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The Monk -- a Martial Controller
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<blockquote data-quote="Nifft" data-source="post: 4318040" data-attributes="member: 6562"><p><span style="font-size: 15px">Design Goals</span></p><p>- Be a decent Controller</p><p>- Perform tolerably well at a secondary role (either Defender or Striker)</p><p>- Split main attacks between Str and Wis, with secondary benefits from Con and Dex. Sorry, Tieflings.</p><p></p><ul> <li data-xf-list-type="ul"> Controller stuff:<br /> - Hinder movement<br /> - Block LoS / LoE<br /> - Low-damage area attacks<br /> - Action deprivation area effects<br /> - "Lockdown" single-target status effects</li> <li data-xf-list-type="ul"> Defender stuff:<br /> - Mark opponents<br /> - Punish movement (moving away or moving around)<br /> - Forced movement</li> <li data-xf-list-type="ul"> Striker stuff:<br /> - Extra damage to "chosen" enemies<br /> - Multiple attacks</li> </ul><p></p><p>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.</p><p></p><p><strong>Weapons</strong>: 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.</p><p></p><p>What weapons other than Spears, Quarterstaves and Shuriken are appropriate to encourage? Glaives & Daggers? Katar and Spiked Chains?</p><p></p><p>- - -</p><p></p><p><span style="font-size: 22px">The Monk</span></p><p></p><p>Class Traits: <ul> <li data-xf-list-type="ul"> Role: Controller. You control your immediate surroundings, knocking aside arrows, hindering the maneuvers of nearby enemies, and shoving your foes where you want them.</li> <li data-xf-list-type="ul"> 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.</li> <li data-xf-list-type="ul"> Key Abilities: Wisdom, Constitution; Strength, Dexterity</li> </ul><p></p><p><strong>Armor Proficiency</strong>: Cloth</p><p><strong>Weapon Proficiencies</strong>: Club, dagger, quarterstaff, shuriken, sickle, spear</p><p><strong>Bonus to Defense</strong>: +1 Fortitude, +1 Reflex, +1 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>: 8 + Constitution modifier</p><p></p><p><strong>Trained Skills</strong>: From the class list below, choose five trained skills at 1st level:</p><p>Acrobatics, Athletics, Diplomacy, Endurance, Heal, History, Insight, Perception, Stealth</p><p></p><p><strong>Build Options</strong>: Agile striker, tough defender</p><p><strong>Class Features</strong>: Improved Unarmed Strike, Mark, Quivering Palm, Stances</p><p></p><p>- - -</p><p></p><p><span style="font-size: 15px">Monk Class Features</span></p><p></p><p><strong>Improved Unarmed Strike</strong>: You gain a +2 Proficiency bonus with your unarmed attack.</p><p></p><p><strong>Mark</strong>: 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.</p><p></p><p><strong>Quivering Palm</strong>: 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.)</p><p></p><p>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.</p><p></p><p><strong>Stances</strong>: You gain access to two at-will powers, both of which have the Stance keyword: <ul> <li data-xf-list-type="ul"> <strong>Poised Viper</strong> -- Monk Class Feature<br /> At-Will • Martial, Stance<br /> Move • Personal<br /> Effect: While you are in this stance, adjacent enemies cannot Shift.</li> <li data-xf-list-type="ul"> <strong>Dancing Crane</strong> -- Monk Class Feature<br /> At-Will • Martial, Stance<br /> Move • Personal<br /> Requirement: You must be wearing Cloth or no armor, and you may not be wearing a Shield.<br /> 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.</li> </ul><p></p><p>- - -</p><p></p><p><span style="font-size: 15px">At-Will Powers</span></p><p>I'm considering restricting these to only be usable with Unarmed Attacks, Quarterstaves, Spears and Light Blades. Thoughts?</p><p></p><p><strong>Flurry of Blows</strong> -- Monk Attack 1</p><p>At-Will • Martial, Weapon</p><p>Standard • Melee weapon </p><p>Target: One, two or three critters</p><p>Attack: Strength vs. AC</p><p>Hit: 1[w] damage.</p><p>Special: Increase damage to 2[w] at 21st level.</p><p></p><p><strong>Stunning Fist</strong> -- Monk Attack 1</p><p>At-Will • Martial, Weapon</p><p>Standard • Melee weapon</p><p>Target: One critter</p><p>Attack: Wisdom vs. Will</p><p>Hit: 1[w] damage, and the target grants Combat Advantage to the next attack against it before the end of your next turn.</p><p>Special: Increase damage to 2[w] at 21st level.</p><p></p><p><strong>Sweeping Blow</strong> -- Monk Attack 1</p><p>At-Will • Martial, Weapon</p><p>Standard • Melee weapon</p><p>Target: One or two critters</p><p>Attack: Strength vs. Fortitude</p><p>Hit: 1[w] damage, and you may Push the target 1 square.</p><p>Special: Increase damage to 2[w] at 21st level.</p><p></p><p><strong>Find the Gap</strong> -- Monk Attack 1</p><p>At-Will • Martial, Weapon</p><p>Standard • Melee weapon</p><p>Target: One critter</p><p>Attack: Wisdom vs. Reflex</p><p>Hit: 1[w] + Strength damage.</p><p>Special: Increase damage to 2[w] + Strength at 21st level.</p><p></p><p></p><p><span style="font-size: 15px">Level 1 Encounter Exploits</span></p><p></p><p><strong>One Vital Point</strong> -- Monk Attack 1</p><p>Encounter • Martial, Weapon</p><p>Standard • Melee weapon</p><p>Target: One critter</p><p>Attack: Wisdom vs. Fortitude</p><p>Hit: 1[w] + Dexterity damage, and the target is weakened until the end of your next turn.</p><p></p><p><strong>Raging Steel</strong> -- Monk Attack 1</p><p>Encounter • Martial, Weapon</p><p>Standard • Close burst 1</p><p>Target: All critters in burst</p><p>Attack: Strength vs. AC</p><p>Hit: 1[w] + Constitution damage.</p><p></p><p><strong>Harrying Pull</strong> -- Monk Attack 1</p><p>Encounter • Martial, Weapon</p><p>Standard • Melee weapon</p><p>Target: One critter</p><p>Attack: Strength vs. Reflex</p><p>Hit: 1[w] + Dexterity, and you can Shift two squares, and you can Pull your target two squares.</p><p>Special: You may elect to also knock your your Quivering target prone in lieu of extra damage.</p><p></p><p><strong>Bronze Fist</strong> -- Monk Attack 1</p><p>Encounter • Martial, Weapon</p><p>Standard • Melee weapon</p><p>Target: One critter</p><p>Attack: Wisdom vs. Will</p><p>Hit: 1[w] + Constitution, and the target is Dazed until the end of your next turn.</p><p>Special: You may elect to instead Stun your Quivering target in lieu of extra damage.</p><p></p><p></p><p><span style="font-size: 15px">Level 1 Daily Exploits</span></p><p></p><p><strong>Bull Strike</strong> -- Monk Attack 1</p><p>Daily • Martial, Weapon</p><p>Standard • Close burst 1</p><p>Target: All enemies in burst you can see</p><p>Attack: Wisdom vs. AC</p><p>Hit: 1[w] damage, and Slide the target a number of squares equal to your Constitution modifier.</p><p></p><p><strong>Dance of the Fool</strong> -- Monk Attack 1</p><p>Daily • Martial, Weapon</p><p>Standard • Melee weapon</p><p>Target: One critter</p><p>Attack: Strength vs. AC</p><p>Hit: 2[w] + Constitution damage, and knock the target prone.</p><p>Special: For the duration of the encounter, each time you hit the target with a ranged or melee attack, you knock it prone.</p><p></p><p><strong>Limping Ox</strong> -- Monk Attack 1</p><p>Daily • Martial, Reliable, Weapon</p><p>Standard • Ranged weapon</p><p>Target: One critter</p><p>Attack: Wisdom vs. Reflex</p><p>Hit: 2[w] + Dexterity, and the target is Slowed until the end of your next turn.</p><p>Sustain Special: Hitting this target with a Ranged or Melee attack sustains the Slow effect.</p><p></p><p><strong>Wise Wolf Reversal</strong> -- Monk Attack 1</p><p>Daily • Martial, Weapon</p><p>Immediate Interrupt • Melee weapon</p><p>Trigger: You are the target of a melee attack.</p><p>Attack: Strength vs. Reflex</p><p>Hit: 1[w] + Dexterity, and switch places with your attacker before resolving his attack.</p><p></p><p></p><p><span style="font-size: 15px">Level 2 Utility Exploits</span></p><p></p><p><strong>Leap of the Cricket</strong> -- Monk Utility 2</p><p>At-Will • Martial</p><p>Move • Personal</p><p>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.</p><p></p><p><strong>Slow Fall</strong> -- Monk Utility 2</p><p>Encounter • Martial</p><p>Immediate Reaction • Personal</p><p>Trigger: You fall.</p><p>Effect: You take no damage from the fall, regardless of its distance, and you are not prone at the end of the fall.</p><p></p><p><strong>Tumble</strong> -- Monk Utility 2</p><p>Encounter • Martial</p><p>Move • Personal</p><p>Effect: Shift a number of squares equal to your Dexterity modifier.</p><p></p><p><strong>Whirling Defense</strong> -- Monk Utility 2</p><p>At-Will • Martial, Stance</p><p>Immediate Interrupt • Personal</p><p>Trigger: A ranged attack targets you or an ally for whom you provide cover.</p><p>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.</p><p></p><p><strong>Wholeness of Body</strong> -- Monk Utility 2</p><p>Daily • Martial</p><p>Move • Personal</p><p>Effect: Spend a healing surge, and recover additional hit points equal to your Constitution bonus.</p><p></p><p></p><p><span style="font-size: 15px">Level 3 Encounter Exploits</span></p><p></p><p><strong>Echo of Thunder</strong> -- Monk Attack 3</p><p>Encounter • Martial, Weapon</p><p>Standard • Melee weapon</p><p>Target: One critter you have marked</p><p>Attack: Strength vs. Reflex</p><p>Hit: 2[w] + Strength thunder damage, and you may Push the target a number of squares equal to your Constitution modifier (minimum 1).</p><p>Special: You may elect to also knock your Quivering target prone in lieu of extra damage.</p><p></p><p><strong>Excruciating Needle Strike</strong> -- Monk Attack 3</p><p>Encounter • Martial, Weapon</p><p>Standard • Melee weapon</p><p>Target: One critter</p><p>Attack: Wisdom vs. Fortitude</p><p>Hit: 2[w] + Wisdom damage, and the target takes a -2 penalty to attacks until the end of your next turn.</p><p>Sustain Special: Hitting this target with a Ranged or Melee attack sustains the penalty.</p><p></p><p><strong>Rapid Barrage</strong> -- Monk Attack 3</p><p>Encounter • Martial, Weapon</p><p>Standard • Close blast 3</p><p>Requirement: You must be wielding a thrown weapon.</p><p>Target: Each critter in blast</p><p>Attack: Wisdom vs. AC</p><p>Hit: 1[w] + Dexterity damage, and the target is Immobilized until the end of your next turn.</p><p>Special: You may elect to also Daze your Quivering target in lieu of extra damage.</p><p></p><p><strong>Swift Rebuke</strong> -- Monk Attack 3</p><p>Encounter • Martial, Weapon</p><p>Immediate Interrupt • Melee weapon</p><p>Trigger: An enemy you can charge does something you don't like.</p><p>Effect: Make a charge attack against this enemy.</p><p></p><p></p><p><span style="font-size: 15px">Level 5 Daily Exploits</span></p><p></p><p><strong>Bronze Flurry</strong> -- Monk Attack 5</p><p>Daily • Martial, Weapon</p><p>Standard • Close burst 1</p><p>Target: All enemies within burst</p><p>Attack: Strength vs. AC</p><p>Hit: 2[w] + Strength damage, and the target is Weakened until the end of your next turn.</p><p>Special: You may elect to also Daze your Quivering target in lieu of extra damage.</p><p></p><p><strong>Dance of the Porcupine</strong> -- Monk Attack 5</p><p>Daily • Martial, Weapon</p><p>Move • Melee weapon</p><p>Effect: Move up to your speed, and make a basic melee attack against every enemy who makes an opportunity attack against you.</p><p></p><p><strong>Perpetual Opening</strong> -- Monk Attack 5</p><p>Daily • Martial, Weapon</p><p>Standard • Melee weapon</p><p>Target: One critter</p><p>Attack: Wisdom vs. Will</p><p>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.)</p><p></p><p><strong>Roundhouse Attack</strong> -- Monk Attack 5</p><p>Daily • Martial, Weapon</p><p>Standard • Melee weapon</p><p>Target: One, two or three critters</p><p>Attack: Strength vs. AC</p><p>Hit: 3[w] + Dexterity damage, and the target is dazed until the start of your next turn.</p><p></p><p>- - -</p><p></p><p>That's it for now, more later. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 4318040, member: 6562"] [size=4]Design Goals[/size] - 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. [list][*] 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[/list] 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. [b]Weapons[/b]: 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? - - - [size=6]The Monk[/size] Class Traits:[list][*] 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[/list] [b]Armor Proficiency[/b]: Cloth [b]Weapon Proficiencies[/b]: Club, dagger, quarterstaff, shuriken, sickle, spear [b]Bonus to Defense[/b]: +1 Fortitude, +1 Reflex, +1 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]: 8 + Constitution modifier [b]Trained Skills[/b]: From the class list below, choose five trained skills at 1st level: Acrobatics, Athletics, Diplomacy, Endurance, Heal, History, Insight, Perception, Stealth [b]Build Options[/b]: Agile striker, tough defender [b]Class Features[/b]: Improved Unarmed Strike, Mark, Quivering Palm, Stances - - - [size=4]Monk Class Features[/size] [b]Improved Unarmed Strike[/b]: You gain a +2 Proficiency bonus with your unarmed attack. [b]Mark[/b]: 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. [b]Quivering Palm[/b]: 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. [b]Stances[/b]: You gain access to two at-will powers, both of which have the Stance keyword: [list][*] [b]Poised Viper[/b] -- Monk Class Feature At-Will • Martial, Stance Move • Personal Effect: While you are in this stance, adjacent enemies cannot Shift. [*] [b]Dancing Crane[/b] -- 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.[/list] - - - [size=4]At-Will Powers[/size] I'm considering restricting these to only be usable with Unarmed Attacks, Quarterstaves, Spears and Light Blades. Thoughts? [b]Flurry of Blows[/b] -- 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. [b]Stunning Fist[/b] -- 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. [b]Sweeping Blow[/b] -- 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. [b]Find the Gap[/b] -- 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. [size=4]Level 1 Encounter Exploits[/size] [b]One Vital Point[/b] -- 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. [b]Raging Steel[/b] -- Monk Attack 1 Encounter • Martial, Weapon Standard • Close burst 1 Target: All critters in burst Attack: Strength vs. AC Hit: 1[w] + Constitution damage. [b]Harrying Pull[/b] -- 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. [b]Bronze Fist[/b] -- 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. [size=4]Level 1 Daily Exploits[/size] [b]Bull Strike[/b] -- 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. [b]Dance of the Fool[/b] -- 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. [b]Limping Ox[/b] -- 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. [b]Wise Wolf Reversal[/b] -- 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. [size=4]Level 2 Utility Exploits[/size] [b]Leap of the Cricket[/b] -- 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. [b]Slow Fall[/b] -- 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. [b]Tumble[/b] -- Monk Utility 2 Encounter • Martial Move • Personal Effect: Shift a number of squares equal to your Dexterity modifier. [b]Whirling Defense[/b] -- 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. [b]Wholeness of Body[/b] -- Monk Utility 2 Daily • Martial Move • Personal Effect: Spend a healing surge, and recover additional hit points equal to your Constitution bonus. [size=4]Level 3 Encounter Exploits[/size] [b]Echo of Thunder[/b] -- 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. [b]Excruciating Needle Strike[/b] -- 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. [b]Rapid Barrage[/b] -- 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. [b]Swift Rebuke[/b] -- 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. [size=4]Level 5 Daily Exploits[/size] [b]Bronze Flurry[/b] -- 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. [b]Dance of the Porcupine[/b] -- 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. [b]Perpetual Opening[/b] -- 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.) [b]Roundhouse Attack[/b] -- 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 [/QUOTE]
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