Design Notes: I think 4E might be easier to make new classes that aren't behind. My Monk is unfinished but for a 1st to 3rd level adventure will work. I can't say 100% it will be align with the classes, but seems not that much stronger overall.
Mostly, this monk fits my image of a monk using Ki as a Power source.
He doesn't always have supernatutal defense bonus (wis to AC). But as soon as he needs to he can (if he chose Defensive stance).
He weakens enemies with disbling strike. And can daze/stun similar to 3.5 Monk some of the time (both Stunning Strike and class feature numbing Strike are encounter) if that is your wish (as in you chose Stunning Strike).
Concentrate is situationally useful. But it will do for now.
My Dailies are stolen from my childhood fancies: Ki Flame was in PHB 2 (but also Street Fighter). And 8 Palm Attack is like Whirlwind (name from Neji's attack).
As his role shows: He controls battle ground and he also strikes. He us a hybrid class. He doesn't fulfill striker class as well as Rogue/Ranger/Warlock (no damage bonus), but he still is a decent one. His controlling is examplified in dailies hit multiple, his sliding attacks, and status effects.
But on to the Monk...
Monk: Class Traits Role: Striker/Controller. Power Source: Ki Your talents depend on extensive training and practice, enlightenment, and self control.
Key Abilities: Strength, Dexterity, Wisdom
Defense bonus: +1 Fort, Ref, Will Armor Proficiencies: Cloth, leather Weapon Proficiencies: (can't add full list till I see the choice of weapons possible) Sample weapons: quarterstaff/sling/shuriken. Obviously unarmed strike. -------------------------- Trained Skills: 4 Class Skills: Acrobatics, Athletics, Endurance, Heal, History, Insight, Perception, Religion, Arcana
HP: 12 +Con Score Healing Surges: 7 + Con Mod
Class Features: Numbing Strike, Fighting Stance, Disabling Strike
Class Features: Martial Arts: Monk Class Feature: You focus your Ki into your weapons and the strike you make unarmed. Unarmed Strikes become +3 proficiency and 1d6 damage if medium or smaller (1d8 if larger than medium). At level 11, damage becomes 1d8 (2d6 if larger than medium). And level 21, damage becomes 2d6 (2d8IF Larger than medium. Special: Monks can use any weapon they are proficient with for damage purposes as a unarmed strike; however, any other weapon uses its own proficiency bonus.
Numbing Strike: (standard, encounter): Monk Class Feature 1 +Str versus Will, [W]+ Str and target dazed until beginning of next turn. At level 21, replace dazed with stunned. Disabling Strike: Once per round on a successful melee attack you may deal a -2 penalty to a targets AC. This penalty lasts till beginning of your next turn This penalty damage increases to -3 if your target is bloodied. At 11th level this penalty increases to -3 (-4 if the target is bloodied) and at 21st level this penalty increases to -4 (-5 if the target is bloodied).
Fighting Stance: You gain 1 stance at 1st and every 4 levels. (minor, at-will) 1 of following, can‘t have 2 stances active at same time. Each last until end of next turn. a. Offensive: +[Wis] power bonus to melee attack. b. Defensive: +[Wis] power bonus to AC. c. Perceptive: +[Wis] power bonus to perception checks d. Focus Your Chi: +[Wis] power bonus to Defenses. e. Fight Off the Effect: +[Wis] power bonus to saves. f. Iron Skin: +[Wis] power bonus to resist all. g. Ascetical: +[Wis] power bonus to ranged attack. Special: Iron Skin and Fight Off the Effect can't be chosen till level 4.
At Will: Flurry of Blows Monk Attack You strike quickly against your foes. At-Will, Ki • Weapon Standard Action Melee weapon Target: One creature Attack: 2 basic attacks, Strength vs. AC . Hit: [W] +Str damage.
Buffalo Slam: Monk Attack 1 You ready yourself to strike at the opportune time striking for damage with all your energy. At-will, Ki • Weapon Action: Standard, Target: 1 creature Attack: Strength vs. AC. Hit: 1[W] + Str damage, and you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied.
Serpentine Strike: Monk Attack 1 Like a snake you strike, aiming for weak spots, even when you miss you Ki washes over the area of the target. At-will, Ki • Weapon Action: Standard, Target: 1 creature Attack: Wis vs. AC. Hit: 1[W] + Wis damage. Miss: Wis damage.
Quicklime Quant Monk Attack 1 You charge into combat with no care for your own safety. At-Will, Ki • Weapon Standard Action Melee weapon Target: One creature Special: You gain a +1 to your attack and +2 to your speed as long as move before the attack. This attack counts as a charge for the purpose of feats and abilities. Enemies gain combat advantage against you until the start of your next turn. Attack: Dex vs. AC Hit: 1[W]+ Dex damage. Increase to 2[W]+ Dex damage at 21st level.
Encounter Powers: Beso Toxico: Monk Attack 1 You disrupt the flow of energy in another’s body turning the blocked flow into a toxic sludge. Encounter Ki, • Melee Weapon Action: Standard, Target: 1 target Attack: Wis versus Fort Hit: 1 [w] + Wis. And ongoing 5 poison damage (save end).
Drunken Strike: Monk Attack 1 You weave and step as if in a drunken daze. This allows you to avoid attacks as you strike. Encounter Ki, • Melee Weapon Action: Standard, Target: 1 target Special: You can shift up to 2 squares before you strike. Attack: Wis versus AC Hit: 1 [w] + Wis. Increase damage to 1 [W] + 2 [Wis] at level 11. Increase damage to 1 [W] + 3 [Wis] at level 21.
Concentrate: You focus your mind to increase the damage you can dish out. Encounter Ki, Monk Utility 1 Action: Minor Effect: You gain a bonus to damage equal to wisdom modifier on all attacks until beginning of next turn.
Freeze the Lifeblood: Monk Attack 1 You strike for pressure points. The hit weakens the enemies movements making him a easier target. Encounter Ki, • Melee Weapon Action: Standard, Target: 1 target Attack: Str versus Fort Hit: 1 [w] + Wis. And the target is slowed and gives until end of next turn.
Wicked Dodge Encounter Ki, Monk Utility 2 Action: Immediate reaction when target of melee attack Effect: +Wis versus will, attack auto misses or attack targets any other creature within attacker’s reach (your choice).
Stunning Attack: Monk Attack 3 You strike in a spot few know as vulnerable. Encounter Ki, • Melee Weapon Action: Standard, Target: 1 target Attack: Str versus Will Hit: 1 [w] + Str. And target stunned (save end).
Daily: Ki Flame Monk Attack 1 You channel your Ki into the palm of your hands. This energies within you merge into one big ball. You release it into the area blasting your foes as with fire and pushing them back. (Standard, Daily) • Flame Target: All creatures in the area. Close: Blast 3. Attack: Wis Versus Reflex Hit: 2d6+ 2 [Wis] and you push targets 1 square. Miss: You deal 1/2 damage and target pushed no squares.
8 Palm Attack Monk Attack 1 You whirl around in a circle striking all around you.. (Standard, Daily) • Weapon Target: All enemies in the area. Close: Burst 1 centered on you. Attack: Wis Versus AC. Hit: 2[W]+ 1 [Str]. Increase damage to 4 [W] + [Str] at level 11. Increase damage to 4 [W] + 2 [Str] at level 21.
Conviction Stroke Monk Attack 1 You pummeled your foes with your palms crackling as the energy meets their armor causes it to flow out around you. (Standard, Daily) • Weapon Target: One Creature Attack: Wis vs. AC Hit: 2[W]+Wis damage to target and adjacent enemies take 2 ongoing radiant damage (save ends).
Any ideas for additional powers appreciated/all criticisms welcome. But please few or no, "that's Stupid", I'd like constructive criticism if possible.
"If you can't believe in yourself, believe in me who believes in you."
and
"Go beyond the impossible, and kick reason to the curb" Kamina, from Gurren Lagann
Didn't read the whole of it,but from the start,ill give you suggestion.
Don't use [w],use dice like wizard,because you are fighting unarmed,and you are Ki based,if your monk exclusively uses weapons,then its ok,but no stunning "fists" and alike with that kind of approach.
Didn't read the whole of it,but from the start,ill give you suggestion.
Don't use [w],use dice like wizard,because you are fighting unarmed,and you are Ki based,if your monk exclusively uses weapons,then its ok,but no stunning "fists" and alike with that kind of approach.
Why unarmed strikes are weapons. Yes, we don't know what the new unarmed damage is. But nonetheless till we know for the fact that there isn't any listed no need to disqualify [w].
Stunning fist, flurry of blows, numbing strike, etc uses weapon or unarmed. Because a Monk is a type of martial artist. They were taught to use wespons or unarmed strike.
If the unarnmed strike sucks naturally (like in 3.5): I will be forced to bump it up as a class feature. I'm hoping it will be something like +3 proficiency and 1d4 or d4+1 damage (respectively for size).
"If you can't believe in yourself, believe in me who believes in you."
and
"Go beyond the impossible, and kick reason to the curb" Kamina, from Gurren Lagann
I suggest the following: - rework the stance stuff either into fixed class feature from level 1 on or into powers, it seems these things like "every 4 levels something new" is gone now. It's all done with powers and then tier features. - maybe the old standard as 1st level feature: no armor but wis to AC? - unarmed proficiency: +2 attack, 1d6 damage (2d6 paragon, 3d6 epic)
Ki as a power source enables increased unarmed dmg over martial power source which uses strength+weapon. As you char evolves,his Ki power evolves too,so his dmg go up. [w] means weapon,so it uses weapon statistic to deal dmg,so there is a difference if you use dagger or greatsword. Unarmed strikes are your fists,and only thing that you could do with them,dmg related is increased strength,but with KI it is more of a matter how high is your Ki than how high is your strength.So its just like wizard,as he evolves he uses more dice on his,for example fire spells that he did in previous lvls.
Ki as a power source enables increased unarmed dmg over martial power source which uses strength+weapon. As you char evolves,his Ki power evolves too,so his dmg go up. [w] means weapon,so it uses weapon statistic to deal dmg,so there is a difference if you use dagger or greatsword. Unarmed strikes are your fists,and only thing that you could do with them,dmg related is increased strength,but with KI it is more of a matter how high is your Ki than how high is your strength.So its just like wizard,as he evolves he uses more dice on his,for example fire spells that he did in previous lvls.
4E Wizards no longer use increase dice for damage. Instead it is : XdY +Int and stays that way for each power.
Y and X change per power but no longer per level.
But I will probably change unarmed damage to +3 proficiency: 1d6. 1d8 Paragon. 2d6 Epic. Maybe called it Martial Arts.
But since I'm moving today, it will probably be a week before I do that.
"If you can't believe in yourself, believe in me who believes in you."
and
"Go beyond the impossible, and kick reason to the curb" Kamina, from Gurren Lagann
4E Wizards no longer use increase dice for damage. Instead it is : XdY +Int and stays that way for each power.
Y and X change per power but no longer per level.
thats what i meant XdY on monks unarmed attacks. The higher the monk lvl the more Ki attacks he get which are stronger than previous ones,however there could be trademark low lvl powers,which increses dmg by dice on lvl 11 and 21.
The whole point of this its that monks fists are not fixed stat like weapon types are,and this is because of Ki