Edit history: 7 June 2008 - corrected rules regarding Interfering Blow's effects. Also added the ability to know roll results before declaring use of defence boosting Focus Ki powers. 9 June 2008 - reworded Threatening Shadow ability for purposes of clarity and expanded the details of Martial Artist ability. 10 June 2008 - corrected some formatting errors as kindly pointed out by NthDegree256 15 June 2008 - large rewrite of class taking on board many of the kind and considered responses to the thread from numerous posters. Special mention to malcolm_n, as the idea for the At-Will melee basic attack was pretty much stolen from his posted on the Build the Monk thread in the Hybrid forums.
This is version 1.2 of the Monk as a Ki powered Defender. Version 1.1 can be found downthread here.
Monk
To know the secrets of the Universe is to first know yourself
Class Traits
Role: Defender Source: Ki Key Abilities: Wisdom, Dexterity, Strength
Hit Points at 1st Level: 15 + Constitution score Hit Points per Level Gained: 6 Healing Surges: 9 + Constitution modifier
Trained Skills: From the class skills list below, choose 4 trained skills at 1st level. Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), Insight (Wis), Perception (Wis), Religion (Int), Stealth (Dex)
Class Features: Menacing Shadow, Martial Artist, Defensive Arts, Ki Tattoos, Ki Focus
Menacing Shadow After you attack an enemy, whether you hit or you miss, you may chose to mark that foe. The mark lasts until the end of your next turn, or until lost as described below. Whenever a marked enemy moves or shifts out of or through a square adjacent to you, you may shift up to the number of squares moved by the marked enemy as a free reaction provided that doing so will result in your being adjacent to the foe. If you are unable to shift in such a manner, you remain in your original space and the mark on the opponent is lost. You may chose to mark more than one target at a time, but you may only use your Menacing Shadow ability to move with one of your marked targets each round.
Martial Artist Monks have honed their bodies into perfect weapons. A monk gains a proficiency bonus of +3 for unarmed strikes and they count as an "off-hand" weapon. In addition, they receive a +1 bonus to weapon damage on unarmed strikes, which is added before multiplication. This bonus increases to a +2 bonus at 11th level, and to +3 bonus at 21st. As a monk may employ fists or feet in their attacks, they can make an unarmed strike with either hand free, or with both hands full provided they are not immobilised.
Defensive Arts Monks fight in such a manner as to turn aside what would otherwise be assured blows. While a monk is wearing at most light armour, and if the monk has either both hands free or is wielding a quarterstaff, they may add a +3 bonus to their armour class.
Ki Tattoos The monks hands and feet are adorned with ornate tattoos which are inked on by the monk themselves during a period of meditation that may last several weeks. These tattoos allow the monk to channel various energy through their unarmed strikes. In place of an extended rest, the monk may choose to meditate. This meditation takes as long as a usual extended rest and bestows all the same benefits and status, with the addition as stated here. The monk may chose to meditate over a magical weapon and transfer the magical energy into their tattoos. In order for this to be successful, the magical effect on the weapon must be listed with the category of either "any" or "any melee" in the tables on pages 232-233 of the PHB. Once the meditation is complete, the monk may use their unarmed strike with the bonuses of the weapon they meditated over. The weapon in question is either destroyed or rendered a mundane version through this meditation. The monk may only hold the bonuses of one magic weapon in their tattoos at any one time; performing the meditation with a second weapon will lead to the power of the first being replaced, with residuum being created at one-fifth the original items price.
Ki Focus Once per encounter you can clear your mind and focus your Ki energy to achieve superhuman feats and achievements, such as Fast Movement and Flurry of Blows. Monks may learn new techniques and methods of focusing their Ki through feats. Regardless of how many techniques for Focus Ki you know, you may only use one such ability per encounter. The special ability or power you invoke work just like your other powers.
Focus Ki: Fast Movement Monk Feature Focusing your mind, you can overcome the limits of normal endurance. _______________________ Encounter ~ Ki Minor Action _______________________ Effect: Gain +2 speed until the end of your turn. At 11th level, the bonus increases to +4, and at 21st level it increases to +6.
Focus Ki: Flurry of Blows Monk Feature You swiftness allows you to make several strikes before your foes can prepare themselves. _______________________ Encounter ~ Ki Minor Action _______________________ Effect: You can trade a Standard Action for two basic attacks taken at a -2 penalty for each. These attacks can be taken together or individually throughout your turn, meaning you could make a basic attack, take a move action, and then make another basic attack. At 21st level, you may trade your Standard Action for three basic attacks, again at a -2 penalty, or two basic attacks without penalty. You may make this decision each time you use this ability.
The At-Will powers of the monk make use of the following new condition: -
Winded
You may not use Run or Charge actions while winded.
Level 1 At-Will Techniques]Deft Blow Monk Attack 1 With an almost unnatural speed, you strike your opponents. _______________________ At-Will ~ Ki, Weapon Standard Action Melee Target: One creature Attack: Dexterity vs. AC _______________________ Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifer at 21st level. Special: This power counts as a melee basic attack. When a power or situation allows you to make a melee basic attack, you can use this power.
Honed Blow Monk Attack 1 You keen insight means you know where best to strike. _______________________ At-Will ~ Ki, Weapon Standard Action Melee Target: One creature Attack: Wisdom vs. AC _______________________ Hit: 1[W] + Wisdom modifier damage. Increase damage to 2[W] + Wisdom modifier at 21st level. Special: This power counts as a melee basic attack. When a power or situation allows you to make a melee basic attack, you can use this power.
Gut Punch Monk Attack 1 You catch your foe in the stomach, knocking the wind out of them. _______________________ At-Will ~ Ki, Weapon Standard Action Melee Target: One creature Attack: Strength vs. AC _______________________ Hit: 1[W] + Strength modifier damage. The target is Winded until the start of your next turn. Increase damage to 2[W] + Strength modifier at 21st level.
Improved Grab Monk Attack 1 With years of practice fighting unarmed, grapple opponents has become much more intuitive for you. _______________________ At-Will ~ Ki, Weapon Standard Action Melee Requirements: You must have both hands free. Special: Unlike an ordinary Grab action, you may add your proficiency bonus for unarmed strike to this attempt. Target: One creature Attack: Strength vs. Reflex _______________________ Hit: The target is Grabbed, as per the Grab combat action.
[/quote wrote:
Deft Blow Monk Attack 1 With an almost unnatural speed, you strike your opponents. _______________________ At-Will ~ Ki, Weapon Standard Action Melee Target: One creature Attack: Dexterity vs. AC _______________________ Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifer at 21st level. Special: This power counts as a melee basic attack. When a power or situation allows you to make a melee basic attack, you can use this power.
Honed Blow Monk Attack 1 You keen insight means you know where best to strike. _______________________ At-Will ~ Ki, Weapon Standard Action Melee Target: One creature Attack: Wisdom vs. AC _______________________ Hit: 1[W] + Wisdom modifier damage. Increase damage to 2[W] + Wisdom modifier at 21st level. Special: This power counts as a melee basic attack. When a power or situation allows you to make a melee basic attack, you can use this power.
Gut Punch Monk Attack 1 You catch your foe in the stomach, knocking the wind out of them. _______________________ At-Will ~ Ki, Weapon Standard Action Melee Target: One creature Attack: Strength vs. AC _______________________ Hit: 1[W] + Strength modifier damage. The target is Winded until the start of your next turn. Increase damage to 2[W] + Strength modifier at 21st level.
Improved Grab Monk Attack 1 With years of practice fighting unarmed, grapple opponents has become much more intuitive for you. _______________________ At-Will ~ Ki, Weapon Standard Action Melee Requirements: You must have both hands free. Special: Unlike an ordinary Grab action, you may add your proficiency bonus for unarmed strike to this attempt. Target: One creature Attack: Strength vs. Reflex _______________________ Hit: The target is Grabbed, as per the Grab combat action.
Level 1 Encounter Techniques]Hobbling Strike Monk Attack 1 A well aimed shot to the foot will hinder your oponents movements. _______________________ Encounter ~ Ki, Weapon Standard Action Ranged Requirements: You must be wielding a light blade weapon. Target: One creature Attack: Dexterity vs. AC _______________________ Hit: 1[W] + Dexterity modifier damage. The target is slowed until the start of your next turn.
Dual Blows Monk Attack 1 You throw two powerful punches in rapid succession. _______________________ Encounter ~ Ki, Weapon Standard Action Melee Special: Make two seperate attacks, either against the same target, or two different targets. Target: One or two creatures Attack: Strength vs. AC _______________________ Hit: 1[W] + Strength modifier damage for each attack.
Stupefying Blow Monk Attack 1 You strike the foe a sound blow to the temple and leave them dazed. _______________________ Encounter ~ Ki, Weapon Standard Action Melee or Ranged weapon Requirements: You must be wielding a quarterstaff, club, sling, or utilising an unarmed strike. Target: One creature Attack: Dexterity vs. Will _______________________ Hit: 1[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.
Interfering Blow Monk Attack 1 You strike your foe and continue to hamper its ability to target your ally. _______________________ Encounter ~ Ki, Weapon Standard Action Melee Target: One creature Attack: Wisdom vs. AC _______________________ Hit: 1[W] + Wisdom modifier damage, and one ally you can see gains a power bonus equal to your Dexterity modifier to their AC and Reflex against attacks made by the target, provided you are still adjacent to the target, until the end of your next turn.
[/quote wrote:
Hobbling Strike Monk Attack 1 A well aimed shot to the foot will hinder your oponents movements. _______________________ Encounter ~ Ki, Weapon Standard Action Ranged Requirements: You must be wielding a light blade weapon. Target: One creature Attack: Dexterity vs. AC _______________________ Hit: 1[W] + Dexterity modifier damage. The target is slowed until the start of your next turn.
Dual Blows Monk Attack 1 You throw two powerful punches in rapid succession. _______________________ Encounter ~ Ki, Weapon Standard Action Melee Special: Make two seperate attacks, either against the same target, or two different targets. Target: One or two creatures Attack: Strength vs. AC _______________________ Hit: 1[W] + Strength modifier damage for each attack.
Stupefying Blow Monk Attack 1 You strike the foe a sound blow to the temple and leave them dazed. _______________________ Encounter ~ Ki, Weapon Standard Action Melee or Ranged weapon Requirements: You must be wielding a quarterstaff, club, sling, or utilising an unarmed strike. Target: One creature Attack: Dexterity vs. Will _______________________ Hit: 1[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.
Interfering Blow Monk Attack 1 You strike your foe and continue to hamper its ability to target your ally. _______________________ Encounter ~ Ki, Weapon Standard Action Melee Target: One creature Attack: Wisdom vs. AC _______________________ Hit: 1[W] + Wisdom modifier damage, and one ally you can see gains a power bonus equal to your Dexterity modifier to their AC and Reflex against attacks made by the target, provided you are still adjacent to the target, until the end of your next turn.
Level 1 Daily Techniques]Crippling Blow Monk Attack 1 You strike a vital pressure point on your foes body that makes it painful for them to move some of their limbs. _______________________ Daily ~ Ki, Weapon, Reliable Standard Action Melee Target: One creature Attack: Wisdom vs. AC _______________________ Hit: 1[W] + Wisdom modifier damge, and the target takes a -2 penalty to attacks (save ends).
Precise Blow Monk Attack 1 By striking the right pressure points of your foes bodies, you can inflict wounds that persist long after your first strike. _______________________ Daily ~ Ki, Reliable, Weapon Standard Action Melee [B}Requirements:[/b] You must be wiedling a quarterstaff or utilising an unarmed strike. Target: One creature Attack: Wisdom vs. AC _______________________ Hit: 2[W] + Wisdom modifier damage, and the target takes ongoing damage equal to your Strength modifier (save ends).
Whirlwind of Blows Monk Attack 1 Your foes may think they have you surrounded, but you have them right where you want them... _______________________ Daily ~ Ki, Weapon Standard Action Close burst 1 Target: 1 + Wisdom modifier targets within burst. Attack: Dexterity vs. Reflex _______________________ Hit: Wisdom modifier damage
[/quote wrote:
Crippling Blow Monk Attack 1 You strike a vital pressure point on your foes body that makes it painful for them to move some of their limbs. _______________________ Daily ~ Ki, Weapon, Reliable Standard Action Melee Target: One creature Attack: Wisdom vs. AC _______________________ Hit: 1[W] + Wisdom modifier damge, and the target takes a -2 penalty to attacks (save ends).
Precise Blow Monk Attack 1 By striking the right pressure points of your foes bodies, you can inflict wounds that persist long after your first strike. _______________________ Daily ~ Ki, Reliable, Weapon Standard Action Melee [B}Requirements:[/b] You must be wiedling a quarterstaff or utilising an unarmed strike. Target: One creature Attack: Wisdom vs. AC _______________________ Hit: 2[W] + Wisdom modifier damage, and the target takes ongoing damage equal to your Strength modifier (save ends).
Whirlwind of Blows Monk Attack 1 Your foes may think they have you surrounded, but you have them right where you want them... _______________________ Daily ~ Ki, Weapon Standard Action Close burst 1 Target: 1 + Wisdom modifier targets within burst. Attack: Dexterity vs. Reflex _______________________ Hit: Wisdom modifier damage
Level 2 Utility Techniques]Heightened Senses Monk Utility 2 Years of meditation have enabled you to be more attuned to small changes in your environment _______________________ Daily ~ Ki Minor Action Personal[/b]
_______________________ Effect: You gain a +2 power bonus on all Insight and Perception checks until the end of the encounter.
Push to Safety Monk Utility 2 As a threat looms, you shove one of your allies out of harms way. _______________________ Encounter ~ Ki Immediate Interrupt Action Melee Trigger: An adjacent ally is targetted by an attack. Target: One willing adjacent ally
_______________________ Effect: You push the target 2 squares.
Purify Body Monk Utility 2 You centre your mind and will your muscles to relax, your stress to dissipate, and your pain to ebb. _______________________ Daily ~ Ki Standard Action Personal
_______________________ Effect: You may spend a healing surge and heal an additional number of it points equivalent to your Wisdom modifier
Step of Air Monk Utility 2 Even air has mass and with the right focus, you can momentarily balance yourself upon it. _______________________ At-Will ~ Ki Immediate Reaction Action Personal Prerequisites: You must be trained in Athletics Trigger: You have just made a jump.
_______________________ Effect: You may make a second Atheletics check and move an additional amount as a jump. The result of the Athletics check should be divided by either 5 or 10 in the same manner as the previous jump, dependent upon you having taken a running start. The distance you jump can exceed your speed. [/quote wrote:
Heightened Senses Monk Utility 2 Years of meditation have enabled you to be more attuned to small changes in your environment _______________________ Daily ~ Ki Minor Action Personal[/b]
_______________________ Effect: You gain a +2 power bonus on all Insight and Perception checks until the end of the encounter.
Push to Safety Monk Utility 2 As a threat looms, you shove one of your allies out of harms way. _______________________ Encounter ~ Ki Immediate Interrupt Action Melee Trigger: An adjacent ally is targetted by an attack. Target: One willing adjacent ally
_______________________ Effect: You push the target 2 squares.
Purify Body Monk Utility 2 You centre your mind and will your muscles to relax, your stress to dissipate, and your pain to ebb. _______________________ Daily ~ Ki Standard Action Personal
_______________________ Effect: You may spend a healing surge and heal an additional number of it points equivalent to your Wisdom modifier
Step of Air Monk Utility 2 Even air has mass and with the right focus, you can momentarily balance yourself upon it. _______________________ At-Will ~ Ki Immediate Reaction Action Personal Prerequisites: You must be trained in Athletics Trigger: You have just made a jump.
_______________________ Effect: You may make a second Atheletics check and move an additional amount as a jump. The result of the Athletics check should be divided by either 5 or 10 in the same manner as the previous jump, dependent upon you having taken a running start. The distance you jump can exceed your speed.
Level 3 Encounter Techniques]Fulcrum Throw Monk Attack 3 You catch your foes incoming blow and with a sudden twist you launch him through the air. _______________________ Encounter ~ Ki, Throw Standard Action Melee Requirements: You must have at least one hand free. Special: You may use this power while sustaining a Grab. If so, you receive a +2 bonus to your attack. Target: One creature Attack: Strength vs. Reflex _______________________ Hit: 1[W] + Strength modifier damage. Deal additional damage equal to your Wisdom modifier if you have marked the target. Effect: You may chose a square adjacent to you. The target falls prone in this space. The space chosen must be empty.
Sweep the Legs Monk Attack 3 You swing your quarterstaff about you, sweeping through the legs of your unwary foes. _______________________ Encounter ~ Ki, Weapon Standard Action Close burst 1 Requirements: You must be armed with a quarterstaff or polearm. Target: Each creature in burst Attack: Dexterity vs. Reflex _______________________ Hit: The target is knocked prone.
Forced Crossfire Monk Attack 3 As your foes attack you, you deftly dodge the incoming blows and redirect them to another target. _______________________ Encounter ~ Ki Standard Action Melee Target: Two creatures Attack: Wisdom vs. Will _______________________ Hit: You force the target to make a basic melee attack against another target adjacent to you. If the attack hits, it deals additional damage equal to your Wisdom modifier.
Focus Ki Feats The following powers can be gained individually by taking them as a feat at the appropriate levels.
Fulcrum Throw Monk Attack 3 You catch your foes incoming blow and with a sudden twist you launch him through the air. _______________________ Encounter ~ Ki, Throw Standard Action Melee Requirements: You must have at least one hand free. Special: You may use this power while sustaining a Grab. If so, you receive a +2 bonus to your attack. Target: One creature Attack: Strength vs. Reflex _______________________ Hit: 1[W] + Strength modifier damage. Deal additional damage equal to your Wisdom modifier if you have marked the target. Effect: You may chose a square adjacent to you. The target falls prone in this space. The space chosen must be empty.
Sweep the Legs Monk Attack 3 You swing your quarterstaff about you, sweeping through the legs of your unwary foes. _______________________ Encounter ~ Ki, Weapon Standard Action Close burst 1 Requirements: You must be armed with a quarterstaff or polearm. Target: Each creature in burst Attack: Dexterity vs. Reflex _______________________ Hit: The target is knocked prone.
Forced Crossfire Monk Attack 3 As your foes attack you, you deftly dodge the incoming blows and redirect them to another target. _______________________ Encounter ~ Ki Standard Action Melee Target: Two creatures Attack: Wisdom vs. Will _______________________ Hit: You force the target to make a basic melee attack against another target adjacent to you. If the attack hits, it deals additional damage equal to your Wisdom modifier. [/quote] Focus Ki Feats The following powers can be gained individually by taking them as a feat at the appropriate levels.
Focus Ki: Sharpen Senses Monk Feature Clearing your mind, you can see the best place in which to strike. _______________________ Encounter ~ Ki Minor Action _______________________ Effect: You gain a +2 power bonus to your next attack.
Focus Ki: Danger Sense Monk Feature You have become so in tune with your environment that you often react to danger before you consciously are aware of it. _______________________ Encounter ~ Ki Immediate Interrupt _______________________ Trigger: You are targetted by an attack against your Reflex defence. You are allowed to know the result of the attack role before declaring use of this power.
Effect: You gain a power bonus to your Reflex defence equal to your Wisdom modifier against the attack that triggered this ability.
Focus Ki: Wax On Monk Feature You sweep aside the incoming attack. _______________________ Encounter ~ Ki Immediate Interrupt _______________________ Trigger: You are targetted by an attack against your AC. You are allowed to know the result of the attack role before declaring use of this power. Effect: You gain a power bonus to your AC equal to your Wisdom modifier against the attack that triggered this ability.
Focus Ki: Mind Over Matter Monk Feature By steeling your mind, you can steel your body. _______________________ Encounter ~ Ki Immediate Interrupt _______________________ Trigger: You are targetted by an attack against your Fortitude defence. You are allowed to know the result of the attack role before declaring use of this power. Effect: You gain a power bonus to your Fortitude defence equal to your Wisdom modifier against the attack that triggered this ability.
This post considerably assisted by the DM's Toolkit application by Eldritch_Lord and Leichenreiter
I like the look of this so far, and I love the idea of the monk as a defender (as opposed to striker). I would like to see someone with a little more of a head for balance than myself give it a run through, but so far, it looks quite good.
Thanks treyfelter. I too hope someone with a better feel for the numbers could take a look over things and see if there is anything particularly broken. I did scrutinise the current defender powers to try to work out the general trade-offs in damage/effects and I hope I managed to hit pretty close to the balance point. Some iconic parts of the class (such as Wisdom bonus to AC) seemed perhaps a little unbalanced as a flat bonus, and there seems to be much less of the "if you do this, you lose these features" in 4E, so I threw out the inability to wear armour too.
What I might do is change the prerequisites to Wax On and Danger Sense to include "must be wearing light armour" which gives more of a choice to the players on how they want to flavour their Monk. I might also adjust the trigger to allow you to know the attack roll before you opt to chose the power: can't imagine their being much worse than expending your encounter power and having your foe roll a one... except maybe it being a daily power! :P
Thanks treyfelter. I too hope someone with a better feel for the numbers could take a look over things and see if there is anything particularly broken. I did scrutinise the current defender powers to try to work out the general trade-offs in damage/effects and I hope I managed to hit pretty close to the balance point. Some iconic parts of the class (such as Wisdom bonus to AC) seemed perhaps a little unbalanced as a flat bonus, and there seems to be much less of the "if you do this, you lose these features" in 4E, so I threw out the inability to wear armour too.
This is just one guy's opinion, but the numbers look about right to me. This is a pretty good job, too. Well done!
The one thing I noticed was an issue with the power Interfering Blow. It's a conceptual one, really. "You strike your foe and continue to hamper its ability to target your allies" suggests that the target should have a penalty to its attacks, but the actual benefit granted is wildly different than the flavour text would suggest. Any ally that you can see gains an AC bonus against all enemies, not just the one you supposedly interfered with.
This is just one guy's opinion, but the numbers look about right to me. This is a pretty good job, too. Well done!
The one thing I noticed was an issue with the power Interfering Blow. It's a conceptual one, really. "You strike your foe and continue to hamper its ability to target your allies" suggests that the target should have a penalty to its attacks, but the actual benefit granted is wildly different than the flavour text would suggest. Any ally that you can see gains an AC bonus against all enemies, not just the one you supposedly interfered with.
Thanks simplyscribed. Quite right about Interfering Blow, that was how I originally envisioned it but I've obviously stumbled when I was typing it up. In fact, it was supposed to be a bonus against that targets attacks and while you were adjacent to the target (to synergise a little with Menacing Shadow). I'll have to edit that.
Eh, fella - look at the Paladin. Plenty of attacks targeting Reflex and Will in there.
But not At-Will. The Rogue has one At-Will Power that ignores armour, and I'm fine with that. The monk as presented here has two. Not good. There's no good reason that something described as "putting all your strength behind your punch" should automatically pierce all armour.
But not At-Will. The Rogue has one At-Will Power that ignores armour, and I'm fine with that. The monk as presented here has two. Not good. There's no good reason that something described as "putting all your strength behind your punch" should automatically pierce all armour.
I had considered that a little, but thought the Strong Monk types should be perhaps cut a little slack as with such a build, you're still probably going to want your Dexterity as one of your highest stats to benefit from improved AC, while Wisdom is still a high requirement too. The second At-Will vs Reflex based on Strength was, I thought, perhaps a way to balance a little against what would probably almost be a three-stat dependent build. Perhaps I've missed with that, in which case, the question is how to correct the balance? Perhaps revert to Strength vs AC but add a flat bonus? Maybe add a prerequisite for using an unarmed strike to use the power?
monk as a defender. hmmm, i actually kinda like it. more akijitsu than shaolin whoopass, in philosophy. i really can't see an early level monk putting out enough damage to be at home with other strikers like rogues the new rangers.
Love the concept. I'll agree with the other posters, however, that some of the powers seem a little too good compared to the Fighter and Paladin's powers. (Granted, I don't have a lot of experience balancing classes, but 4th Edition has made me twice as interested in homebrew stuff because it's so internally consistent!)
Staggering Blow is equivalent to the fighter power Tide of Iron, except it pushes farther. Fierce Blow is equivalent to the paladin power Holy Strike, except it ignores armor. Honed Blow hits as hard as a basic attack but ignores armor, which the Rogue gets but neither of the defenders do.
The encounter powers look fine to me, but the daily power Crippling Blow actually seems a little underpowered - I feel like a bigger penalty or at least 2[W] damage would be more appropriate, but I'd like to hear what other people think.
Other than that, lots of cool stuff! There's a couple formatting issues (one of your Utility powers is in the Daily block, and it's Fortitude defense, not Constitution defense) but on the whole this is a really neat concept that I'd love to see developed further.
Love the concept. I'll agree with the other posters, however, that some of the powers seem a little too good compared to the Fighter and Paladin's powers. (Granted, I don't have a lot of experience balancing classes, but 4th Edition has made me twice as interested in homebrew stuff because it's so internally consistent!)
Staggering Blow is equivalent to the fighter power Tide of Iron, except it pushes farther. Fierce Blow is equivalent to the paladin power Holy Strike, except it ignores armor. Honed Blow hits as hard as a basic attack but ignores armor, which the Rogue gets but neither of the defenders do.
The encounter powers look fine to me, but the daily power Crippling Blow actually seems a little underpowered - I feel like a bigger penalty or at least 2[W] damage would be more appropriate, but I'd like to hear what other people think.
Other than that, lots of cool stuff! There's a couple formatting issues (one of your Utility powers is in the Daily block, and it's Fortitude defense, not Constitution defense) but on the whole this is a really neat concept that I'd love to see developed further.
Thanks for your input Nth!
I think the hardest part in creating a homebrewed class is going to be the At-Will powers: making them balanced but distinct from other classes is, I think, going to be very challenging.
Staggering Blow: it pushes further than Tide of Iron, but doesn't give the ability to shift into the space you push it out of. Whether that's balanced or not, I'm not completely sure. Fierce Blow I think I need to change to be against AC, and Honed Blow, perhaps I should drop the Wisdom modifier to damage? Maybe half it, rather than drop it totally.
And I shall look at correcting the formatting errors you pointed out after I get back from my game night - thanks for pointing those out!
What is your implement/weapon/symbol for this class? Seems to me they should have something to give them a bonus to hit/damage. Im not sure i like the bonus to damage on unarmed strike, seems weak early and strong later since your avg dmg will initially be 3.5 and scale up to 9.5 and im not sure weapons scale that well. Could give them 2 "moves" a +3 to hit 1d8damage "punch" and a "kick" that is +2 to hit and 1d10 damage. They lose the extra advantage an equivalent fighter/paladin gets but they always have their weapons. Flurry of blows seems a bit strong as an encounter power. Sure you give up an at will but trading pushing a foe 2 squares versus an extra attack seems overpowered to me. Consider the paladin equivalent just adds his strength bonus to one attack per encounter and your adding 3 extra attacks at epic tier. I would suggest instead givng them 1/encounter a second attack, Dex vs. AC that does [w] but no modifier. This may eventually do less damage then the paladin equivalent but could be used on a separate target.
I don't think there's a real problem with two at-will powers foing to reflex instead of armor. I would use a DEX build and take the Staggering Blow and Nimble Blow at-will powers since they have reasonable to-hit and damage with speacial abilities. A DEX monk with crossbow/daggers/shirukens would be awesome.
Grappling/Grabbing - I always used to love Grappling in 3.5, even when it didn't work out for me. I think there should be some powers that assist in grabbing or give some kind of grappling speacialty.
Staggering Blow - I do question the wisdom of letting a level 1 character knock enemies off cliffs at will, but I love doing that so much. I guess wizards get Thunderstrike...
Nimble Blow - I do not understand where the +1 attack bonus comes from.
Dual Blows - I think maybe this should be switched with Staggering Blow as an at-will/encounter power. I also think that it should go to AC, not Ref.
Stunning Blow - Why doesn't Stunning Blow...stun?
Interfering Blow - So the guy across the battlefield from me gets my dex bonus, even if his armor is better and he is not fighting the same enemy or standing anywhere near me?
An Interrupting Blow/Grab would be cool.
Dailies - I think these are okay.
Utilities - I like these.
Mighty Throw - I want to use this to injur my oppenent, and the guy I threw him at. Okay, maybe that's too strong at third level, but it would be friggin cool.
Sweep the Legs - What no damage? Not even damage equal to my wisdom or strength modifier?
There is no two-extended-finger palmstrike death punch, however. Unacceptable.
Not yet there isn't, but I'm not finished yet.
Actually, I think the complaint about ignoring AC is dead on. Perhaps making that a effect on a power at a later level is a better compromise.
Yeah, I'm pretty much set on changing them. I do quite like the idea someone had on the "Build the Monk" thread in the Hybrid forum of giving the Monk a Dex vx AC basic power, but that can be used for OA's.
Other than that, I think it looks like a very interesting class... I especially like the interrupt ideas.
What is your implement/weapon/symbol for this class? Seems to me they should have something to give them a bonus to hit/damage. Im not sure i like the bonus to damage on unarmed strike, seems weak early and strong later since your avg dmg will initially be 3.5 and scale up to 9.5 and im not sure weapons scale that well. Could give them 2 "moves" a +3 to hit 1d8damage "punch" and a "kick" that is +2 to hit and 1d10 damage. They lose the extra advantage an equivalent fighter/paladin gets but they always have their weapons.
Not completely convinced myself about having an implement/focus for the Monk, especially considering the "internal" nature of Ki someone raised on another thread. As unarmed strike counts as a Weapon for any powers with that keyword, the best thing to do seemed to be to make it a viable option to do so.
The bonus to damage with unarmed strike was also to offset the likely lack of any magic weapon bonuses that the unarmed Monk would be unable to obtain. I was also considering the idea of adding the damage bonus in before multiplying the [W]: the Monk would have lower spikes in damage, but more consistant numbers.
Flurry of blows seems a bit strong as an encounter power. Sure you give up an at will but trading pushing a foe 2 squares versus an extra attack seems overpowered to me. Consider the paladin equivalent just adds his strength bonus to one attack per encounter and your adding 3 extra attacks at epic tier. I would suggest instead givng them 1/encounter a second attack, Dex vs. AC that does [w] but no modifier. This may eventually do less damage then the paladin equivalent but could be used on a separate target.
Adding an extra attack is also adding an extra chance to miss as well (at least, that was the thinking) and if they have picked up their extra defence bonus feats, using Flurry of Blows also means that they preclude themselves from gaining those bonuses as well.
I don't think there's a real problem with two at-will powers foing to reflex instead of armor. I would use a DEX build and take the Staggering Blow and Nimble Blow at-will powers since they have reasonable to-hit and damage with speacial abilities. A DEX monk with crossbow/daggers/shirukens would be awesome.
BoneLord wrote:
Grappling/Grabbing - I always used to love Grappling in 3.5, even when it didn't work out for me. I think there should be some powers that assist in grabbing or give some kind of grappling speacialty.
I was thinking of adding some in at some stages along the build path.
BoneLord wrote:
Staggering Blow - I do question the wisdom of letting a level 1 character knock enemies off cliffs at will, but I love doing that so much. I guess wizards get Thunderstrike...
As I've said, I think I might have tried too much to emphasise the differences in powers between the Monk and the other Defenders in their At-Wills. I do think I'll be making some major adjustments in this area.
BoneLord wrote:
Nimble Blow - I do not understand where the +1 attack bonus comes from.
Again, from trying too hard to emphasise differences. That will probably be changing.
BoneLord wrote:
Dual Blows - I think maybe this should be switched with Staggering Blow as an at-will/encounter power. I also think that it should go to AC, not Ref.
Hmm, I'll give that some consideration, although whichever one ends up in the At-Will will probably end up being cut!
BoneLord wrote:
Stunning Blow - Why doesn't Stunning Blow...stun?
Erm, because I need to learn to read the Conditions table a bit better? :P Think the name's more likely to change than give a Defender's Encounter power that Stun's.
BoneLord wrote:
Interfering Blow - So the guy across the battlefield from me gets my dex bonus, even if his armor is better and he is not fighting the same enemy or standing anywhere near me?
The flavour was intended to be that, should the enemy attack your ally, with melee or ranged, you get "in their face" and spoil the shot.
BoneLord wrote:
An Interrupting Blow/Grab would be cool.
I had some ideas for later powers that worked in that kind of way, again to synergise with the Threatening Shadow ability.
BoneLord wrote:
Dailies - I think these are okay.
Utilities - I like these.
Thank you. I am quite fond of some of the Utilities myself, and have some ideas for synergy with later powers.
BoneLord wrote:
Mighty Throw - I want to use this to injur my oppenent, and the guy I threw him at. Okay, maybe that's too strong at third level, but it would be friggin cool.
Originally thought of for this power, but I also thought it would be over powered and so had planned to have further Throws at later levels that did just those sorts of things.
BoneLord wrote:
Sweep the Legs - What no damage? Not even damage equal to my wisdom or strength modifier?
"Prone" seems to be quite a powerful status condition to apply against a target (especially with Rogues on the team) and the potential ability to do so to up to eight targets and do damage, however slight, seemed rather too powerful.
"Prone" seems to be quite a powerful status condition to apply against a target (especially with Rogues on the team) and the potential ability to do so to up to eight targets and do damage, however slight, seemed rather too powerful.
I guess you have a point there. I didn't think to multiply the 1 - 3 damage against up to 8 oppenents. And if they're all minions, then you just killed 8 guys by sweeping their legs out from under them. That would just be silly.
Anyways, thank you for replying to my reply. I like where this Monk is going. I just hope it keeps the Staggering Blow and Dual Blows. And I do understand dazing instead of stunning. I looked it up again myself and saw that stunning is more powerful than it used to be. Dazed is now what Stunned was in 3.5
Maybe at higher levels there should be a One-Shot K.O. power, or a Two-finger Gotcha! in the Eyes power. One to render an enemy unconcious (or stunned) until they save or take damage, and one to blind an oppenent for 1 round or until they save. Heh, you're probably working on that already.
Maybe at higher levels there should be a One-Shot K.O. power, or a Two-finger Gotcha! in the Eyes power. One to render an enemy unconcious (or stunned) until they save or take damage, and one to blind an oppenent for 1 round or until they save. Heh, you're probably working on that already.
I'm thinking of leaving the Two-Finger Gotcha for when I build my Three Stooges classes...
Darn, I had been joking then, but now I really feel inclined to build some!
Great work on attempting to include my favourite class back into 4th edition, god knows why they didnt include it to begin with.
Anyway, I think you should change Ki Focus: Fast Movement to a passive monk class feature. Monks deserve to have faster speed bonus whenever they want, not just for one turn per battle. I really think this is a class defining ability.
Replace Ki Focus: Fast Movement with a one round temporary self only haste?
Great work on attempting to include my favourite class back into 4th edition, god knows why they didnt include it to begin with.
Anyway, I think you should change Ki Focus: Fast Movement to a passive monk class feature. Monks deserve to have faster speed bonus whenever they want, not just for one turn per battle. I really think this is a class defining ability.
Replace Ki Focus: Fast Movement with a one round temporary self only haste?
I think there's already a feat that gives a flat bonus to movement speed for the Monk that wants to be quick on their feet, while the Ki Focus was intended for that occasional burst of "just that bit more". Mind, I will have to check over the feats more thoroughly to confirm that that is the case.
It would be good if classes could fit multiple roles.
For example, you could have the monk split into two clear builds - one (STR-heavy) focussed on Defending, and the other (DEX-heavy) focussed on striking. People would notbe sure at first which 'type' they were going up against...
I think there's already a feat that gives a flat bonus to movement speed for the Monk that wants to be quick on their feet, while the Ki Focus was intended for that occasional burst of "just that bit more". Mind, I will have to check over the feats more thoroughly to confirm that that is the case.
Yes there is a feat that allows you to move a few squares more passively. However a monk taking this is no different then a wizard taking the same feat.
The monk speed should be set apart from other classes and taking a feat that every other class can take is not the proper solution.
The monk needs a passive speed bonus above and beyond what other classes can get. This is obviously what the designers believed true in D&D3e, and chainmail, and other games.
Yes there is a feat that allows you to move a few squares more passively. However a monk taking this is no different then a wizard taking the same feat.
The monk speed should be set apart from other classes and taking a feat that every other class can take is not the proper solution.
The monk needs a passive speed bonus above and beyond what other classes can get. This is obviously what the designers believed true in D&D3e, and chainmail, and other games.
I don't think that it necessarily follows that, just because it was that way in 3.5 and earlier, that it should be a part of 4E. Even if it were, the Rogue's Tumbling became integrated into powers, with shifting and movement being built in to them, and I imagine the Monk's increased speed may be handled in a similar way. Also, in 3.5 the Monk didn't get any flat movement bonus until 3rd level...
I'm also approaching the Monk from a Defender perspective. That might not fit everyone's tastes, but it's how I'm handling it in my campaign. With that in mind, this Monk's mobility is built into their Menacing Shadow mark.
All that being said, I do very much appreciate your input on the class and hope you continue to share your ideas and opinions as I develop it further.
i for one like this class, though the ki power source lacks originality (since you have no base to work on in such an early stage of 4th ed), this monk is pretty decent and playable, i will be playing this monk myself until i finish mine.
First off I have never been a fan of monks in a dungeons and dragons setting. The combination of explicitly oriental fantasy characters and explicitly western (cleric, bard, druid) has, IMO, brought an element to the game that requires a greater degree of suspension of disbelief than flying galleons and flinging spells on a whim. That being said I address the class froma numbers perspective.
1. I am not sure I would agree with reaching hide armor as a monk. I have not and will not put your class through the extensive playtesting process I generally do and the armor may be necessary to maintain an AC high enough to not be torn asunder by equal level normals, but it is a drastic shift from the classic oriental monk, the cinematic version, and the monk of previous DnD editions.
2. Including the Katar as a class weapon is outside the scope of existing character classes, none of which grant proficiency in a superior weapon.
3. Menacing Shadow is the only class feature that would have no numeric limitation on its function. Reducing it to n+ability modifier would put it into the scope of other existing class features. It is also unclear if you are allowing them to mark multiple foes in the event that they have attacked more than one in a round.
4. Ki Focus: Flurry of Blows is broken. Absolutely broken. With no restriction regarding what kind of weapon can be used while performing this maneuver this not only leads the way but also carries the torch, opens the gate, disarms the traps, and otherwise overcomes all obstacles to powergaming, ESPECIALLY when one starts using powerful, high level magic weapons.
5. At-will techniques a) General: The fluff in your descriptions implies that these are all intended to be unarmed attacks. However, you have not included a restriction to the attacks specifically stating so (along the lines of the ranger and rogue attack requirements). Restricting the weapon use in the attacks would make the choice to have many of them not target AC more in scope with existing class's powers, of which very few use a weapon and target a defense other than AC. To support the existing theme of two builds per class I would suggest having approximately half the techniques require unarmed attacks and the other half allow any melee weapon, with a smattering that require ranged weapons or have an additional benefit for using a particular weapon. b) Staggering Blow: This attack should either not gain a bonus to damage from dexterity or should have restrictions on the size of the creature pushed to remain in the same power range as the fighter exploit, Tide of Iron, which requires a shield and restricts the size of creature that can be pushed and only pushes one square. c) Honed Blow: Completely in balance damage wise to other defender powers. If this were intended to be an unarmed only attack increasing the frequency of damage increases would not be unbalancing. d) Fierce Blow: This technique may be slightly overpowered considering that marking an opponent only requires attempting to hit them in a previous round and it attacks against a non-AC defense. e) Nimble Blow: Likely the most mechanically balanced of your at-will techniques. If this were intended to be an unarmed attack only technique increasing the frequency of damage increases would not be unbalancing.
6. Encounter Techniques a) Hobbling Strike: Good flavor, good restriction, particularly happy to see that it implies you can perform this technique with a thrown dagger or shuruken. b) Dual Blows: Balanced in comparison to other 1st level, multiple target attacks. c) Stunning Blow: As a previous poster mentioned the name is misleading. Since your fluff describes it as striking a vital area a fluffy name encompassing that concept might be a better selection. Also, striking a vital area with a weapon is more akin to a critical strike than it is to an attack that would cause dazed, this technique would make a good choice for an unarmed attack only. d) Interfering Blow: This technique would be more in balance with other 1st level encounter powers if the benefit to an allies AC lasted only until the end of your next turn, or a save ended the effect. e) Mighty Throw: This technique is definitely overpowered. With an attack against a non-AC defense, an automatic ability modifier damage increase, a conditional ability modifier damage increase, a push or shift to the enemy which ignores creatures in the way, and the prone condition added to the target this technique is so far above and beyond anything else presented at 3rd level that I don't even know where to begin suggesting potential balancing factors other than put it at a higher level.
7. Daily Techniques a) Quivering Palm: The name and fluff of this technique suggest that it should be restricted to unarmed attacks only. b) Whirlwind of Blows: As it is this technique either crosses into the controller category or is grossly overpowered. Restricting the number of targets inside the burst, or more rationally adjacent to the PC, to 1+ability modifier would put the power level more into perspective with other 1st level powers.
8. Utility Techniques are overall balanced. The language of Step of Air is a little confusing. An athletics check determines the distance you do jump, there is not a set DC to succeed at a jump.
Summary -
Other than not being a fan of the monk class in general, this class as written is fairly well balanced when you consider the tendency of most game designers to either over- or under-power new additions and then adjust them to par. There have been many other home-brew class posts that have been so far beyond the scope of the existing classes that I couldn't convince myself it would be worth the time to make a careful analysis and meaningful response. The class features and techniques definitely fall into the defender role with some crossover into the realm of the controller or striker, with a distinctly different flavor than the fighter and the paladin. The idea of a defender that fills its role by causing action economy attacks, reduced movement range, and shadowing their mark is a very interesting idea and it may very well make its way into one of my campaigns, just not as a monk.
First off I have never been a fan of monks in a dungeons and dragons setting. The combination of explicitly oriental fantasy characters and explicitly western (cleric, bard, druid) has, IMO, brought an element to the game that requires a greater degree of suspension of disbelief than flying galleons and flinging spells on a whim. That being said I address the class froma numbers perspective.
Thank you, your Onioness. :D I found your thorough review very informative and helpful.
1. I am not sure I would agree with reaching hide armor as a monk. I have not and will not put your class through the extensive playtesting process I generally do and the armor may be necessary to maintain an AC high enough to not be torn asunder by equal level normals, but it is a drastic shift from the classic oriental monk, the cinematic version, and the monk of previous DnD editions.
I've never been particularly sold on the "wear armour, lose all abilities" of the previous editions Monk, although I can see some reasoning for balance purposes. As I think I've said on another thread, they've largely removed restrictions from creating characters that fit a concept. Heavily armoured wizard? Go ahead and spend the feats and we won't penalise you for it further. I'm sure some people could dream up concepts of Monk-style, heavily armoured characters too, for instance the firebenders of Avatar seem to come reasonably close. And while the first monks that come to mind might be orange robed wire-fu experts, there seem to be some evidence that not all were along those lines. Final Fantasy 11 seems to move more towards a somewhat armoured monk too. And I could certainly see monks worshipping amongst the tundra favouring animal hides over cloth.
2. Including the Katar as a class weapon is outside the scope of existing character classes, none of which grant proficiency in a superior weapon.
I have to admit that I hadn't really thought of it beyond the flavour of giving them the weapon, as it did seem the more Monk like without homebrewing sai and siangham. As for no class getting a superior weapon proficiency for free, the Rogue does recieve the shuriken, which is listed as a superior weapon. That said, I didn't note the "high-crit" property of the katar, so that probably will be removed.
3. Menacing Shadow is the only class feature that would have no numeric limitation on its function. Reducing it to n+ability modifier would put it into the scope of other existing class features. It is also unclear if you are allowing them to mark multiple foes in the event that they have attacked more than one in a round.
I've been bouncing back and forth a bit between allowing several marks. Afterall, if you shadow one mark, you are unlikely in most cases to be able to shadow a second, especially in the more mobile combat of 4E.
4. Ki Focus: Flurry of Blows is broken. Absolutely broken. With no restriction regarding what kind of weapon can be used while performing this maneuver this not only leads the way but also carries the torch, opens the gate, disarms the traps, and otherwise overcomes all obstacles to powergaming, ESPECIALLY when one starts using powerful, high level magic weapons.
I'm guessing you don't like it then? :P Is it the scaling in particular you have issue with on this? Having two basic attacks once per encounter (remembering that you'd be sacrificing your safety net armour boosting interrupts) doesn't seem too game breaking, especially considering the Ranger's At-Will. I was considering reducing it to two strikes until 21st level, when it becomes 3, and perhaps restricting it to unarmed, melee light blades, and quarterstaffs.
5. At-will techniques[...]
I'm pretty much going to redo all the At-Wills from scratch.
a) Hobbling Strike: Good flavor, good restriction, particularly happy to see that it implies you can perform this technique with a thrown dagger or shuruken.
Thank you.
b) Dual Blows: Balanced in comparison to other 1st level, multiple target attacks.
I had thought so for the most part, although maybe it should be against AC?
c) Stunning Blow: As a previous poster mentioned the name is misleading. Since your fluff describes it as striking a vital area a fluffy name encompassing that concept might be a better selection. Also, striking a vital area with a weapon is more akin to a critical strike than it is to an attack that would cause dazed, this technique would make a good choice for an unarmed attack only.
Yes, a bit of a rename and refluffing required there, for definite.
d) Interfering Blow: This technique would be more in balance with other 1st level encounter powers if the benefit to an allies AC lasted only until the end of your next turn, or a save ended the effect.
*Re-reads his own work* Er, there was an "until your next turn" in there somewhere, I'm sure of it... *cough*
e) Mighty Throw: This technique is definitely overpowered. With an attack against a non-AC defense, an automatic ability modifier damage increase, a conditional ability modifier damage increase, a push or shift to the enemy which ignores creatures in the way, and the prone condition added to the target this technique is so far above and beyond anything else presented at 3rd level that I don't even know where to begin suggesting potential balancing factors other than put it at a higher level.
Started coming to that decision myself from another look. Was thinking of changing it to a jujitsu-like throw into any other free space adjacent to the monk where it falls prone.
a) Quivering Palm: The name and fluff of this technique suggest that it should be restricted to unarmed attacks only.
Admittedly, it does, but there are a few powers in the books that don't always quite match fluff-to-crunch in all situations. I might think of changing it though.
b) Whirlwind of Blows: As it is this technique either crosses into the controller category or is grossly overpowered. Restricting the number of targets inside the burst, or more rationally adjacent to the PC, to 1+ability modifier would put the power level more into perspective with other 1st level powers.
That's some good advice on the 1+mod and will implement that on my re-write, although I'm not quite clear on how "targets inside the burst" differs from "adjacent to the PC". Close burst 1 was, I thought, the way they indicated all adjacent squares in 4E.
8. Utility Techniques are overall balanced. The language of Step of Air is a little confusing. An athletics check determines the distance you do jump, there is not a set DC to succeed at a jump.
Ah, I can see where that would cause some confusion: it was meant to imply that you gain the "half DC for running start" on the second jump if you already had that on your first.
Other than not being a fan of the monk class in general, this class as written is fairly well balanced when you consider the tendency of most game designers to either over- or under-power new additions and then adjust them to par. There have been many other home-brew class posts that have been so far beyond the scope of the existing classes that I couldn't convince myself it would be worth the time to make a careful analysis and meaningful response. The class features and techniques definitely fall into the defender role with some crossover into the realm of the controller or striker, with a distinctly different flavor than the fighter and the paladin. The idea of a defender that fills its role by causing action economy attacks, reduced movement range, and shadowing their mark is a very interesting idea and it may very well make its way into one of my campaigns, just not as a monk.
Again, I appreicate your considerable and considered input. I have to say, with the number of "monk as martial controller" threads that popped up, I'm surprised there isn't a bit more thought of going this way with the class, as to me "controller, but only in melee range" seems to fit the concept of Defender quite well.
I am planning a pretty major revision of the class soon, and I'll be certain to take onboard a lot of your thoughts.
The part of flurry of blows that I refer to as broken is the combination of the scaling and attack - move - attack, especially in the form of a class feature possessed by all monks. Perhaps attack - shift 1 - attack or only attack at one end or the other of your movement would lend it more balance, but my playtesting regimen is pretty time consuming and would really need 30 levels of material to work with to complete it.
Upon reading your response it had come to me that a monk wieldind a weapon in one hand and nothing in the other could effectively be considered to be dual wielding a weapon and an unarmed strike, could synergize well with multiclassing to ranger. On that note I did not see multiclass feats for your monk.
The rules regarding burst are pretty concisely detailed on p272 of the PHB. I, however misread the description of close attacks on my first read and upon further examination concede the area of effect would be identical to adjacent creatures. However with the coming splatbooks (sic, splatbooks have been ruining the game since 2E) and PHB2-3-4-however many they think they can make us buy I would watch out for feats that allow close range martial attacks to have a new extended range, much like Arcane Reach.
Otherwise fantastic work, I hope to see your rewrite on these forums sometime soon.
Ah yes, multiclassing. I feel inclined to give the multiclassing feat the bonuses to unarmed strikes, but not sure if that would end up being overpowered. For the time being, I'm writing this for my player who wants to play a warforged monk in my Sharn campaign, so it shouldn't come up specifically, so I should have a bit of time to mull over that particular aspect of matters after I've seen it played in a few sessions...
Edit history: 7 June 2008 - corrected rules regarding Interfering Blow's effects. Also added the ability to know roll results before declaring use of defence boosting Focus Ki powers. 9 June 2008 - reworded Threatening Shadow ability for purposes of clarity and expanded the details of Martial Artist ability. 10 June 2008 - corrected some formatting errors as kindly pointed out by NthDegree256
Monk
To know the secrets of the Universe is to first know yourself
Class Traits
Role: Defender Source: Ki Key Abilities: Wisdom, Dexterity, Strength
Hit Points at 1st Level: 15 + Constitution score Hit Points per Level Gained: 6 Healing Surges: 9 + Constitution modifier
Trained Skills: From the class skills list below, choose 4 trained skills at 1st level. Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), Insight (Wis), Perception (Wis), Religion (Int), Stealth (Dex)
Build Options: Way of the Supple Willow,Path of the Striking Tiger Class Features: Menacing Shadow, Martial Artist, Ki Focus
Menacing Shadow After you attack an enemy, whether you hit or you miss, you may chose to mark that foe. The mark lasts until the end of your next turn or until lost as described below. Whenever a marked enemy moves or shifts out of or through a square adjacent to you, you may shift up to the number of squares moved by the marked enemy as a free reaction provided that doing so will result in your being adjacent to the foe. If you are unable to shift in such a manner, you remain in your original space and the mark on the opponent is lost.
Martial Artist Monks have honed their bodies into perfect weapons. A monk gains a proficiency bonus of +3 for unarmed strikes and they count as an "off-hand" weapon. In addition, they receive a +1 bonus when you roll the weapon damage of an unarmed strike. This increases to a +2 bonus at 6th level, a +3 at 11th, a +4 at 16th, a +5 at 21st, and a +6 at 26th. As a monk may employ fists or feet in their attacks, they can make an unarmed strike with either hand free, or with both hands full provided they are not immobilised.
Ki Focus Once per encounter you can clear your mind and focus your Ki energy to achieve superhuman feats and achievements, such as Fast Movement and Flurry of Blows. Monks may learn new techniques and methods of focusing their Ki through feats. Regardless of how many techniques for Focus Ki you know, you may only use one such ability per encounter. The special ability or power you invoke work just like your other powers.
Focus Ki: Fast Movement Monk Feature Focusing your mind, you can overcome the limits of normal endurance. _______________________ Encounter ~ Ki Minor Action _______________________ Effect: Gain +2 speed until the end of your turn. At 11th level, the bonus increases to +4, and at 21st level it increases to +6.
Focus Ki: Flurry of Blows Monk Feature You swiftness allows you to make several strikes before your foes can prepare themselves. _______________________ Encounter ~ Ki Minor Action _______________________ Effect: You can trade a Standard Action for two basic attacks. These attacks can be taken together or individually throughout your turn, meaning you could make a basic attack, take a move action, and then make another basic attack. At 11th level, you may trade your Standard Action for three basic attacks and at 21st level, you may trade it for four basic attacks.
Level 1 At-Will Techniques]Staggering Blow Monk Attack 1 With a deft strike you force your foe backwards. _______________________ At-Will ~ Ki, Weapon Standard Action Melee Target: One creature Attack: Dexterity vs. AC _______________________ Hit: 1[W] + Dexterity modifier damage and push the target two squares. Increase damage to 2[W] + Dexterity modifer at 21st level.
Honed Blow Monk Attack 1 Your knowledge of the human form means you know where to strike. _______________________ At-Will ~ Ki, Weapon Standard Action Melee Target: One creature Attack: Wisdom vs. Reflex _______________________ Hit: 1[W] + Wisdom modifier damage. Increase damage to 2[W] + Wisdom modifier at 21st level.
Fierce Blow Monk Attack 1 You put all your strength behind your punch. _______________________ At-Will ~ Ki, Weapon Standard Action Melee Target: One creature Attack: Strength vs. Reflex _______________________ Hit: 1[W] + Strength modifier damage. If you marked the target, you gain a bonus to the damage roll equal to you Wisdom modifier. Increase damage to 2[W] + Strength modifier at 21st level.
Nimble Blow Monk Attack 1 You step into a deft and decisive punch. _______________________ At-Will ~ Ki, Weapon Standard Action Melee Special: Shift 1 square before you attack Target: One creature Attack: Dexterity + 1 vs. AC _______________________ Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.
[/quote wrote:
Staggering Blow Monk Attack 1 With a deft strike you force your foe backwards. _______________________ At-Will ~ Ki, Weapon Standard Action Melee Target: One creature Attack: Dexterity vs. AC _______________________ Hit: 1[W] + Dexterity modifier damage and push the target two squares. Increase damage to 2[W] + Dexterity modifer at 21st level.
Honed Blow Monk Attack 1 Your knowledge of the human form means you know where to strike. _______________________ At-Will ~ Ki, Weapon Standard Action Melee Target: One creature Attack: Wisdom vs. Reflex _______________________ Hit: 1[W] + Wisdom modifier damage. Increase damage to 2[W] + Wisdom modifier at 21st level.
Fierce Blow Monk Attack 1 You put all your strength behind your punch. _______________________ At-Will ~ Ki, Weapon Standard Action Melee Target: One creature Attack: Strength vs. Reflex _______________________ Hit: 1[W] + Strength modifier damage. If you marked the target, you gain a bonus to the damage roll equal to you Wisdom modifier. Increase damage to 2[W] + Strength modifier at 21st level.
Nimble Blow Monk Attack 1 You step into a deft and decisive punch. _______________________ At-Will ~ Ki, Weapon Standard Action Melee Special: Shift 1 square before you attack Target: One creature Attack: Dexterity + 1 vs. AC _______________________ Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level.
Level 1 Encounter Techniques]Hobbling Strike Monk Attack 1 A well aimed shot to the foot will hinder your oponents movements. _______________________ Encounter ~ Ki, Weapon Standard Action Ranged Requirements: You must be wielding a light blade weapon. Target: One creature Attack: Dexterity vs. AC _______________________ Hit: 1[W] + Dexterity modifier damage. The target is slowed until the start of your next turn.
Dual Blows Monk Attack 1 You throw two powerful punches in rapid succession. _______________________ Encounter ~ Ki, Weapon Standard Action Melee Special: Make two seperate attacks, either against the same target, or two different targets. Target: One or two creatures Attack: Strength vs. Reflex _______________________ Hit: 1[W] + Strength modifier damage for each attack.
Stunning Blow Monk Attack 1 You catch your foe in a vital area and leave them winded. _______________________ Encounter ~ Ki, Weapon Standard Action Melee Target: One creature Attack: Dexterity vs. Will _______________________ Hit: 1[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.
Interfering Blow Monk Attack 1 You strike your foe and continue to hamper its ability to target your allies. _______________________ Encounter ~ Ki Standard Action Melee Target: One creature Attack: Wisdom vs. AC _______________________ Hit: 1[W] + Wisdom modifier damage, and one ally you can see gains a power bonus equal to your Dexterity modifier to their AC and Reflex against attacks made by the target, provided you are still adjacent to the target.
[/quote wrote:
Hobbling Strike Monk Attack 1 A well aimed shot to the foot will hinder your oponents movements. _______________________ Encounter ~ Ki, Weapon Standard Action Ranged Requirements: You must be wielding a light blade weapon. Target: One creature Attack: Dexterity vs. AC _______________________ Hit: 1[W] + Dexterity modifier damage. The target is slowed until the start of your next turn.
Dual Blows Monk Attack 1 You throw two powerful punches in rapid succession. _______________________ Encounter ~ Ki, Weapon Standard Action Melee Special: Make two seperate attacks, either against the same target, or two different targets. Target: One or two creatures Attack: Strength vs. Reflex _______________________ Hit: 1[W] + Strength modifier damage for each attack.
Stunning Blow Monk Attack 1 You catch your foe in a vital area and leave them winded. _______________________ Encounter ~ Ki, Weapon Standard Action Melee Target: One creature Attack: Dexterity vs. Will _______________________ Hit: 1[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.
Interfering Blow Monk Attack 1 You strike your foe and continue to hamper its ability to target your allies. _______________________ Encounter ~ Ki Standard Action Melee Target: One creature Attack: Wisdom vs. AC _______________________ Hit: 1[W] + Wisdom modifier damage, and one ally you can see gains a power bonus equal to your Dexterity modifier to their AC and Reflex against attacks made by the target, provided you are still adjacent to the target.
Level 1 Daily Techniques]Crippling Blow Monk Attack 1 You strike a vital pressure point on your foes body that makes it painful for them to move some of their limbs. _______________________ Daily ~ Ki, Weapon, Reliable Standard Action Melee Target: One creature Attack: Wisdom vs. AC _______________________ Hit: 1[W] + Wisdom modifier damge, and the target takes a -2 penalty to attacks (save ends).
Quivering Palm Monk Attack 1 By striking the right pressure points of your foes bodies, you can inflict wounds that persist long after your first strike. _______________________ Daily ~ Ki, Reliable, Weapon Standard Action Melee Target: One creature Attack: Wisdom vs. AC _______________________ Hit: 2[W] + Wisdom modifier damage, and the target takes ongoing damage equal to your Strength modifier (save ends).
Whirlwind of Blows Monk Attack 1 Your foes may think they have you surrounded, but you have them right where you want them... _______________________ Daily ~ Ki, Weapon Standard Action Close burst 1 Target: All enemies within burst Attack: Dexterity vs. Reflex _______________________ Hit: Wisdom modifier damage
[/quote wrote:
Crippling Blow Monk Attack 1 You strike a vital pressure point on your foes body that makes it painful for them to move some of their limbs. _______________________ Daily ~ Ki, Weapon, Reliable Standard Action Melee Target: One creature Attack: Wisdom vs. AC _______________________ Hit: 1[W] + Wisdom modifier damge, and the target takes a -2 penalty to attacks (save ends).
Quivering Palm Monk Attack 1 By striking the right pressure points of your foes bodies, you can inflict wounds that persist long after your first strike. _______________________ Daily ~ Ki, Reliable, Weapon Standard Action Melee Target: One creature Attack: Wisdom vs. AC _______________________ Hit: 2[W] + Wisdom modifier damage, and the target takes ongoing damage equal to your Strength modifier (save ends).
Whirlwind of Blows Monk Attack 1 Your foes may think they have you surrounded, but you have them right where you want them... _______________________ Daily ~ Ki, Weapon Standard Action Close burst 1 Target: All enemies within burst Attack: Dexterity vs. Reflex _______________________ Hit: Wisdom modifier damage
Level 2 Utility Techniques]Heightened Senses Monk Utility 2 Years of meditation have enabled you to be more attuned to small changes in your environment _______________________ Daily ~ Ki Minor Action Personal[/b]
_______________________ Effect: You gain a +2 power bonus on all Insight and Perception checks until the end of the encounter.
Push to Safety Monk Utility 2 As a threat looms, you shove one of your allies out of harms way. _______________________ Encounter ~ Ki Immediate Interrupt Action Melee Trigger: An adjacent ally is targetted by an attack. Target: One willing adjacent ally
_______________________ Effect: You push the target 2 squares.
Purify Body Monk Utility 2 You centre your mind and will your muscles to relax, your stress to dissipate, and your pain to ebb. _______________________ Daily ~ Ki Standard Action Personal[/b]
_______________________ Effect: You may spend a healing surge and heal an additional number of it points equivalent to your Wisdom modifier
Step of Air Monk Utility 2 Even air has mass and with the right focus, you can momentarily balance yourself upon it. _______________________ At-Will ~ Ki Immediate Reaction Action Personal Prerequisites: You must be trained in Athletics Trigger: You have just made a jump.
_______________________ Effect: You may make a second Atheletics check and move an additional amount as a jump. This Athletics check is made at the same DC as those of the jump that triggered the action. The distance you jump can exceed your speed. [/quote wrote:
Heightened Senses Monk Utility 2 Years of meditation have enabled you to be more attuned to small changes in your environment _______________________ Daily ~ Ki Minor Action Personal[/b]
_______________________ Effect: You gain a +2 power bonus on all Insight and Perception checks until the end of the encounter.
Push to Safety Monk Utility 2 As a threat looms, you shove one of your allies out of harms way. _______________________ Encounter ~ Ki Immediate Interrupt Action Melee Trigger: An adjacent ally is targetted by an attack. Target: One willing adjacent ally
_______________________ Effect: You push the target 2 squares.
Purify Body Monk Utility 2 You centre your mind and will your muscles to relax, your stress to dissipate, and your pain to ebb. _______________________ Daily ~ Ki Standard Action Personal[/b]
_______________________ Effect: You may spend a healing surge and heal an additional number of it points equivalent to your Wisdom modifier
Step of Air Monk Utility 2 Even air has mass and with the right focus, you can momentarily balance yourself upon it. _______________________ At-Will ~ Ki Immediate Reaction Action Personal Prerequisites: You must be trained in Athletics Trigger: You have just made a jump.
_______________________ Effect: You may make a second Atheletics check and move an additional amount as a jump. This Athletics check is made at the same DC as those of the jump that triggered the action. The distance you jump can exceed your speed.
Level 3 Encounter Techniques]Mighty Throw Monk Attack 3 You catch your foes incoming blow and with a sudden twist you launch him through the air. _______________________ Encounter ~ Ki, Throw Standard Action Melee Requirements: You must have at least one hand free. Target: One creature Attack: Strength vs. Reflex _______________________ Hit: 1[W] + Strength modifier damage. Deal additional damage equal to your Wisdom modifier if you have marked the target. Effect: You may chose a square within a number of squares equal to your Strength modifier in which you throw the target. The target falls prone in this space. The space chosen must be empty.
Sweep the Legs Monk Attack 3 You swing your quarterstaff about you, sweeping through the legs of your unwary foes. _______________________ Encounter ~ Ki, Weapon Standard Action Close burst 1 Requirements: You must be armed with a quarterstaff or polearm. Target: Each creature in burst Attack: Dexterity vs. Reflex _______________________ Hit: The target is knocked prone.
Forced Crossfire Monk Attack 3 As your foes attack you, you deftly dodge the incoming blows and redirect them to another target. _______________________ Encounter ~ Ki Standard Action Melee Target: Two creatures Attack: Wisdom vs. Will _______________________ Hit: You force the target to make a basic melee attack against another target adjacent to you. If the attack hits, it deals additional damage equal to your Wisdom modifier.
Focus Ki Feats The following powers can be gained individually by taking them as a feat at the appropriate levels.
Mighty Throw Monk Attack 3 You catch your foes incoming blow and with a sudden twist you launch him through the air. _______________________ Encounter ~ Ki, Throw Standard Action Melee Requirements: You must have at least one hand free. Target: One creature Attack: Strength vs. Reflex _______________________ Hit: 1[W] + Strength modifier damage. Deal additional damage equal to your Wisdom modifier if you have marked the target. Effect: You may chose a square within a number of squares equal to your Strength modifier in which you throw the target. The target falls prone in this space. The space chosen must be empty.
Sweep the Legs Monk Attack 3 You swing your quarterstaff about you, sweeping through the legs of your unwary foes. _______________________ Encounter ~ Ki, Weapon Standard Action Close burst 1 Requirements: You must be armed with a quarterstaff or polearm. Target: Each creature in burst Attack: Dexterity vs. Reflex _______________________ Hit: The target is knocked prone.
Forced Crossfire Monk Attack 3 As your foes attack you, you deftly dodge the incoming blows and redirect them to another target. _______________________ Encounter ~ Ki Standard Action Melee Target: Two creatures Attack: Wisdom vs. Will _______________________ Hit: You force the target to make a basic melee attack against another target adjacent to you. If the attack hits, it deals additional damage equal to your Wisdom modifier. [/quote] Focus Ki Feats The following powers can be gained individually by taking them as a feat at the appropriate levels.
Focus Ki: Sharpen Senses Monk Feature Clearing your mind, you can see the best place in which to strike. _______________________ Encounter ~ Ki Minor Action _______________________ Effect: You gain a +2 power bonus to your next attack.
Focus Ki: Danger Sense Monk Feature You have become so in tune with your environment that you often react to danger before you consciously are aware of it. _______________________ Encounter ~ Ki Immediate Interrupt _______________________ Trigger: You are targetted by an attack against your Reflex defence. You are allowed to know the result of the attack role before declaring use of this power.
Effect: You gain a power bonus to your Reflex defence equal to your Wisdom modifier against the attack that triggered this ability.
Focus Ki: Wax On Monk Feature You sweep aside the incoming attack. _______________________ Encounter ~ Ki Immediate Interrupt _______________________ Trigger: You are targetted by an attack against your AC. You are allowed to know the result of the attack role before declaring use of this power. Effect: You gain a power bonus to your AC equal to your Wisdom modifier against the attack that triggered this ability.
Focus Ki: Mind Over Matter Monk Feature By steeling your mind, you can steel your body. _______________________ Encounter ~ Ki Immediate Interrupt _______________________ Trigger: You are targetted by an attack against your Fortitude defence. You are allowed to know the result of the attack role before declaring use of this power. Effect: You gain a power bonus to your Fortitude defence equal to your Wisdom modifier against the attack that triggered this ability.
This post considerably assisted by the DM's Toolkit application by Eldritch_Lord and Leichenreiter
It would be good if classes could fit multiple roles.
For example, you could have the monk split into two clear builds - one (STR-heavy) focussed on Defending, and the other (DEX-heavy) focussed on striking. People would notbe sure at first which 'type' they were going up against...
i agree with you on that one, working on a hybrid monk (defender/striker) as we speak, however this concept of a monk as a defender appeals to me.
The build is pretty good. It does however seem to be more strike flavored. Cause unlike the rouge in 3.x the monk didn't do his damage from a single special attack but rather a large amount of high damaging attacks. Which is carrying over into 4.0 and seems to be on the same path with your build like many others.
One thing I noticed that seems to separate defenders from the other classes is their innate ability to "defend" or at least attempt to defend their fellow party members hanging out in the back.
For example the fighter when he marks a foe he just doesn't stalk them but causes them to take penalties if they don't attack him also he can hit them if they attack someone other then him. Also any other OA he does stops the targets from moving past him basically allowing him to maintain the front line.
Then there is the paladin. While he doesn't have the same stopping power he does have the challenge ability. Which marks the foe also and gives them the same penalty for not attacking the paladin. But in addition it does a set amount of damage to the target who refuses to attack him. This only gives further incentive for them to target him.
Meanwhile your monk build doesn't really seem to have anything that encourages to enemies to go after you instead of your allies. No real penalties or abilities of yours that synergies with foes not targeting you. After all that seems to be one of the marks of a good defender since you get those extra HP. You can't just reply on your enemies to know they should go for you. Rather you need to encourage them cause a defender needs to distract the enemy from attacking the other party members.
I think the hardest part in creating a homebrewed class is going to be the At-Will powers: making them balanced but distinct from other classes is, I think, going to be very challenging.
I agree that this is very hard. For Defenders, doing the same with the class Mark is also a challenge. You have to think really hard about just what it is about the Fighter's Mark & the Paladin's Mark that (a) makes them different and (b) makes enemies actually care.
However, in my recent experience, it's trying to invent 30 levels of encounters and dailies that haven't already been done (especially with the surprisingly limited, in retrospect, list of conditions)! You may think to yourself, "Oh! That's a great idea for a power!" and then realize, "Wait. There's already a Ranger power that does that -- all mine does is use Wisdom instead of Strength." That happened to me more than once.
Balancing utility powers is also more of an art than a science, and I'm not sure I've done that right at all in my take on the same concept.
I agree that this is very hard. For Defenders, doing the same with the class Mark is also a challenge. You have to think really hard about just what it is about the Fighter's Mark & the Paladin's Mark that (a) makes them different and (b) makes enemies actually care.
However, in my recent experience, it's trying to invent 30 levels of encounters and dailies that haven't already been done (especially with the surprisingly limited, in retrospect, list of conditions)! You may think to yourself, "Oh! That's a great idea for a power!" and then realize, "Wait. There's already a Ranger power that does that -- all mine does is use Wisdom instead of Strength." That happened to me more than once.
Balancing utility powers is also more of an art than a science, and I'm not sure I've done that right at all in my take on the same concept.
Well I figure it would be ok to have a power or two that does the same thing after all take the At-Will powers a lot of them do the same thing just different Stats used. You don't have to be totally unique just over whelming majority unique . Take way people may notice the couple similar powers but out of a list of close to 90 what do you truely expect? As long as it sounds like it's doing the same thing in a different way.
Also while there is a limited number of conditions you can also effect their stats. Like some abilities low AC, Attack Rolls, or Damage Rolls of the enemy for a turn or until a save. I haven't really seen any that lower Fort/Reflex/Will defenses though you could make some powers that do that as a way to soften up targets for casters since they don't target AC which seems to be the most common penalty hit. It is a team game after all .