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Forked from: Seeking opinion of role of 4e monk
Here's everything you need to make a 1st level 4e monk. Opine as you wish, and I will heed, counter, or ignore you as suits my whim.
Monk
Role: Striker You are an athletic and mobile combatant that can strike your enemies with sudden, elegant force that inflicts great damage and debilitating conditions on them.
Power Source: Ki Through intense training and meditation, you have learned to tap the mystical energy within yourself and project it outwards.
Key Ability Scores: Dex, Str, Wis
Armor Proficiencies: Cloth
Weapon Proficencies: Unarmed Strike (see below), Quarterstaff, Club, Sickle, Shuriken
Defense Bonuses: +1 Fortitude, +1 Reflex, +1 Will
Class Features: Improved Unarmed Strike, Monk Weapon Talent, Ki Focus, Intuitive Combat
Hit points at 1st level: 12 plus constituion score.
Hit points per level Gained: 5
Healing Surges Per day: 6+ Constitution Modifier
Trained Skills: Select 5 Trained skills from the list below.
Acrobatics, Athletics, Diplomacy, Endurance, Heal, History, Insight, Percepiton, Religion, Stealth.
Builds:Fist Monk, Palm Monk
Fist Monk Build: You channel your ki into releasing as much force as possible with your strikes. Take Str as your secondary ability score.
Palm Monk Build: You use your ki to alter the ki of an enemy, able to inflicting a variety of conditions upon them. Take Wis as your secondary ability skill.
The build you select has an effect on certain powers and you Ki Focus ability (see below).
Improved Unarmed Strike: A monk trains relentlessly in the way of ki to turn their body into a living weapon. When making a basic attack or using any Ki-based power with the Weapon keyword, a monk may use an unarmed strike as a weapon. An unarmed strike, when used in this manner, is not considered an improvised weapon; it grants a +4 proficiency bonus to hit and inflicts 1d6 damage. A monk uses his entire body to fight (arms, legs, head), and need not have a hand free to make an unarmed strike. Powers that directly effect weapons can effect a monk's unarmed strike, but rituals (such as Enchant Magic Item) can not. A monk is not considered to be wielding two weapons unless he has an actual weapon in each hand.
Monk Weapon Talent: Some weapons, such as the Quarterstaff, Club, Sickle, Katar, and Shuriken, have the property "Monk Weapon" and are the only weapons, other than the unarmed strike (see above) that can be used with Monk powers that have the weapon keyword. In addition, a monk wielding one of these weapons increases the damage die by one size.
Ki Focus: A monk can focus his ki within himself and release it with devastating force. Focusing ki is a minor action, and is automatically applied to the monk's next attack, inflicting extra damage on a successful hit. The focus is expended when the monk makes an attack (even on a miss) or at the start of the monk's next turn, whichever occurs first. The monk may then regain Ki Focus with another minor action. When a monk drops an enemy to 0 hp
or fewer with a Ki Focus attack, he gains a benefit depending on the build he selected:
Fist Monk: Gain Temporary Hit points= Str Mod
Palm Monk: Shift squares = Wis mod
Extra damage: 1st level: 1d8, 11th level: 2d8, 21st level: 3d8
Intuitive Combatant: When wearing light armor, a monk may add their Wisdom modifier to their AC and Reflex defense, in addition to their dex or int modifier.
Monk Techniques: Your power source is Ki, so your powers are called techniques. All powers are standard actions unless otherwise noted.
(Consider all powers with the weapon keyword to incude: Special: You must be using a monk weapon or an unarmed strike).
1st level at will-powers:
Solid Strike
At-will, Ki, Weapon
Melee, 1 target
Dex vs AC
1[w]+ Dex mod + Str mod
Unbalancing Strike
At Will, Ki, Weapon
Melee, 1 target
Dex vs AC
1[W] + Dex mod. You may switch places with the target. You gain a +1 bonus to all defences against the target until the start of your next turn.
Monk's Grip
At will, ki
Melee, 1 target
Special: You must have a free hand
Str vs Reflex
Str mod damage, and you grab the target as though you had successfully made a grab attack.
Ki Strike
At will, Ki, Weapon
Melee, 1 target
Wis vs Fort
1[W] + wis mod.
1st level encounter powers:
Flurry of Blows
Encounter, Ki, Weapon
Melee or Ranged, 1 target.
Dex vs AC
1[W] + Dex mod
Effect: Make a secondary attack against same target, Dex vs AC
1[W] + Dex mod
Sickening Strike
Encounter, Ki
Melee, 1 target
Wis vs Fort
1d6 + Wis mod damage, the target is dazed (save ends)
Palm Monk: the target is dazed (save ends) If the target fails its first save, the target is stunned (save ends).
Sudden Counter
Encounter, Ki, Weapon, Immediate Reaction
Trigger: An enemy misses you with a melee attack
Melee 1, the enemy that missed you
Dex vs AC
2[W] + Dex mod
Fist Monk: Add Str mod to damage
Twist the Arm
Encounter, Ki
Melee, 1 target
Special: You must have the target grabbed, and it must be of Large or smaller size.
Str vs Fort
Hit: 2d8 + str mod damage. If the target tries to escape the grab before the start of your next turn, you receive a +1 bonus to the appropriate defence against the escape attempt.
Miss: Half Damage, you do not receive the bonus to defenses.
1st level Daily powers:
Stunning Blow
Daily, Ki, Weapon
Melee, 1 target
Dex vs AC
2[w] + dex mod damage, the target is stunned until the start of your next turn
Miss: Half damage, the target is not stunned
Fist Monk: Add Str mod to damage, and push the target 1 square.
Palm Monk: The target is stunned until the start of your next turn, then the target is dazed (save ends)
Sleeper Hold
Daily, Ki
Melee, 1 target
Special: You must have the target grabbed, and it must be of Large or smaller size.
Str (Fist Monk) or Wis (Palm Monk) vs Fort
Hit: 2d6 + str (Fist Monk) or Wis (Palm Monk) mod damage, the target is unconcious (save ends)
Miss: Half damage, the target is dazed until the start of your next turn.
Counter Throw
Daily, Ki, Weapon, Immediate Interrupt
Trigger: You are attacked by a melee attack
Melee 1, the attacking creature
Dex vs AC
2[W] + dex mod damage. Slide the target 1 square to a square adjacent to you and the target is knocked prone.
Miss: Half damage, and the target is not slid or knocked prone.
Soaring Strike
Daily, Ki, Weapon
Melee, 1 creature
Special: You must charge to use this power, and make this attack in lieu of the basic attack as part of the charge. Apply all modifiers to the attack that you normally would for a charge.
Dex vs AC
3[W] + Dex Mod damage, shift 1 squares
Miss: Half damage, shift 1 square.
Here's everything you need to make a 1st level 4e monk. Opine as you wish, and I will heed, counter, or ignore you as suits my whim.
Monk
Role: Striker You are an athletic and mobile combatant that can strike your enemies with sudden, elegant force that inflicts great damage and debilitating conditions on them.
Power Source: Ki Through intense training and meditation, you have learned to tap the mystical energy within yourself and project it outwards.
Key Ability Scores: Dex, Str, Wis
Armor Proficiencies: Cloth
Weapon Proficencies: Unarmed Strike (see below), Quarterstaff, Club, Sickle, Shuriken
Defense Bonuses: +1 Fortitude, +1 Reflex, +1 Will
Class Features: Improved Unarmed Strike, Monk Weapon Talent, Ki Focus, Intuitive Combat
Hit points at 1st level: 12 plus constituion score.
Hit points per level Gained: 5
Healing Surges Per day: 6+ Constitution Modifier
Trained Skills: Select 5 Trained skills from the list below.
Acrobatics, Athletics, Diplomacy, Endurance, Heal, History, Insight, Percepiton, Religion, Stealth.
Builds:Fist Monk, Palm Monk
Fist Monk Build: You channel your ki into releasing as much force as possible with your strikes. Take Str as your secondary ability score.
Palm Monk Build: You use your ki to alter the ki of an enemy, able to inflicting a variety of conditions upon them. Take Wis as your secondary ability skill.
The build you select has an effect on certain powers and you Ki Focus ability (see below).
Improved Unarmed Strike: A monk trains relentlessly in the way of ki to turn their body into a living weapon. When making a basic attack or using any Ki-based power with the Weapon keyword, a monk may use an unarmed strike as a weapon. An unarmed strike, when used in this manner, is not considered an improvised weapon; it grants a +4 proficiency bonus to hit and inflicts 1d6 damage. A monk uses his entire body to fight (arms, legs, head), and need not have a hand free to make an unarmed strike. Powers that directly effect weapons can effect a monk's unarmed strike, but rituals (such as Enchant Magic Item) can not. A monk is not considered to be wielding two weapons unless he has an actual weapon in each hand.
Monk Weapon Talent: Some weapons, such as the Quarterstaff, Club, Sickle, Katar, and Shuriken, have the property "Monk Weapon" and are the only weapons, other than the unarmed strike (see above) that can be used with Monk powers that have the weapon keyword. In addition, a monk wielding one of these weapons increases the damage die by one size.
Ki Focus: A monk can focus his ki within himself and release it with devastating force. Focusing ki is a minor action, and is automatically applied to the monk's next attack, inflicting extra damage on a successful hit. The focus is expended when the monk makes an attack (even on a miss) or at the start of the monk's next turn, whichever occurs first. The monk may then regain Ki Focus with another minor action. When a monk drops an enemy to 0 hp
or fewer with a Ki Focus attack, he gains a benefit depending on the build he selected:
Fist Monk: Gain Temporary Hit points= Str Mod
Palm Monk: Shift squares = Wis mod
Extra damage: 1st level: 1d8, 11th level: 2d8, 21st level: 3d8
Intuitive Combatant: When wearing light armor, a monk may add their Wisdom modifier to their AC and Reflex defense, in addition to their dex or int modifier.
Monk Techniques: Your power source is Ki, so your powers are called techniques. All powers are standard actions unless otherwise noted.
(Consider all powers with the weapon keyword to incude: Special: You must be using a monk weapon or an unarmed strike).
1st level at will-powers:
Solid Strike
At-will, Ki, Weapon
Melee, 1 target
Dex vs AC
1[w]+ Dex mod + Str mod
Unbalancing Strike
At Will, Ki, Weapon
Melee, 1 target
Dex vs AC
1[W] + Dex mod. You may switch places with the target. You gain a +1 bonus to all defences against the target until the start of your next turn.
Monk's Grip
At will, ki
Melee, 1 target
Special: You must have a free hand
Str vs Reflex
Str mod damage, and you grab the target as though you had successfully made a grab attack.
Ki Strike
At will, Ki, Weapon
Melee, 1 target
Wis vs Fort
1[W] + wis mod.
1st level encounter powers:
Flurry of Blows
Encounter, Ki, Weapon
Melee or Ranged, 1 target.
Dex vs AC
1[W] + Dex mod
Effect: Make a secondary attack against same target, Dex vs AC
1[W] + Dex mod
Sickening Strike
Encounter, Ki
Melee, 1 target
Wis vs Fort
1d6 + Wis mod damage, the target is dazed (save ends)
Palm Monk: the target is dazed (save ends) If the target fails its first save, the target is stunned (save ends).
Sudden Counter
Encounter, Ki, Weapon, Immediate Reaction
Trigger: An enemy misses you with a melee attack
Melee 1, the enemy that missed you
Dex vs AC
2[W] + Dex mod
Fist Monk: Add Str mod to damage
Twist the Arm
Encounter, Ki
Melee, 1 target
Special: You must have the target grabbed, and it must be of Large or smaller size.
Str vs Fort
Hit: 2d8 + str mod damage. If the target tries to escape the grab before the start of your next turn, you receive a +1 bonus to the appropriate defence against the escape attempt.
Miss: Half Damage, you do not receive the bonus to defenses.
1st level Daily powers:
Stunning Blow
Daily, Ki, Weapon
Melee, 1 target
Dex vs AC
2[w] + dex mod damage, the target is stunned until the start of your next turn
Miss: Half damage, the target is not stunned
Fist Monk: Add Str mod to damage, and push the target 1 square.
Palm Monk: The target is stunned until the start of your next turn, then the target is dazed (save ends)
Sleeper Hold
Daily, Ki
Melee, 1 target
Special: You must have the target grabbed, and it must be of Large or smaller size.
Str (Fist Monk) or Wis (Palm Monk) vs Fort
Hit: 2d6 + str (Fist Monk) or Wis (Palm Monk) mod damage, the target is unconcious (save ends)
Miss: Half damage, the target is dazed until the start of your next turn.
Counter Throw
Daily, Ki, Weapon, Immediate Interrupt
Trigger: You are attacked by a melee attack
Melee 1, the attacking creature
Dex vs AC
2[W] + dex mod damage. Slide the target 1 square to a square adjacent to you and the target is knocked prone.
Miss: Half damage, and the target is not slid or knocked prone.
Soaring Strike
Daily, Ki, Weapon
Melee, 1 creature
Special: You must charge to use this power, and make this attack in lieu of the basic attack as part of the charge. Apply all modifiers to the attack that you normally would for a charge.
Dex vs AC
3[W] + Dex Mod damage, shift 1 squares
Miss: Half damage, shift 1 square.