Strong Monk: If the first attack hits, the second attack instead gets + Strength modifier to the attack roll [B]Low Kick[/B] You dash forward to strike at your opponents legs, hindering them. Encounter*Ki, Weapon Standard Action Melee Weapon Target: One or two creatures Special: You may move 2 squares before this attack. Fast Monk: You may instead move your Dexterity Modifier before this attack. Attack: Wisdom vs. AC, one attack per target Hit: 1[W] + Wisdom modifier damage [B]Shifting Strike[/B] You slide in to attack unnoticed, and use the momentum from your strike to escape retribution. Encounter*Ki, Weapon Standard Action Melee Weapon Target: One Creature Special: You may shift 1 square before the attack. Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage. You may shift 1 square.[/sblock] [sblock=Level 5 Daily Forms] [B]One Strong Punch[/B] Sometimes, all you need is one strong punch. Daily*Ki, Weapon Standard Action Melee Weapon Target: One Creature Attack: Wisdom vs. AC Hit: 3[W] + Wisdom modifier damage. Push the target 3 squares, and the target is knocked prone. The target is dazed (save ends). Miss: Half damage. Push the target 1 square. [B]Aimed Throw[/B] “Point him thataway.” Daily*Ki, Weapon Standard Action Melee 1 Target: One Creature your size or smaller Attack: Wisdom vs. AC Hit: 3d8 + Wisdom modifier damage. Slide the target 3 squares, the target is prone. You may make an additional attack against a creature adjacent to the target. Attack: Wisdom vs. Reflex Hit: 1d8 damage, target is knocked prone. [B]Ki Blast[/B] With a fierce shout you expel ki from your hands, creating a concussive blast. Daily*Ki, Weapon, Force Standard Action Close blast 3 Target: Each creature in burst Attack: Wisdom vs. Fortitude Hit: 2d8 + Wisdom modifier damage. Miss: half damage [B]Spinning Leg Sweep[/B] A series of vicious leg sweeps drops enemies surrounding you to the ground. Daily*Ki, Weapon Standard Action Close burst 1 Target: Each enemy in burst Attack: Wisdom vs. AC Hit: 2[W] + Wisdom modifier damage. The target is knocked prone and slowed (save ends) Miss: half damage and the target is slowed until the end of your next turn.[/sblock] [sblock=Level 6 Utility Forms] [B]Weight Vest Training[/B] By training with a heavy vest on, you increase your jumping ability. At-will*Ki Immediate Interrupt Personal Trigger: You make an athletics check to jump. Effect: You get a +10 to the jump check. [B]Cheetah’s Speed[/B] Shifting to the balls of your feet, you are ready to spring at a moment’s notice. Daily*Ki, Stance Minor Action Personal Effect: You gain +2 move. [B]Purity of Body[/B] A moment of meditation puts you in tune with your body. Daily*Ki Move Action Personal Effect: You make a save against an ongoing effect a save can end [B]Shadowing Step[/B] As an opponent attempts to withdraw, you follow in the blink of an eye. Encounter*Ki Immediate Reaction Personal Effect: When an opponent adjacent to you shifts, you may move into the square, or one of the squares they just occupied.[/sblock] [sblock=Level 7 Encounter Forms] [B]Vicious Throw[/B] You move quickly up to your opponent and use your momentum to throw them. Encounter*Ki, Weapon Standard Action Melee 1 Target: One creature your size or smaller Special: You may move 3 squares before your attack. Attack: Wisdom vs. AC Hit: 2d8 + Wisdom modifier damage, knock the target prone, and slide the target 3 squares. [B]Improved Trip[/B] After knocking your opponent prone, you follow up with a finishing blow. Encounter*Ki, Weapon Standard Action Melee Weapon Target: One creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage and the opponent is knocked prone. Make a secondary attack. Attack: Wisdom +2 vs. AC Hit: 2[W] + Wisdom Modifier damage. Fast Monk: You may shift up to your Dexterity modifier after you are done attacking. [B]Three-hit Combo[/B] Three hits, each harder to block than the last. Encounter*Ki, Weapon Standard Action Melee Weapon Target: One creature Attack: Wisdom vs. AC, three attacks Special: Each attack that hits gives a +2 bonus to attack to each attack in the combo after it. Strong Monk: Instead, for each attack that hits you gain your Strength modifier as a bonus to each attack in the combo after it. Hit: 1[W] damage Hit: 1[W] damage Hit: 1[W] + Wisdom modifier damage. [/sblock] [sblock=Level 9 Daily Forms] [B]Flying Axe Kick[/B] Leaping into the air, you deliver a resounding blow on your enemy, causing the earth around him to tremble. Daily*Ki, Weapon Standard Action Melee Weapon Target: One creature Attack: Wisdom vs. AC Hit: 4[W] + Wisdom modifier damage and the opponent is immobilized (save ends). Miss: half damage and the opponent is slowed until the end of your next turn. Effect: Enemies adjacent to the target are slowed until the end of your next turn. [B]Dazzling Form[/B] You calmly slide from enemy to enemy striking where you will. Daily*Ki, Weapon Standard Action Melee Weapon Target: One, two, or three creatures Attack: Wisdom vs. AC, one attack per target Special: You may shift 1 before each attack Hit: 2[W] + Wisdom modifier damage and the opponent is dazed (save ends). Miss: half damage and opponent is not dazed [B]Tenacious Assault[/B] You rain blows on your opponent, striking through his defenses with the sheer fury of your assault Daily*Ki, Weapon Standard Action Melee Weapon Target: One creature Attack: Wisdom -2 vs. AC, five attacks Hit: 1[W] + Wisdom modifier damage. Miss: half damage[/sblock] [sblock=Level 10 Utility Forms] [B]Iron Shirt[/B] Breathing techniques allow you to shrug off some damage. Daily*Ki Immediate Interrupt Trigger: You are hit by an attack. Effect: gain resist 10/all against the attack [B]Zen Quick Step[/B] Almost in a trance, you dash forward to where you need to be. Encounter*Ki Minor Action Personal Effect: Move half your speed [B]Flowing Stance[/B] As you dodge your enemies’ blows, you step your way through the battlefield. Daily*Ki, Stance Minor Action Personal Effect: Whenever an enemy misses you with an attack, you can shift 1 square.[/sblock] [sblock=Level 13 Encounter Forms] [B]Flame Blast[/B] Exciting the energy in the air, you cause flame to erupt. Encounter*Ki, Weapon, Fire Standard Action Close blast 4 Targets: Each creature in blast. Attack: Wisdom vs. Reflex Hit: 3d8 + Wisdom modifier fire damage [B]Stunning Fist[/B] A quick jab to the nose sends your enemy reeling for a moment Encounter*Ki, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1 [W] + Wisdom modifier damage and the target is stunned until the end of your next turn. [B]Reactive Pummel[/B] Dodging a blow, you counter with one of your own. Encounter*Ki, Weapon Immediate Reaction Melee weapon Trigger: You are missed by a melee attack Effect: Make an attack Attack: Wisdom vs. AC Strong Monk: You gain a bonus to the attack roll equal to your Strength modifier. Hit: 2[W] + Wisdom modifier damage Fast Monk: You may shift up to your Dexterity modifier.[/sblock] [/QUOTE]
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