Nifft
Penguin Herder
Design Goals
- Be a decent Controller
- Perform tolerably well at a secondary role (either Defender or Striker)
- Split main attacks between Str and Wis, with secondary benefits from Con and Dex. Sorry, Tieflings.
There's a bunch of synergy here, particularly regarding forced movement and status effects. Now, I don't want the Monk to be as good a Striker as a Ranger or Warlock, so I'm going to limit his extra damage ability such that it's more expensive to retarget, and such that it can't be improved to d8s with a feat. I'm also going to force him to choose between extra damage and better status effects.
Weapons: The Monk's abilities will key off of Wisdom and Strength, so he'll be good with Spears and Quarterstaves. He will also get a class ability to improve his unarmed strike (because that's part of his archetype), but 4e is balanced around weapon use, so I'm not going to try to make his unarmed attacks as good as a weapon. Still, he'll be better at naked melee than any other class, though let's hope that doesn't happen often.
What weapons other than Spears, Quarterstaves and Shuriken are appropriate to encourage? Glaives & Daggers? Katar and Spiked Chains?
- - -
The Monk
Class Traits:
Armor Proficiency: Cloth
Weapon Proficiencies: Club, dagger, quarterstaff, shuriken, sickle, spear
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 8 + Constitution modifier
Trained Skills: From the class list below, choose five trained skills at 1st level:
Acrobatics, Athletics, Diplomacy, Endurance, Heal, History, Insight, Perception, Stealth
Build Options: Agile striker, tough defender
Class Features: Improved Unarmed Strike, Mark, Quivering Palm, Stances
- - -
Monk Class Features
Improved Unarmed Strike: You gain a +2 Proficiency bonus with your unarmed attack.
Mark: Every time you attack an enemy, whether you hit or miss, you can choose to mark that enemy. The mark lasts until the end of your next turn. A marked critter takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. A critter can only be subject to one mark at a time; a new mark supersedes an old mark.
Quivering Palm: When you strike a foe you've already marked with a melee attack, you may spend a Move action to set up sympathetic vibrations within its nervous system, disrupting its defenses and making your attacks more potent. Your foe remains Quivering until the end of the encounter, or until you use this ability on a new foe. (You may only have one foe subject to your Quivering Palm at a time: if you choose a new Quivering foe, the old target is free of it.)
Once per round, when you hit your Quivering target, you deal extra damage: +1d6 from 1st to 10th level, +2d6 from 11th to 20th level, and +3d6 from 21st to 30th level.
Stances: You gain access to two at-will powers, both of which have the Stance keyword:
- - -
At-Will Powers
I'm considering restricting these to only be usable with Unarmed Attacks, Quarterstaves, Spears and Light Blades. Thoughts?
Flurry of Blows -- Monk Attack 1
At-Will • Martial, Weapon
Standard • Melee weapon
Target: One, two or three critters
Attack: Strength vs. AC
Hit: 1[w] damage.
Special: Increase damage to 2[w] at 21st level.
Stunning Fist -- Monk Attack 1
At-Will • Martial, Weapon
Standard • Melee weapon
Target: One critter
Attack: Wisdom vs. Will
Hit: 1[w] damage, and the target grants Combat Advantage to the next attack against it before the end of your next turn.
Special: Increase damage to 2[w] at 21st level.
Sweeping Blow -- Monk Attack 1
At-Will • Martial, Weapon
Standard • Melee weapon
Target: One or two critters
Attack: Strength vs. Fortitude
Hit: 1[w] damage, and you may Push the target 1 square.
Special: Increase damage to 2[w] at 21st level.
Find the Gap -- Monk Attack 1
At-Will • Martial, Weapon
Standard • Melee weapon
Target: One critter
Attack: Wisdom vs. Reflex
Hit: 1[w] + Strength damage.
Special: Increase damage to 2[w] + Strength at 21st level.
Level 1 Encounter Exploits
One Vital Point -- Monk Attack 1
Encounter • Martial, Weapon
Standard • Melee weapon
Target: One critter
Attack: Wisdom vs. Fortitude
Hit: 1[w] + Dexterity damage, and the target is weakened until the end of your next turn.
Raging Steel -- Monk Attack 1
Encounter • Martial, Weapon
Standard • Close burst 1
Target: All critters in burst
Attack: Strength vs. AC
Hit: 1[w] + Constitution damage.
Harrying Pull -- Monk Attack 1
Encounter • Martial, Weapon
Standard • Melee weapon
Target: One critter
Attack: Strength vs. Reflex
Hit: 1[w] + Dexterity, and you can Shift two squares, and you can Pull your target two squares.
Special: You may elect to also knock your your Quivering target prone in lieu of extra damage.
Bronze Fist -- Monk Attack 1
Encounter • Martial, Weapon
Standard • Melee weapon
Target: One critter
Attack: Wisdom vs. Will
Hit: 1[w] + Constitution, and the target is Dazed until the end of your next turn.
Special: You may elect to instead Stun your Quivering target in lieu of extra damage.
Level 1 Daily Exploits
Bull Strike -- Monk Attack 1
Daily • Martial, Weapon
Standard • Close burst 1
Target: All enemies in burst you can see
Attack: Wisdom vs. AC
Hit: 1[w] damage, and Slide the target a number of squares equal to your Constitution modifier.
Dance of the Fool -- Monk Attack 1
Daily • Martial, Weapon
Standard • Melee weapon
Target: One critter
Attack: Strength vs. AC
Hit: 2[w] + Constitution damage, and knock the target prone.
Special: For the duration of the encounter, each time you hit the target with a ranged or melee attack, you knock it prone.
Limping Ox -- Monk Attack 1
Daily • Martial, Reliable, Weapon
Standard • Ranged weapon
Target: One critter
Attack: Wisdom vs. Reflex
Hit: 2[w] + Dexterity, and the target is Slowed until the end of your next turn.
Sustain Special: Hitting this target with a Ranged or Melee attack sustains the Slow effect.
Wise Wolf Reversal -- Monk Attack 1
Daily • Martial, Weapon
Immediate Interrupt • Melee weapon
Trigger: You are the target of a melee attack.
Attack: Strength vs. Reflex
Hit: 1[w] + Dexterity, and switch places with your attacker before resolving his attack.
Level 2 Utility Exploits
Leap of the Cricket -- Monk Utility 2
At-Will • Martial
Move • Personal
Effect: Make an Athletics check to jump with a power bonus equal to your Dexterity bonus. Determine the DC as though you had a running start, even if you were stationary. You may exceed your speed on this jump.
Slow Fall -- Monk Utility 2
Encounter • Martial
Immediate Reaction • Personal
Trigger: You fall.
Effect: You take no damage from the fall, regardless of its distance, and you are not prone at the end of the fall.
Tumble -- Monk Utility 2
Encounter • Martial
Move • Personal
Effect: Shift a number of squares equal to your Dexterity modifier.
Whirling Defense -- Monk Utility 2
At-Will • Martial, Stance
Immediate Interrupt • Personal
Trigger: A ranged attack targets you or an ally for whom you provide cover.
Effect: You gain a +2 power bonus to AC against ranged attacks. If you would normally grant an ally cover from a ranged attack, that ally instead gains superior cover.
Wholeness of Body -- Monk Utility 2
Daily • Martial
Move • Personal
Effect: Spend a healing surge, and recover additional hit points equal to your Constitution bonus.
Level 3 Encounter Exploits
Echo of Thunder -- Monk Attack 3
Encounter • Martial, Weapon
Standard • Melee weapon
Target: One critter you have marked
Attack: Strength vs. Reflex
Hit: 2[w] + Strength thunder damage, and you may Push the target a number of squares equal to your Constitution modifier (minimum 1).
Special: You may elect to also knock your Quivering target prone in lieu of extra damage.
Excruciating Needle Strike -- Monk Attack 3
Encounter • Martial, Weapon
Standard • Melee weapon
Target: One critter
Attack: Wisdom vs. Fortitude
Hit: 2[w] + Wisdom damage, and the target takes a -2 penalty to attacks until the end of your next turn.
Sustain Special: Hitting this target with a Ranged or Melee attack sustains the penalty.
Rapid Barrage -- Monk Attack 3
Encounter • Martial, Weapon
Standard • Close blast 3
Requirement: You must be wielding a thrown weapon.
Target: Each critter in blast
Attack: Wisdom vs. AC
Hit: 1[w] + Dexterity damage, and the target is Immobilized until the end of your next turn.
Special: You may elect to also Daze your Quivering target in lieu of extra damage.
Swift Rebuke -- Monk Attack 3
Encounter • Martial, Weapon
Immediate Interrupt • Melee weapon
Trigger: An enemy you can charge does something you don't like.
Effect: Make a charge attack against this enemy.
Level 5 Daily Exploits
Bronze Flurry -- Monk Attack 5
Daily • Martial, Weapon
Standard • Close burst 1
Target: All enemies within burst
Attack: Strength vs. AC
Hit: 2[w] + Strength damage, and the target is Weakened until the end of your next turn.
Special: You may elect to also Daze your Quivering target in lieu of extra damage.
Dance of the Porcupine -- Monk Attack 5
Daily • Martial, Weapon
Move • Melee weapon
Effect: Move up to your speed, and make a basic melee attack against every enemy who makes an opportunity attack against you.
Perpetual Opening -- Monk Attack 5
Daily • Martial, Weapon
Standard • Melee weapon
Target: One critter
Attack: Wisdom vs. Will
Hit: 2[w] + Constitution damage, and until the end of the encounter, you may make a basic ranged attack against the target as a reaction whenever it moves or shifts. (One attack per action, not per square.)
Roundhouse Attack -- Monk Attack 5
Daily • Martial, Weapon
Standard • Melee weapon
Target: One, two or three critters
Attack: Strength vs. AC
Hit: 3[w] + Dexterity damage, and the target is dazed until the start of your next turn.
- - -
That's it for now, more later.
Cheers, -- N
- Be a decent Controller
- Perform tolerably well at a secondary role (either Defender or Striker)
- Split main attacks between Str and Wis, with secondary benefits from Con and Dex. Sorry, Tieflings.
- Controller stuff:
- Hinder movement
- Block LoS / LoE
- Low-damage area attacks
- Action deprivation area effects
- "Lockdown" single-target status effects - Defender stuff:
- Mark opponents
- Punish movement (moving away or moving around)
- Forced movement - Striker stuff:
- Extra damage to "chosen" enemies
- Multiple attacks
There's a bunch of synergy here, particularly regarding forced movement and status effects. Now, I don't want the Monk to be as good a Striker as a Ranger or Warlock, so I'm going to limit his extra damage ability such that it's more expensive to retarget, and such that it can't be improved to d8s with a feat. I'm also going to force him to choose between extra damage and better status effects.
Weapons: The Monk's abilities will key off of Wisdom and Strength, so he'll be good with Spears and Quarterstaves. He will also get a class ability to improve his unarmed strike (because that's part of his archetype), but 4e is balanced around weapon use, so I'm not going to try to make his unarmed attacks as good as a weapon. Still, he'll be better at naked melee than any other class, though let's hope that doesn't happen often.
What weapons other than Spears, Quarterstaves and Shuriken are appropriate to encourage? Glaives & Daggers? Katar and Spiked Chains?
- - -
The Monk
Class Traits:
- Role: Controller. You control your immediate surroundings, knocking aside arrows, hindering the maneuvers of nearby enemies, and shoving your foes where you want them.
- Power Source: Martial. You know that control of others requires superior control of self, and you have honed both your tactical maneuvers and your will itself through rigorous training.
- Key Abilities: Wisdom, Constitution; Strength, Dexterity
Armor Proficiency: Cloth
Weapon Proficiencies: Club, dagger, quarterstaff, shuriken, sickle, spear
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 8 + Constitution modifier
Trained Skills: From the class list below, choose five trained skills at 1st level:
Acrobatics, Athletics, Diplomacy, Endurance, Heal, History, Insight, Perception, Stealth
Build Options: Agile striker, tough defender
Class Features: Improved Unarmed Strike, Mark, Quivering Palm, Stances
- - -
Monk Class Features
Improved Unarmed Strike: You gain a +2 Proficiency bonus with your unarmed attack.
Mark: Every time you attack an enemy, whether you hit or miss, you can choose to mark that enemy. The mark lasts until the end of your next turn. A marked critter takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. A critter can only be subject to one mark at a time; a new mark supersedes an old mark.
Quivering Palm: When you strike a foe you've already marked with a melee attack, you may spend a Move action to set up sympathetic vibrations within its nervous system, disrupting its defenses and making your attacks more potent. Your foe remains Quivering until the end of the encounter, or until you use this ability on a new foe. (You may only have one foe subject to your Quivering Palm at a time: if you choose a new Quivering foe, the old target is free of it.)
Once per round, when you hit your Quivering target, you deal extra damage: +1d6 from 1st to 10th level, +2d6 from 11th to 20th level, and +3d6 from 21st to 30th level.
Stances: You gain access to two at-will powers, both of which have the Stance keyword:
- Poised Viper -- Monk Class Feature
At-Will • Martial, Stance
Move • Personal
Effect: While you are in this stance, adjacent enemies cannot Shift. - Dancing Crane -- Monk Class Feature
At-Will • Martial, Stance
Move • Personal
Requirement: You must be wearing Cloth or no armor, and you may not be wearing a Shield.
Effect: While you are in this stance, you gain a +4 bonus to your AC and Reflex defenses against the first attack against you each round.
- - -
At-Will Powers
I'm considering restricting these to only be usable with Unarmed Attacks, Quarterstaves, Spears and Light Blades. Thoughts?
Flurry of Blows -- Monk Attack 1
At-Will • Martial, Weapon
Standard • Melee weapon
Target: One, two or three critters
Attack: Strength vs. AC
Hit: 1[w] damage.
Special: Increase damage to 2[w] at 21st level.
Stunning Fist -- Monk Attack 1
At-Will • Martial, Weapon
Standard • Melee weapon
Target: One critter
Attack: Wisdom vs. Will
Hit: 1[w] damage, and the target grants Combat Advantage to the next attack against it before the end of your next turn.
Special: Increase damage to 2[w] at 21st level.
Sweeping Blow -- Monk Attack 1
At-Will • Martial, Weapon
Standard • Melee weapon
Target: One or two critters
Attack: Strength vs. Fortitude
Hit: 1[w] damage, and you may Push the target 1 square.
Special: Increase damage to 2[w] at 21st level.
Find the Gap -- Monk Attack 1
At-Will • Martial, Weapon
Standard • Melee weapon
Target: One critter
Attack: Wisdom vs. Reflex
Hit: 1[w] + Strength damage.
Special: Increase damage to 2[w] + Strength at 21st level.
Level 1 Encounter Exploits
One Vital Point -- Monk Attack 1
Encounter • Martial, Weapon
Standard • Melee weapon
Target: One critter
Attack: Wisdom vs. Fortitude
Hit: 1[w] + Dexterity damage, and the target is weakened until the end of your next turn.
Raging Steel -- Monk Attack 1
Encounter • Martial, Weapon
Standard • Close burst 1
Target: All critters in burst
Attack: Strength vs. AC
Hit: 1[w] + Constitution damage.
Harrying Pull -- Monk Attack 1
Encounter • Martial, Weapon
Standard • Melee weapon
Target: One critter
Attack: Strength vs. Reflex
Hit: 1[w] + Dexterity, and you can Shift two squares, and you can Pull your target two squares.
Special: You may elect to also knock your your Quivering target prone in lieu of extra damage.
Bronze Fist -- Monk Attack 1
Encounter • Martial, Weapon
Standard • Melee weapon
Target: One critter
Attack: Wisdom vs. Will
Hit: 1[w] + Constitution, and the target is Dazed until the end of your next turn.
Special: You may elect to instead Stun your Quivering target in lieu of extra damage.
Level 1 Daily Exploits
Bull Strike -- Monk Attack 1
Daily • Martial, Weapon
Standard • Close burst 1
Target: All enemies in burst you can see
Attack: Wisdom vs. AC
Hit: 1[w] damage, and Slide the target a number of squares equal to your Constitution modifier.
Dance of the Fool -- Monk Attack 1
Daily • Martial, Weapon
Standard • Melee weapon
Target: One critter
Attack: Strength vs. AC
Hit: 2[w] + Constitution damage, and knock the target prone.
Special: For the duration of the encounter, each time you hit the target with a ranged or melee attack, you knock it prone.
Limping Ox -- Monk Attack 1
Daily • Martial, Reliable, Weapon
Standard • Ranged weapon
Target: One critter
Attack: Wisdom vs. Reflex
Hit: 2[w] + Dexterity, and the target is Slowed until the end of your next turn.
Sustain Special: Hitting this target with a Ranged or Melee attack sustains the Slow effect.
Wise Wolf Reversal -- Monk Attack 1
Daily • Martial, Weapon
Immediate Interrupt • Melee weapon
Trigger: You are the target of a melee attack.
Attack: Strength vs. Reflex
Hit: 1[w] + Dexterity, and switch places with your attacker before resolving his attack.
Level 2 Utility Exploits
Leap of the Cricket -- Monk Utility 2
At-Will • Martial
Move • Personal
Effect: Make an Athletics check to jump with a power bonus equal to your Dexterity bonus. Determine the DC as though you had a running start, even if you were stationary. You may exceed your speed on this jump.
Slow Fall -- Monk Utility 2
Encounter • Martial
Immediate Reaction • Personal
Trigger: You fall.
Effect: You take no damage from the fall, regardless of its distance, and you are not prone at the end of the fall.
Tumble -- Monk Utility 2
Encounter • Martial
Move • Personal
Effect: Shift a number of squares equal to your Dexterity modifier.
Whirling Defense -- Monk Utility 2
At-Will • Martial, Stance
Immediate Interrupt • Personal
Trigger: A ranged attack targets you or an ally for whom you provide cover.
Effect: You gain a +2 power bonus to AC against ranged attacks. If you would normally grant an ally cover from a ranged attack, that ally instead gains superior cover.
Wholeness of Body -- Monk Utility 2
Daily • Martial
Move • Personal
Effect: Spend a healing surge, and recover additional hit points equal to your Constitution bonus.
Level 3 Encounter Exploits
Echo of Thunder -- Monk Attack 3
Encounter • Martial, Weapon
Standard • Melee weapon
Target: One critter you have marked
Attack: Strength vs. Reflex
Hit: 2[w] + Strength thunder damage, and you may Push the target a number of squares equal to your Constitution modifier (minimum 1).
Special: You may elect to also knock your Quivering target prone in lieu of extra damage.
Excruciating Needle Strike -- Monk Attack 3
Encounter • Martial, Weapon
Standard • Melee weapon
Target: One critter
Attack: Wisdom vs. Fortitude
Hit: 2[w] + Wisdom damage, and the target takes a -2 penalty to attacks until the end of your next turn.
Sustain Special: Hitting this target with a Ranged or Melee attack sustains the penalty.
Rapid Barrage -- Monk Attack 3
Encounter • Martial, Weapon
Standard • Close blast 3
Requirement: You must be wielding a thrown weapon.
Target: Each critter in blast
Attack: Wisdom vs. AC
Hit: 1[w] + Dexterity damage, and the target is Immobilized until the end of your next turn.
Special: You may elect to also Daze your Quivering target in lieu of extra damage.
Swift Rebuke -- Monk Attack 3
Encounter • Martial, Weapon
Immediate Interrupt • Melee weapon
Trigger: An enemy you can charge does something you don't like.
Effect: Make a charge attack against this enemy.
Level 5 Daily Exploits
Bronze Flurry -- Monk Attack 5
Daily • Martial, Weapon
Standard • Close burst 1
Target: All enemies within burst
Attack: Strength vs. AC
Hit: 2[w] + Strength damage, and the target is Weakened until the end of your next turn.
Special: You may elect to also Daze your Quivering target in lieu of extra damage.
Dance of the Porcupine -- Monk Attack 5
Daily • Martial, Weapon
Move • Melee weapon
Effect: Move up to your speed, and make a basic melee attack against every enemy who makes an opportunity attack against you.
Perpetual Opening -- Monk Attack 5
Daily • Martial, Weapon
Standard • Melee weapon
Target: One critter
Attack: Wisdom vs. Will
Hit: 2[w] + Constitution damage, and until the end of the encounter, you may make a basic ranged attack against the target as a reaction whenever it moves or shifts. (One attack per action, not per square.)
Roundhouse Attack -- Monk Attack 5
Daily • Martial, Weapon
Standard • Melee weapon
Target: One, two or three critters
Attack: Strength vs. AC
Hit: 3[w] + Dexterity damage, and the target is dazed until the start of your next turn.
- - -
That's it for now, more later.

Cheers, -- N
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