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The Book of Five Traditions: A 4e Monk Handbook
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<blockquote data-quote="MwaO" data-source="post: 6703352" data-attributes="member: 12749"><p><strong>Epic Powers</strong></p><p><strong></strong></p><p><strong>Level 22</strong></p><p><span style="color: #000000"><u><strong>Overview</strong></u> - This level has a lot of decent powers. As you are already so mobile, I'd probably go with Empty Body or Supreme parry if you want another defensive stance, or Diamond Body or Indomitable Technique if you are already happy with your stances.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Diamond Body </strong></span>(PHB3) – Resist 20 damage as an interupt every encounter. That's a 15% increase in durability. A solid choice.</span></p><p></p><p><span style="color: #000000"><strong>Empty Body</strong> (PsiP) – A stance that lets you take half damage from all sources, ignore difficult terrain, and move through enemies. The only downside is you must be bloodied. So what happens when you get healed to above bloodied...</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #FF0000"><strong>Everywhere At Once</strong></span> (HotEC) - A daily stationary zone that grants CA at the wrong time and some immediate reaction teleporting in the zone. If this is worthwhile to your character, something is probably horribly wrong.</span></p><p></p><p><span style="color: #000000"><strong>Hastened Effort </strong>(HotEC) - this Daily grants a shift and a non-attack standard action. Seems to have potential, but the daily and no attack limits what it can do.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Indomitable Technique</span></strong> (PHB3) – This daily helps ensure you won't lose a turn because you're dying by letting you spend a surge, for 2 surges worth of healing. Many character's epic destiny will give a similar power at level 24, but it's still useful as it allows you extra freedom to take the big risk, big reward actions strikers live and die for. However, if your epic destiny doesn't grant a similar effect, this is an <span style="color: #00CCFF">awesome</span> power. </span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Meditative Vanishing</strong></span> (PsiP) – As a Daily that allows you to become invisible against most or all of your enemies until you attack that particular enemy. This would be better if monks didn’t like to attack the whole battlefield. As is, it’s doesn’t go along with monk strengths. It also is inferior to most monk defensive stances. </span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Mist Walker's Step </strong></span>(PHB3) – Gain phasing and ignore difficult terrain for 2 rounds on an encounter basis. This is ok, but situational.</span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Perfect Motion</strong></span> (HotEC) - Ignore Opportunity Attacks as a Daily Stance. Very situational and as a Monk, not likely something that's a huge concern.</span></p><p></p><p><span style="color: #000000"><span style="color: #0000FF"><strong>Supreme Parry</strong></span>(PsiP) – Add the proficiency bonus of your weapon to your AC and reflex. I think you can add only one weapon’s prof bonus, but check with your DM if they read it as allowing more than one. This stance is good, and it stacks with all power bonuses. However, it would be better if it added to all your defenses, as fortitude and will will be targeted quite a bit at this level.</span></p><p></p><p><span style="color: #000000"><strong>Thousand World Stride </strong>(PsiP) – A daily stance that allows you to teleport your speed as a free action at the beginning of your turn. Probably not the most useful stance ever, but the ability to teleport quickly around a huge Epic battlefield likely adds to the value.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><strong>Wind Walker</strong></span> (PHB3) – You can fly your speed as an at-will, but you must land at the end. This is situationally useful, but you will probably already have some fly or teleport options at this level, and flight is inferior to teleporting and might sometimes even be inferior to some jumping techniques. You can even get superior powers at this level through items, such as Boots of Teleportation.</span></p><p></p><p></p><p></p><p><strong>Level 23 Encounter Attacks</strong></p><p><span style="color: #000000"><u><strong>Overview</strong></u> - This level has some decent choice - if you're unsure, Legion of One is a very solid power, but I think Order Unbound is often going to be the better choice, especially if Str-based. Blazing Scourge should appeal to some Desert Wind monks.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong>Blazing Scourge(<span style="color: #0000FF">Desert Wind</span>) </strong>(HotEC) - short-ranged multi-target attack vs reflex that immobilizes. Not bad, but we're really here for the movement power - shift speed and add power bonus to fire damage rolls as a move.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Fist of Golden Light </span></strong>(PHB3) – A low damage attack versus fortitude, that grants a secondary attack versus fortitude that blinds every enemy adjacent to the original target (but not the original target). This is a strange controller power that you most likely will be using on the front line, which means you'll miss a lot. </span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Hungry Ghost</span></strong> (PHB3) – It attacks reflex and does a decent amount of necrotic damage, which is commonly resisted. If you hit, you gain 10+wisdom thp. The Movement Technique grants phasing and insubstantial for the turn. </span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Iron Cascade</span> (Iron Soul)</strong> (PsiP) – Attacks fortitude for normal damage with a damage bonus for each ally that is adjacent to the enemy. The problem is that allies will tend to cluster around the front line, which has a good fortitude. The iron soul accuracy bonus gets around this problem, which makes the power decent for them. Iron soul also can benefit from the movement technique, which gives a nice shift to you and an ally based on your constitution, which will help set up the damage bonus.</span></p><p></p><p><span style="color: #000000"><span style="color: #00CCFF"><strong>Legion of One</strong></span>(PHB3) – An enemy-only close burst 3 versus reflex for decent area damage. This will allow you to target most of the battlefield, which is awesome. The effect on the power and the movement technique are both shift 4, which allows you to position yourself in the most optimal place. An awesome power. </span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Lightning in the Clouds </strong></span>(HotEC) - Attacks reflex for poor damage and a daze. Very weak. Movement does grant flight with hover until start of next turn, though. </span></p><p></p><p><span style="color: #000000"><strong>Lightning Throw </strong>(PsiP) – Attacks reflex for ok damage. A hit spawns a lightning bolt with range 10 that attacks a different target for relatively poor damage and blindness. It is mediocre for an epic power.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Order Unbound(</span><span style="color: #00CCFF">Stone Fist, Eternal Tide</span>)</strong> (HotEC) - Poor damage close burst 2 vs Fort with potentially huge slide based on Str with auto-prone if they attack. Part of the value is the awesome movement option - insubstantial until start of the turn + teleport your speed. Doesn't get much better than that.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Shattered Earth Fall</span> </strong>(PsiP) – Attacks the reflex of a single target for ok damage and proned, and also attacks the fort of all other enemies adjacent to you to prone them. It is very weak for this level.</span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Sunder the Castle</strong></span>(PHB3) – Attacks reflex for decent damage and pushes your strength. It's an ok power. Need a really good reason to take this over Order Unbound, such as a desire to be suboptimal.</span></p><p></p><p></p><p></p><p></p><p><strong>Level 25 Daily Attacks</strong></p><p><span style="color: #000000"><u><strong>Overview</strong></u> - Watchful Hydra Technique and Living Lightning are the clear standout at this level. Some Stonefists may also be drawn to Phoenix Dance.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #800080">Crushing Anger</span> </strong>(HotEC) - Ok damage as a reaction. Has some minor action do damage and knock prone as an auto-effect, but it involves a save, likely at a penalty.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Dragon Fist Strike</span> </strong>(PsiP) - Some flight, and then ttacks reflex for decent damage and prone (save ends). Enemies take a -2 to any attack including you for a turn. This would be decent against flying targets, but it can't be used to attack flying targets, which makes it weak for the level. </span></p><p></p><p><span style="color: #000000"><strong>Enduring Boulder </strong>(HotEC) - Decent damage, no control attack. The Black rating is in the effect, which starts you off with resist 30, which drops 5 after each hit and a power bonus to melee damage rolls.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><strong><span style="color: #800080"><span style="color: #FF0000">Fate's Judgement</span></span></strong> (PsiP) - Immediate reaction for lowish damage and a weak damaging save ends effect. The enemy gets a save before taking any damage, so it's probably wasted. Overall, the power sucks.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Four Hidden Sounds </span>(Centered Breath) </strong>(PsiP) - A standard action stance that lets you make 1 weak, elemental, non-party friendly, close blast 5 attack as a minor each turn for four turns. This gives you an extra minor action attack on three turns. However, it also has some significant drawbacks. It also uses wisdom for damage. At this level, creatures will frequently have some elemental resistances. Plus, you already are going to have some good stances for hard fights, and the non-party friendly nature of the power makes it hard to use. Overall, if have a good wisdom and can make use of all 4 attacks without nuking your party, it's a <span style="color: #0000FF"><strong>decent</strong></span> power.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Glacier's Mantle</span> (Stone Fist, Eternal Tide)</strong> (PHB3) - Attacks reflex for normal damage. It lets you enter a stance that does 5 extra cold damage on melee attacks and 5+str cold damage when a enemy becomes adjacent to you. You might not be using many melee attacks much at this level, and you should already have some good stances. Thus, the power is not as good as it may seem. If you do make a lot of melee attacks, this could be <span style="color: #0000FF"><strong>good</strong> </span>power. The bonus damage on the attack is not extra damage, so you might get to add damage modifiers more than once. If that's true, kick it up to <span style="color: #0000FF"><strong>blue</strong></span></span></p><p></p><p><span style="color: #000000"><span style="color: #00CCFF"><strong>Living Lightning</strong></span>(HotEC) - Fly your speed, then do some weak damage vs. reflex. The effect is what the kicker is - on a hit, stunned until EoNT, on a miss, creature loses its standard action.</span></p><p><span style="color: #000000"> </span></p><p><span style="color: #000000"><strong><span style="color: #800080"><span style="color: #000000"><span style="color: #800080">Phoenix Dance</span><span style="color: #0000FF"> (Stone Fist) </span></span></span></strong><span style="color: #800080"><span style="color: #0000FF"><span style="color: #000000">(PHB3) - It's Dancer on the Sea of Battle with 5+strength radiant damage as an effect. This means all targeted creatures will take at least 5+strength radiant damage, which ensure minions will die and makes the damage better than it seems. If you have a good strength, it's a good power, but the competition is a lot more fierce than it was at level 15.</span> </span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #0000FF"><span style="color: #000000"><strong>Strike of Perfect Clarity</strong> (PsiP) - Attacks will for decent damage for a monk attack. If you miss you can make the attack again.</span> <strong>Plus a second damage roll.</strong></span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #000000"><strong><span style="color: #800080">Strike of the Vulnerable Turtle</span></strong>(PHB3) - Attacks reflex of a single target for good damage. It grants a leader effect that won't affect you, but it might help weapon users in your party. Not what I look for in a striker. </span></span></span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #0000FF"><strong>Wandering Comet Strike </strong></span><span style="color: #000000">(PHB3) – Attack the reflex of up to three targets for poor damage for a daily. You can attack one creature twice, which is useful. </span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #000000"><strong><span style="color: #00CCFF">Watchful Hydra Technique </span></strong>(PHB3) -</span></span><span style="color: #800080"> <span style="color: #000000">Attacks the reflex of all enemies in a burst 3 for good damage, </span></span>which should target most of the battlefield. It also lets you enter into a stance that is similar to Starflurry Blade. Overall, it's an awesome pick. </span></p><p></p><p></p><p></p><p><strong>Level 27 Encounter Attacks</strong></p><p><span style="color: #000000"><u><strong>Overview</strong></u> - This level has some unusual, but fun powers. Heart Sundering Strike lets you dominate a single target, and Celestial Drunken Boxer confuses a good section of the enemies to tear up themselves. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #000000"><strong>Celestial Drunken Boxer <span style="color: #0000FF">(<span style="color: #00CCFF">Centered Breath</span>)</span> </strong>(PHB3) – An enemies only burst 2 vs. Will that does no direct damage, but forces the enemies you hit to make a melee basic with a wisdom bonus to attack and damage. This melee basic can be used to target themselves, and even that will provoke defender retribution, so it's a nice power if you have got the wisdom. Centered Breath Monks should be able to position their targets so that this turns into a multi-attack against a single target. </span></span></span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #000000"><strong><span style="color: #800080">Fist of Indomitable Iron </span>(Stone Fist)</strong> (PHB3) – High single target damage versus reflex for monks with a good strength. Yawn.... </span></span></span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #000000"><strong>From Earth to Heaven </strong>(PsiP) – A party friendly close burst 2 versus fortitude for low damage, a small push and immobilized. This could cause the front line to lose some attacks, but those enemies will likely have a good fortitude. However, it still could be a useful power. </span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #000000"><strong><span style="color: #FF0000">Get Away, Stay Away<span style="color: #800080">(Stone Fist, Eternal Tide)</span></span> </strong>(HotEC) - low damage burst 1 vs Fortitude that pushes based on Str. Not a capstone.</span></span></span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #000000"><span style="color: #FF9900"><strong>Heart Sundering Strike </strong></span>(PHB3) – Now here's a Capstone with a Capital C. It attacks Will and dominates (which is the best status effect in the game) with some low damage once they snap out of it. Oh, did I mention the movement power has that wonky use during a move? If your DM doesn't go for that RAW, then it is only<span style="color: #00CCFF"> Sky Blue</span></span></span></span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #000000"><span style="color: #FF9900"><span style="color: #000000"><span style="color: #0000FF"><strong>Loose the Screaming Gale </strong></span>(HotEC) - solid blast 5 vs. Fort that does ok damage, slides, and immobilizes. Plus movement is flight that doesn't force you to land.</span></span></span></span></span></p><p></p><p><span style="color: #000000"><span style="color: #FF0000"><strong>Part the Seas<span style="color: #800080">(Iron Soul) </span></strong></span>(PsiP) – Attacks fortitude for very low damage and stunned for a turn. Movement technique can make enemies prone. The stunned is always nice, but is clearly inferior to Heart Sundering Strike. Iron Soul kicks it up to the point where maybe it isn't strictly inferior, just worse.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Shatter the Mountain</span> (Stone Fist) </strong>(PsiP) – Attacks fortitude of decent damage and a moderate push. Stone Fist get a larger push. Movement technique gives resist 5. For this level, it is weak.</span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #000000"><strong>Storms Fall Without Warning </strong> (D389) - A close burst 1 versus will for ok damage. It also gives you a couple teleports. It's accurate, but lackluster for the level. </span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #000000"><span style="color: #800080"><strong>Tap the Life Well </strong></span>(PHB3) – </span></span>Attacks Fort for mediocre damage, and dazes two targets if you hit with a secondary attack. This is not a good power for this level.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Weight of the Anchor</span> </strong> (PsiP)– Attacks reflex for good damage. Iron soul may get an accuracy boost. Boring...</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #993366">Wildfire Unleashed<span style="color: #0000FF">(Desert Wind, <span style="color: #000000">Centered Breath)</span></span></span> </strong>(HotEC) - the power itself isn't that great, a blast 3 vs reflex that does poor damage. However, it creates two separate zones for damage instances. Have a party with lots of forced movement and this could be kicked up another notch. </span></p><p></p><p></p><p></p><p></p><p><strong>Level 29 Daily Attacks</strong></p><p><span style="color: #000000"><strong><u>Overview</u></strong> - There are three respectable powers at this level. Multi-attackers will take Mist on the Storm, which weakens. Stunning Fist stuns the big baddie. Desert Wind Monks or in games with killer DMs should look at Rising Phoenix. If you can't make up your mind, pick Rising Phoenix.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #000000"><strong>Adamantine Hurricane </strong>(PsiP) – You get a small defense bonus, then make a party-friendly close burst 1 versus reflex for low damage and 10 ongoing. You then move, drawing OAs. Enemies that miss you are proned and take a little damage. You then make an identical close burst 1 against a different group of enemies. It’s not a bad attack, but at this level it’s a bit lackluster. </span></span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="color: #800080"><span style="color: #000000"><span style="color: #800080"><strong>Bones of the Mountain King </strong></span>(HotEC)- a relatively weak close burst 1 attack vs Fort that auto-immobilizes and does ongoing(save ends) and gives a hefty penalty as long as you're next to the targets. That close burst 1 part and this being level 29th is why it is purple.</span></span> </span></p><p></p><p><span style="color: #000000"><strong><span style="color: #800080">Falling Star Strike</span> </strong>(PsiP)- A cinematic, non-party friendly close burst 2 for relatively little damage and a blind (save ends). Creatures must move out of area of effect or take a little more damage. The cinematics of this attack are very cool, too bad the attack itself is weak for the level.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Mist on the Storm </span></strong>(PHB3) – This is an enemy only blast 3 versus reflex for decent damage and a weakened (save ends) rider. Even on a miss, the targets will be weakened. This can be used to devastate the front line. The stance gives phasing and an insubstantial interrupt. Overall, a solid power. </span></p><p></p><p><span style="color: #000000"><strong><span style="color: #FF0000">Quivering Palm</span></strong> (formerly Heart Sundering Strike) (PHB3) – About the same damage as the other powers at this level, but also 10 ongoing damage (save ends). Anything you would want to use this on will have a good saving throw bonus, and stunned is much better than 10 ongoing, so this power is a trap. Stunning Fist completely overshadows this power.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Rising Phoenix<span style="color: #00CCFF">(Desert Wind)</span></span> </strong>(HotEC) - An interrupt, friendly burst 3 vs. Reflex, that does some weak damage, marks, and does some ongoing. You heal, you get an aura that does fire damage to enemies, and a fly speed if you needed it. All in all, a good choice.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #0000FF">Stunning Fist</span></strong> (PHB3) – Attacks reflex for decent damage and has a second attack that stuns (save ends) on a hit and weakened or dazed (save ends) on a miss. It is a good way of controlling the big baddie, but it isn't overwhelming at this level as the big baddies have big saving throw bonuses. </span></p><p></p><p><span style="color: #000000"><span style="color: #800080"><strong>Titan’s Mighty Grasp </strong></span>(PsiP) – It attacks fort for decent damage and a grab. You can sustain the grab as a standard action, and make an accurate, encounter level attack versus fortitude that prevents the enemy from escaping on their next turn. If you’ve got a good fortitude defense or use it versus a dazed enemy, it’s a decent way to keep a flyer down, but it won’t help if the enemy has relatively common teleportation powers. It seems too situational to recommend at this level.</span></p><p></p><p><span style="color: #000000"><strong><span style="color: #FF0000">Tormenting Mirage</span> </strong>(HotEC)- low damage, close burst 1 that attacks Reflex. It gives a relatively weak stance(this is Epic, most opponents won't be adjacent to you, so, therefore, you're granting CA) and an at-will reaction that is frankly weak. This wouldn't even be a good level 27 encounter power.</span></p></blockquote><p></p>
[QUOTE="MwaO, post: 6703352, member: 12749"] [B]Epic Powers Level 22[/B] [COLOR=#000000][U][B]Overview[/B][/U] - This level has a lot of decent powers. As you are already so mobile, I'd probably go with Empty Body or Supreme parry if you want another defensive stance, or Diamond Body or Indomitable Technique if you are already happy with your stances. [COLOR=#0000FF][B]Diamond Body [/B][/COLOR](PHB3) – Resist 20 damage as an interupt every encounter. That's a 15% increase in durability. A solid choice.[/COLOR] [COLOR=#000000][B]Empty Body[/B] (PsiP) – A stance that lets you take half damage from all sources, ignore difficult terrain, and move through enemies. The only downside is you must be bloodied. So what happens when you get healed to above bloodied... [COLOR=#FF0000][B]Everywhere At Once[/B][/COLOR] (HotEC) - A daily stationary zone that grants CA at the wrong time and some immediate reaction teleporting in the zone. If this is worthwhile to your character, something is probably horribly wrong.[/COLOR] [COLOR=#000000][B]Hastened Effort [/B](HotEC) - this Daily grants a shift and a non-attack standard action. Seems to have potential, but the daily and no attack limits what it can do. [B][COLOR=#0000FF]Indomitable Technique[/COLOR][/B] (PHB3) – This daily helps ensure you won't lose a turn because you're dying by letting you spend a surge, for 2 surges worth of healing. Many character's epic destiny will give a similar power at level 24, but it's still useful as it allows you extra freedom to take the big risk, big reward actions strikers live and die for. However, if your epic destiny doesn't grant a similar effect, this is an [COLOR=#00CCFF]awesome[/COLOR] power. [/COLOR] [COLOR=#000000][COLOR=#800080][B]Meditative Vanishing[/B][/COLOR] (PsiP) – As a Daily that allows you to become invisible against most or all of your enemies until you attack that particular enemy. This would be better if monks didn’t like to attack the whole battlefield. As is, it’s doesn’t go along with monk strengths. It also is inferior to most monk defensive stances. [/COLOR] [COLOR=#000000][COLOR=#800080][B]Mist Walker's Step [/B][/COLOR](PHB3) – Gain phasing and ignore difficult terrain for 2 rounds on an encounter basis. This is ok, but situational.[/COLOR] [COLOR=#000000][COLOR=#800080][B]Perfect Motion[/B][/COLOR] (HotEC) - Ignore Opportunity Attacks as a Daily Stance. Very situational and as a Monk, not likely something that's a huge concern.[/COLOR] [COLOR=#000000][COLOR=#0000FF][B]Supreme Parry[/B][/COLOR](PsiP) – Add the proficiency bonus of your weapon to your AC and reflex. I think you can add only one weapon’s prof bonus, but check with your DM if they read it as allowing more than one. This stance is good, and it stacks with all power bonuses. However, it would be better if it added to all your defenses, as fortitude and will will be targeted quite a bit at this level.[/COLOR] [COLOR=#000000][B]Thousand World Stride [/B](PsiP) – A daily stance that allows you to teleport your speed as a free action at the beginning of your turn. Probably not the most useful stance ever, but the ability to teleport quickly around a huge Epic battlefield likely adds to the value. [COLOR=#800080][B]Wind Walker[/B][/COLOR] (PHB3) – You can fly your speed as an at-will, but you must land at the end. This is situationally useful, but you will probably already have some fly or teleport options at this level, and flight is inferior to teleporting and might sometimes even be inferior to some jumping techniques. You can even get superior powers at this level through items, such as Boots of Teleportation.[/COLOR] [B]Level 23 Encounter Attacks[/B] [COLOR=#000000][U][B]Overview[/B][/U] - This level has some decent choice - if you're unsure, Legion of One is a very solid power, but I think Order Unbound is often going to be the better choice, especially if Str-based. Blazing Scourge should appeal to some Desert Wind monks. [B]Blazing Scourge([COLOR=#0000FF]Desert Wind[/COLOR]) [/B](HotEC) - short-ranged multi-target attack vs reflex that immobilizes. Not bad, but we're really here for the movement power - shift speed and add power bonus to fire damage rolls as a move.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Fist of Golden Light [/COLOR][/B](PHB3) – A low damage attack versus fortitude, that grants a secondary attack versus fortitude that blinds every enemy adjacent to the original target (but not the original target). This is a strange controller power that you most likely will be using on the front line, which means you'll miss a lot. [/COLOR] [COLOR=#000000][B][COLOR=#800080]Hungry Ghost[/COLOR][/B] (PHB3) – It attacks reflex and does a decent amount of necrotic damage, which is commonly resisted. If you hit, you gain 10+wisdom thp. The Movement Technique grants phasing and insubstantial for the turn. [/COLOR] [COLOR=#000000][B][COLOR=#800080]Iron Cascade[/COLOR] (Iron Soul)[/B] (PsiP) – Attacks fortitude for normal damage with a damage bonus for each ally that is adjacent to the enemy. The problem is that allies will tend to cluster around the front line, which has a good fortitude. The iron soul accuracy bonus gets around this problem, which makes the power decent for them. Iron soul also can benefit from the movement technique, which gives a nice shift to you and an ally based on your constitution, which will help set up the damage bonus.[/COLOR] [COLOR=#000000][COLOR=#00CCFF][B]Legion of One[/B][/COLOR](PHB3) – An enemy-only close burst 3 versus reflex for decent area damage. This will allow you to target most of the battlefield, which is awesome. The effect on the power and the movement technique are both shift 4, which allows you to position yourself in the most optimal place. An awesome power. [/COLOR] [COLOR=#000000][COLOR=#800080][B]Lightning in the Clouds [/B][/COLOR](HotEC) - Attacks reflex for poor damage and a daze. Very weak. Movement does grant flight with hover until start of next turn, though. [/COLOR] [COLOR=#000000][B]Lightning Throw [/B](PsiP) – Attacks reflex for ok damage. A hit spawns a lightning bolt with range 10 that attacks a different target for relatively poor damage and blindness. It is mediocre for an epic power. [B][COLOR=#0000FF]Order Unbound([/COLOR][COLOR=#00CCFF]Stone Fist, Eternal Tide[/COLOR])[/B] (HotEC) - Poor damage close burst 2 vs Fort with potentially huge slide based on Str with auto-prone if they attack. Part of the value is the awesome movement option - insubstantial until start of the turn + teleport your speed. Doesn't get much better than that.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Shattered Earth Fall[/COLOR] [/B](PsiP) – Attacks the reflex of a single target for ok damage and proned, and also attacks the fort of all other enemies adjacent to you to prone them. It is very weak for this level.[/COLOR] [COLOR=#000000][COLOR=#800080][B]Sunder the Castle[/B][/COLOR](PHB3) – Attacks reflex for decent damage and pushes your strength. It's an ok power. Need a really good reason to take this over Order Unbound, such as a desire to be suboptimal.[/COLOR] [B]Level 25 Daily Attacks[/B] [COLOR=#000000][U][B]Overview[/B][/U] - Watchful Hydra Technique and Living Lightning are the clear standout at this level. Some Stonefists may also be drawn to Phoenix Dance. [B][COLOR=#800080]Crushing Anger[/COLOR] [/B](HotEC) - Ok damage as a reaction. Has some minor action do damage and knock prone as an auto-effect, but it involves a save, likely at a penalty.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Dragon Fist Strike[/COLOR] [/B](PsiP) - Some flight, and then ttacks reflex for decent damage and prone (save ends). Enemies take a -2 to any attack including you for a turn. This would be decent against flying targets, but it can't be used to attack flying targets, which makes it weak for the level. [/COLOR] [COLOR=#000000][B]Enduring Boulder [/B](HotEC) - Decent damage, no control attack. The Black rating is in the effect, which starts you off with resist 30, which drops 5 after each hit and a power bonus to melee damage rolls. [B][COLOR=#800080][COLOR=#FF0000]Fate's Judgement[/COLOR][/COLOR][/B] (PsiP) - Immediate reaction for lowish damage and a weak damaging save ends effect. The enemy gets a save before taking any damage, so it's probably wasted. Overall, the power sucks.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Four Hidden Sounds [/COLOR](Centered Breath) [/B](PsiP) - A standard action stance that lets you make 1 weak, elemental, non-party friendly, close blast 5 attack as a minor each turn for four turns. This gives you an extra minor action attack on three turns. However, it also has some significant drawbacks. It also uses wisdom for damage. At this level, creatures will frequently have some elemental resistances. Plus, you already are going to have some good stances for hard fights, and the non-party friendly nature of the power makes it hard to use. Overall, if have a good wisdom and can make use of all 4 attacks without nuking your party, it's a [COLOR=#0000FF][B]decent[/B][/COLOR] power.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Glacier's Mantle[/COLOR] (Stone Fist, Eternal Tide)[/B] (PHB3) - Attacks reflex for normal damage. It lets you enter a stance that does 5 extra cold damage on melee attacks and 5+str cold damage when a enemy becomes adjacent to you. You might not be using many melee attacks much at this level, and you should already have some good stances. Thus, the power is not as good as it may seem. If you do make a lot of melee attacks, this could be [COLOR=#0000FF][B]good[/B] [/COLOR]power. The bonus damage on the attack is not extra damage, so you might get to add damage modifiers more than once. If that's true, kick it up to [COLOR=#0000FF][B]blue[/B][/COLOR][/COLOR] [COLOR=#000000][COLOR=#00CCFF][B]Living Lightning[/B][/COLOR](HotEC) - Fly your speed, then do some weak damage vs. reflex. The effect is what the kicker is - on a hit, stunned until EoNT, on a miss, creature loses its standard action.[/COLOR] [COLOR=#000000] [B][COLOR=#800080][COLOR=#000000][COLOR=#800080]Phoenix Dance[/COLOR][COLOR=#0000FF] (Stone Fist) [/COLOR][/COLOR][/COLOR][/B][COLOR=#800080][COLOR=#0000FF][COLOR=#000000](PHB3) - It's Dancer on the Sea of Battle with 5+strength radiant damage as an effect. This means all targeted creatures will take at least 5+strength radiant damage, which ensure minions will die and makes the damage better than it seems. If you have a good strength, it's a good power, but the competition is a lot more fierce than it was at level 15.[/COLOR] [/COLOR][/COLOR] [COLOR=#800080][COLOR=#0000FF][COLOR=#000000][B]Strike of Perfect Clarity[/B] (PsiP) - Attacks will for decent damage for a monk attack. If you miss you can make the attack again.[/COLOR] [B]Plus a second damage roll.[/B][/COLOR][/COLOR] [COLOR=#800080][COLOR=#000000][B][COLOR=#800080]Strike of the Vulnerable Turtle[/COLOR][/B](PHB3) - Attacks reflex of a single target for good damage. It grants a leader effect that won't affect you, but it might help weapon users in your party. Not what I look for in a striker. [/COLOR][/COLOR][/COLOR] [COLOR=#000000][COLOR=#800080][COLOR=#0000FF][B]Wandering Comet Strike [/B][/COLOR][COLOR=#000000](PHB3) – Attack the reflex of up to three targets for poor damage for a daily. You can attack one creature twice, which is useful. [/COLOR][/COLOR] [COLOR=#800080][COLOR=#000000][B][COLOR=#00CCFF]Watchful Hydra Technique [/COLOR][/B](PHB3) -[/COLOR][/COLOR][COLOR=#800080] [COLOR=#000000]Attacks the reflex of all enemies in a burst 3 for good damage, [/COLOR][/COLOR]which should target most of the battlefield. It also lets you enter into a stance that is similar to Starflurry Blade. Overall, it's an awesome pick. [/COLOR] [B]Level 27 Encounter Attacks[/B] [COLOR=#000000][U][B]Overview[/B][/U] - This level has some unusual, but fun powers. Heart Sundering Strike lets you dominate a single target, and Celestial Drunken Boxer confuses a good section of the enemies to tear up themselves. [COLOR=#800080][COLOR=#000000][B]Celestial Drunken Boxer [COLOR=#0000FF]([COLOR=#00CCFF]Centered Breath[/COLOR])[/COLOR] [/B](PHB3) – An enemies only burst 2 vs. Will that does no direct damage, but forces the enemies you hit to make a melee basic with a wisdom bonus to attack and damage. This melee basic can be used to target themselves, and even that will provoke defender retribution, so it's a nice power if you have got the wisdom. Centered Breath Monks should be able to position their targets so that this turns into a multi-attack against a single target. [/COLOR][/COLOR][/COLOR] [COLOR=#000000][COLOR=#800080][COLOR=#000000][B][COLOR=#800080]Fist of Indomitable Iron [/COLOR](Stone Fist)[/B] (PHB3) – High single target damage versus reflex for monks with a good strength. Yawn.... [/COLOR][/COLOR][/COLOR] [COLOR=#000000][COLOR=#800080][COLOR=#000000][B]From Earth to Heaven [/B](PsiP) – A party friendly close burst 2 versus fortitude for low damage, a small push and immobilized. This could cause the front line to lose some attacks, but those enemies will likely have a good fortitude. However, it still could be a useful power. [/COLOR][/COLOR] [COLOR=#800080][COLOR=#000000][B][COLOR=#FF0000]Get Away, Stay Away[COLOR=#800080](Stone Fist, Eternal Tide)[/COLOR][/COLOR] [/B](HotEC) - low damage burst 1 vs Fortitude that pushes based on Str. Not a capstone.[/COLOR][/COLOR][/COLOR] [COLOR=#000000][COLOR=#800080][COLOR=#000000][COLOR=#FF9900][B]Heart Sundering Strike [/B][/COLOR](PHB3) – Now here's a Capstone with a Capital C. It attacks Will and dominates (which is the best status effect in the game) with some low damage once they snap out of it. Oh, did I mention the movement power has that wonky use during a move? If your DM doesn't go for that RAW, then it is only[COLOR=#00CCFF] Sky Blue[/COLOR][/COLOR][/COLOR][/COLOR] [COLOR=#000000][COLOR=#800080][COLOR=#000000][COLOR=#FF9900][COLOR=#000000][COLOR=#0000FF][B]Loose the Screaming Gale [/B][/COLOR](HotEC) - solid blast 5 vs. Fort that does ok damage, slides, and immobilizes. Plus movement is flight that doesn't force you to land.[/COLOR][/COLOR][/COLOR][/COLOR][/COLOR] [COLOR=#000000][COLOR=#FF0000][B]Part the Seas[COLOR=#800080](Iron Soul) [/COLOR][/B][/COLOR](PsiP) – Attacks fortitude for very low damage and stunned for a turn. Movement technique can make enemies prone. The stunned is always nice, but is clearly inferior to Heart Sundering Strike. Iron Soul kicks it up to the point where maybe it isn't strictly inferior, just worse.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Shatter the Mountain[/COLOR] (Stone Fist) [/B](PsiP) – Attacks fortitude of decent damage and a moderate push. Stone Fist get a larger push. Movement technique gives resist 5. For this level, it is weak.[/COLOR] [COLOR=#000000][COLOR=#800080][COLOR=#000000][B]Storms Fall Without Warning [/B] (D389) - A close burst 1 versus will for ok damage. It also gives you a couple teleports. It's accurate, but lackluster for the level. [/COLOR][/COLOR] [COLOR=#800080][COLOR=#000000][COLOR=#800080][B]Tap the Life Well [/B][/COLOR](PHB3) – [/COLOR][/COLOR]Attacks Fort for mediocre damage, and dazes two targets if you hit with a secondary attack. This is not a good power for this level.[/COLOR] [COLOR=#000000][B][COLOR=#800080]Weight of the Anchor[/COLOR] [/B] (PsiP)– Attacks reflex for good damage. Iron soul may get an accuracy boost. Boring...[/COLOR] [COLOR=#000000][B][COLOR=#993366]Wildfire Unleashed[COLOR=#0000FF](Desert Wind, [COLOR=#000000]Centered Breath)[/COLOR][/COLOR][/COLOR] [/B](HotEC) - the power itself isn't that great, a blast 3 vs reflex that does poor damage. However, it creates two separate zones for damage instances. Have a party with lots of forced movement and this could be kicked up another notch. [/COLOR] [B]Level 29 Daily Attacks[/B] [COLOR=#000000][B][U]Overview[/U][/B] - There are three respectable powers at this level. Multi-attackers will take Mist on the Storm, which weakens. Stunning Fist stuns the big baddie. Desert Wind Monks or in games with killer DMs should look at Rising Phoenix. If you can't make up your mind, pick Rising Phoenix. [COLOR=#800080][COLOR=#000000][B]Adamantine Hurricane [/B](PsiP) – You get a small defense bonus, then make a party-friendly close burst 1 versus reflex for low damage and 10 ongoing. You then move, drawing OAs. Enemies that miss you are proned and take a little damage. You then make an identical close burst 1 against a different group of enemies. It’s not a bad attack, but at this level it’s a bit lackluster. [/COLOR][/COLOR] [COLOR=#800080][COLOR=#000000][COLOR=#800080][B]Bones of the Mountain King [/B][/COLOR](HotEC)- a relatively weak close burst 1 attack vs Fort that auto-immobilizes and does ongoing(save ends) and gives a hefty penalty as long as you're next to the targets. That close burst 1 part and this being level 29th is why it is purple.[/COLOR][/COLOR] [/COLOR] [COLOR=#000000][B][COLOR=#800080]Falling Star Strike[/COLOR] [/B](PsiP)- A cinematic, non-party friendly close burst 2 for relatively little damage and a blind (save ends). Creatures must move out of area of effect or take a little more damage. The cinematics of this attack are very cool, too bad the attack itself is weak for the level.[/COLOR] [COLOR=#000000][B][COLOR=#0000FF]Mist on the Storm [/COLOR][/B](PHB3) – This is an enemy only blast 3 versus reflex for decent damage and a weakened (save ends) rider. Even on a miss, the targets will be weakened. This can be used to devastate the front line. The stance gives phasing and an insubstantial interrupt. Overall, a solid power. [/COLOR] [COLOR=#000000][B][COLOR=#FF0000]Quivering Palm[/COLOR][/B] (formerly Heart Sundering Strike) (PHB3) – About the same damage as the other powers at this level, but also 10 ongoing damage (save ends). Anything you would want to use this on will have a good saving throw bonus, and stunned is much better than 10 ongoing, so this power is a trap. Stunning Fist completely overshadows this power.[/COLOR] [COLOR=#000000][B][COLOR=#0000FF]Rising Phoenix[COLOR=#00CCFF](Desert Wind)[/COLOR][/COLOR] [/B](HotEC) - An interrupt, friendly burst 3 vs. Reflex, that does some weak damage, marks, and does some ongoing. You heal, you get an aura that does fire damage to enemies, and a fly speed if you needed it. All in all, a good choice.[/COLOR] [COLOR=#000000][B][COLOR=#0000FF]Stunning Fist[/COLOR][/B] (PHB3) – Attacks reflex for decent damage and has a second attack that stuns (save ends) on a hit and weakened or dazed (save ends) on a miss. It is a good way of controlling the big baddie, but it isn't overwhelming at this level as the big baddies have big saving throw bonuses. [/COLOR] [COLOR=#000000][COLOR=#800080][B]Titan’s Mighty Grasp [/B][/COLOR](PsiP) – It attacks fort for decent damage and a grab. You can sustain the grab as a standard action, and make an accurate, encounter level attack versus fortitude that prevents the enemy from escaping on their next turn. If you’ve got a good fortitude defense or use it versus a dazed enemy, it’s a decent way to keep a flyer down, but it won’t help if the enemy has relatively common teleportation powers. It seems too situational to recommend at this level.[/COLOR] [COLOR=#000000][B][COLOR=#FF0000]Tormenting Mirage[/COLOR] [/B](HotEC)- low damage, close burst 1 that attacks Reflex. It gives a relatively weak stance(this is Epic, most opponents won't be adjacent to you, so, therefore, you're granting CA) and an at-will reaction that is frankly weak. This wouldn't even be a good level 27 encounter power.[/COLOR] [/QUOTE]
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