So I figured I'd try and write one up just for the heck of it.
Now I know that the site posted rules for adapting the Ranger as a Monk...but I really didn't care much for that. Sure it works, but we could use an actual Monk class...same with a Barbarian.
That and they encouraged our creativity and posting of ideas.
So here we go. No flaming or complaining aloud. If you got ideas on how to improve stuff, then post your improvement and we'll try and incorperate it. and who know's, maybe Wizards will like it enough to do up a web document.
Note that this document here is around 27 pages long in word. -------------------------------------------------------------
MONK_____________UPDATED: 8-18-08
"Let us see how well your steel holds against my fists."
CLASS TRAITS Roll: Striker. You have honed your body into that of a living weapon. You have learned to harness your ki, allowing you to strike with unarmed attacks that have force equal to that of any sword, and you are agile enough to evade strikes by pure skill, and an innate sixth sense.
Power Source: Ki. Your talents depend on extensive physical and spiritual training, harnessing your ki for battle.
Power Source Description: Ki powers are not magical, but are mystical in nature, although some powers may be considered magical, or martial in nature. Ki characters harness their inner strength, as well as their outer strengths to do battle with their foes. These characters train diligently physically and mentally, learning mystic arts and martial arts to grant monks their power. Ki powers are called techniques.
Monks are men, and women of any race who have devoted themselves toward a principle of enlightenment and control over their own bodies. Monks are masters of unarmed combat. They are often weaponless and easily underestimated, until they explode in a flurry of movement, striking with speed, accuracy and control that no ordinary warrior can equal.
As a monk, you have been trained to harness your ki, your spiritual energy. This, plus your physical training, has given you a body that is akin to stone, fists that are like steel, and a will of iron. You possess great knowledge due to your studies. You are calm and controlled due to your discipline even under the most stressful circumstances.
When faced with a foe, will you unleash brutal punishing blows that can warp metal and smash stone, or will you unleash your mystical ki powers, delivering mystical attacks that can not be fathomed.
Creating A Monk Monks depend not wholly on strength, but upon Dexterity, Constitution, and Wisdom for most of their powers. Strength is also useful since it helps them to deal out more damage. The two monk builds here are the Martial Warrior, and the Mystic Monk.
Martial Monk You are a master of unarmed combat. Rather than learning to wield your ki for mystical capabilities, you have instead focused on your ability to deal and take damage. Most of your attacks use Dexterity, even though you would normally use your Strength for an unarmed attack, you have instead learned that agility and speed work just as well. Constitution should be your second highest score as you will often be in the thick of things, and being able to take a blow is a good thing. Wisdom should be your third best ability. Choose powers that reflect your preference for delivering fast and powerful attacks. Select attacks and feats that compliment your melee combative abilities.
Mystic Monk Sometimes, getting up in some ones face is not always the best option, but then again fighting from afar has its disadvantages too. As a master of your own ki, you have learned to harness that power to allow you to perform mystical martial arts stunts. These allow you to quickly close the gap between you and your foe, evade potentially deadly strikes with impossible speed, or to unleash a blast of your own ki energy to topple your foes like bowling pins. Constitution is important for you powers, but Dexterity is equally important for evading harm and should be your second priority. Your Wisdom can also play a part in some of your powers and should be your third highest ability. Select powers and feats that relate toward your ki based abilities.
MONK OVERVIEW Characteristics: You combine speed with durability with perceptiveness. You are fairly resilient in battle and prefer to keep moving making yourself a hard target to hit in battle. If going one-on-one you generally like to hit an opponent as hard as often as you can, to fell your foe before they know what hit them. Strength is important to a Monk for damage. Dexterity is important becuase it can be substituted for your attack rolls for some powers, and it also important for defenses. Constitution is used for some of the more mystical powers of the monk. Wisdom is the least important, but is integral due to its link to the Insight and Perception skills. Some powers gain a bonus from having a high Wisdom score.
Religion: Monks favor deities of nature and justice. They often revere Melora, Pelor, or Bahamut. Evil monks usually worship Bane, or Zehir.
Races: Anyone can make an ideal monk. It is one that requires simple devotion and discipline. Humans work well as monks due to their ability to quickly learn and adapt.
MONK IMPLIMENTS Monks are able to use certain impliments much like a warlock, or wizard do, however they do not rely on the same array of impliments as they do. For a monk, their impliment is often something simple with personal or religious meaning to them. Such impliments are like Prayer Beads, staffs, special tattoos, or a personal item of some sort. All Monk impliments grant their bonus to attack and damage rolls for Monk powers, and normal unarmed attacks. If a monk is using a power that allows the use of a weapon, you use the higher bonus (either the weapons bonus or the impliment's bonus).
Prayer Beads: These function like Holy Symbols, but for monks.
Staff: Monks do use staffs often enough, generally they have a top peice with 4-6 rings on it.
Tattoos: Some monks get tattoo's often 4-8 dots on their forehead over their inner eye, or chakra point. This functions like orbs.
Personal Item: A personal item can be something as simple as a coin, a locket, a small statue, or other item of personal significance. These items function like Rods.
Monks don't have to have these items to use any of their powers and abilities, these items simply grant them a bonus to the monks attack and damage rolls as well as other abilities based upon the impliment its mirrored after. Impliment powers for Monk impliments can be for what is noted for the impliment, but magic weapon powers can also be incorperated into the impliment of like power (cost/level) to apply more combative powers into the monk's unarmed attacks.
MONK CLASS FEATURES Your class features are outlined below.
Hardened Body When ever you wear cloth armor, or no armor you may apply a +3 natural bonus to your AC. If you wear armor heavier than cloth you loose this bonus.
Fortified Mind Due to your monastic training, your strength of will is very strong. Apply a +2 bonus to your Will Defense.
Steely Strikes When fighting unarmed, your unarmed attacks, whether kicks, punches, headbuts, etc. do 1d8 damage instead of the normal 1d4. Also you have a +3 proficiency bonus when fighting unarmed. When fighting unarmed you are considered to have an off-hand weapon. You may also substitute your Dexterity modifier for your Strength modifier on melee attack rolls should it be higher.
Monastic Battle Focus Functions like Hunter's Quarry for the Ranger, Pg 104.
OR as an alternative you may use this:
Monastic Battle Focus When a monk is in battle they can become focused on the task at hand beyond what other warriors are capable of. Once per turn, as a minor action, you can designate a target as being marked. This marked target suffers a -2 penalty to all attacks that don’t include you. While fighting the target you become focused on the battle with them, other attacks that may fly at you are perceived, but are nothing more than an obstacle to you and are found to be just a little bit more easy to avoided. Against your marked opponent you gain a +1 to attack rolls and +1 to damage rolls against them. Your AC and Reflex Defense are +1 against all other opponents besides your marked target. These bonuses increase with each new tier you reach. Levels 1-10 = +1 to attack rolls, +1 Damage rolls against marked target. +1 to AC & Reflex defense against all other opponents except for marked opponent. Levels 11-20 = +2 to attack rolls, +2 Damage rolls against marked target. +2 to AC & Reflex defense against all other opponents except for marked opponent. Levels 21-30 = +3 to attack rolls, +3 Damage rolls against marked target. +3 to AC & Reflex defense against all other opponents except for marked opponent.
MONK POWERS Your powers are bold exploits derived from your physical and spiritual training in the martial arts. At higher levels you have access to special powers.
LEVEL 1 AT-WILL TECHNIQUES
Pummel---Monk Attack 1 You unleash a barrage of quick blows upon your foe. At-Will + Ki, Unarmed Standard Action______Melee Target: Once creature Attack: DEX -2 vs. AC Hit: 2[w] + STR mod. damage. Increase damage to 3 [unarmed] at 21st level.
Winding Strike---Monk Attack 1 You land a powerful strike that saps your foe of strength temporarily. At-Will + Ki, Weapon, Unarmed Minor & Standard Action______Melee weapon or unarmed Target: Once creature Attack: DEX or STR vs. AC Hit: 1[w] + STR mod. damage; Target suffers a penalty to their next attacks damage roll equal to your WIS Mod. Increase damage to 2[w] + STR mod. At 21st level.
Slowing Strike---Monk Attack 1 You strike a blow that disrupts your foe's nerves making them move slower. At-Will + Ki, Unarmed Minor & Standard Action______Melee unarmed Target: Once creature Attack: CON vs. Reflex Hit: Target takes 1d8 + CON mod damage, and is slowed until your next turn. Miss: Half Damage, and target can move normally.
Blazing Ki Strike---Monk Attack 1 You can empower your fists with ki to such a degree that when you strike your foe, you burn them. At-Will + Ki, Unarmed Minor & Standard Action______Melee Target: Once creature Attack: DEX or STR vs. AC Hit: 1[w] + STR mod. Fire Damage. If you marked the target, you gain a bonus to the damage roll equal to your CON modifier. Increase damage to 2[w] + STR mod. At 21st level.
LEVEL 1 ENCOUNTER TECHNIQUES
Rising Dragon---Monk Attack 1 You unleash a brutal leaping uppercut that will send your foe flying. Encounter + Ki, Unarmed Standard Action______Melee Target: Once creature Attack: DEX or STR vs. AC Hit: 1[w] + STR mod. Damage; and make an Athletics roll. For every 5pts in the roll, you do +1 damage, and your opponent is slid back 1 square per +1, and is prone.
Slip Step---Monk Attack 1 You are able to slip past attacks aimed at you with uncanny precision and skill. Encounter ✦ Ki, Weapon, Unarmed Immediate Reaction______Melee weapon or unarmed Trigger: Any one attacking enemy. Attack: You may move up to your WIS mod. +1 sqr (no less than 1sqr), toward the opponent that attacked you (This Provokes Opportunity Attacks) Effect: If ye are within Melee range to attack your opponent, you make a Basic Melee attack at the opponent. Hit:Ye cannot be targeted by this foe this turn, and receive a +2 to your AC & Reflex Defense until your next turn. Miss: or otherwise could not reach the opponent that this ability was targeted by, receive a +2 to your AC & Reflex Defense until your next turn. (Note: Updated version with aid from forum member--Aryxbez.)
Ki Burst---Monk Attack 1 You are able to unleash your Ki in a powerful burst of radiant power. Encounter + Ki Standard Action______Close Burst 1 Target: Each creature in burst area Attack: CON vs. Will Hit: 2d8 + CON modifier radiant damage, targets are slid back 1 square, and suffer a -1 to attack rolls against you.
Ki Shout---Monk Attack 1 You focus your ki into your belly, and unleash a yell that leaves your foes shaken. Encounter + Ki Standard Action______Ranged 5 Target: Once creature Attack: CON vs. Will Hit: 2d8 + CON modifier psychic damage. The target is at -2 to all Defenses until the end of your next turn.
LEVEL 1 DAILY TECHNIQUES
Tiger Strike---Monk Attack 1 You unleash a ferocious strike that punctures armor as well as it does flesh. Daily + Ki, Unarmed Standard Action______Melee Target: Once creature Attack: DEX or STR vs. AC -2 Hit: 2[w] + STR mod. damage. The targets AC is -2 for the duration of the encounter. Miss: Half damage; Targets AC remains normal.
Crane Strike---Monk Attack 1 You are able to strike swiftly and repeatedly. Daily + Ki, Weapon, Unarmed Standard Action______Melee weapon or unarmed Target: Once creature Attack: DEX or STR vs. AC; make 2 attacks. Hit: 2[w] + STR mod. damage per attack. Miss: Half damage per attack.
Serpent Strike---Monk Attack 1 You know the pressure points of the body, allowing you to strike at them on your foe thus disrupting the flow of ki through their body. Daily + Ki, Unarmed Standard Action______Melee unarmed Target: Once creature you have marked that is not a Construct, Ooze, or Undead Attack: DEX or STR vs. Fort Defense. Hit: 1[w] + STR mod. damage. Also select one of the following effects to inflict upon the target: • -2 to attack rolls until end of encounter. • -1 to a single defense score until end of encounter. • Stun the target until your next turn. • -2 Speed Miss: Half Damage. Target suffers no additional effects.
Focus Ki---Monk Utility 2 You know how to focus your ki internally, granting yourself a brief increase in natural power. Daily + Ki Move Action______Personal Prerequisite: Must be trained in Endurance. Effect: You can grant yourself a temporary increase in power. You gain a +1 to attack rolls, +1 to all Defenses, and a +1 to your Speed. You also may spend a healing surge. The effects of this last until your next turn.
Monk's Perceptions---Monk Utility 2 You know to trust your instincts in a fight, and can react faster to attacks, whether you perceive them or not. Encounter + Ki No Action______Personal Effect: You may apply your WIS modifier to your AC. The effects last a number of rounds equal to your CON Mod. +1.
Meditation---Monk Utility 2 You know techniques in meditating that leave you revitalized and refreshed faster than what others need. Daily + Ki Move Action______Personal Effect: Reduce the time needed for an extended rest by half. You recover this power at the same time in the following day that it was used however.
Deflect Arrows---Monk Utility 2 You are fast enough to knock arrows and other ranged attacks from the air before they hit you. Encounter + Ki Immediate Reaction______Personal Effect: When the target of a ranged attack, make an opposing attack roll and add your Wisdom modifier to the roll. If you succeed you negate the attack. You can use this on bullets, arrows, thrown weapons, and powers that target are not burst, or close burst attacks. Once active you can perform a number of deflections equal to your Dexterity modifier until your next turn.
LEVEL 3 ENCOUNTER EXPLOITS
Flash Step---Monk Attack 3 You move in the blink of an eye, laying waste to your foes in an astounding burst of speed. Encounter + Ki, Unarmed Standard + Move Action______Melee unarmed, Close Burst 5 Target: Each Opponent in burst area Attack: DEX or STR vs. AC of each creature in burst. Hit: You deal 1[w] + STR mod. damage to all targets in the burst area that you hit. You automatically move to any point of choice with in the burst area (you do not draw attack of opporunity when doing so). However flash step is limited by the environment it is used in. You must have line of sight to opponents, meaning that you cannot go past walls or around corners. Environmental obsticles that would impeed or reduce your normal speed also block you, meaning that opponents in or directly behind such things cannot be attacked as flash step requires unimpeeded passage toward your opponents.
Power Strike---Monk Attack 3 You lash out with a powerful attack that is difficult to block. Encounter + Ki, Weapon, Unarmed Standard Action______Melee weapon or unarmed Target: One creature that is the target of your Monastic Battle Focus. Attack: DEX or STR +2 vs. AC Hit: You deal 2[w] + STR mod. Damage, target shifts back 1 square.
Ki Blast---Monk Attack 3 You can focus your ki into a single point, releasing it in a kinetic burst that is difficult to avoid. Encounter + Ki Standard Action______Ranged 5 Target: One creature Attack: CON+2 vs. Reflex Hit: 3d6 + CON Mod damage.
Centered Stride---Monk Attack 3 You are able to calm yourself in the heat of any battle, as you stride toward your foe, giving you clarity of mind and a feeling of balance which allows you to deliver an accurate blow. Encounter + Ki, Weapon, Unarmed Standard Action______Melee weapon or unarmed Target: One creature Requirement: You must be able to moved at least 1 square up to your opponent. Attack: DEX or STR +2 vs. AC Hit: 1[w] + STR mod. damage, you also gain a +2 to your Will Defense until your next turn. And you may spend a healing surge either before you move or after.
LEVEL 5 DAILY TECHNIQUES
Oaken Stance ---Monk Attack 5 You are able to root yourself to a spot, becoming like an oak tree, immovable. Daily + Ki, Stance, Weapon, Unarmed Minor Action______Personal Effect: You become immovable unless you want to be moved. You are resistant to powers and effects that would force you to move from your spot. You also may apply a +5 moral bonus to attack rolls when performing a Grab.
Ki Roar---Monk Attack 5 You are able to unleash a ki infused yell that is akin to a lions roar. Daily + Ki, Fear Standard Action______Burst 5 Target: All creatures with in burst area. Attack: CON vs. Will Hit: Targets with in the area of effect are struck with fear when facing you. When fighting you the targets suffer a -2 moral penalty on attack rolls against you. Also they will attempt to move a number of squares away from you equal to your Wisdom modifier when ever possible, (Save Ends).
Spinning kick---Monk Attack 5 You know how to build up tremendous force by spinning like a top, and then lashing out to deliver a powerful kick. Daily + Ki, Unarmed Standard Action______Melee unarmed Target: One Creature Attack: DEX or STR vs. AC Hit: Your spin in the blink of an eye and deliver a kick that does 3[w] + STR mod. damage. The target is thrown back 2 squares and knocked prone unless they make a DC 15 Acrobatics roll. Additionally if you spend 2 Minor actions to add 2 additional revolutions to your spin, allowing you to increase your damage to 4[w] + STR mod. damage.
Purity of Body---Monk Utility 6 You may purge your body of harmful diseases. Encounter + Ki, Reliable, Healing Immediate Reaction______Personal Effect: Upon being exposed to a disease of any sort, you are able to immediately cancel the effect of it. Once you have purified your body of the disease, you cannot be affected by the same disease again in that encounter.
Slow Fall---Monk Utility 6 You can fall from any height so long as you have a something close by you can touch. At-Will + Ki Immediate Reaction______Personal Effect: As long as you are with in reach of a wall, or other vertical surface you receive no damage (regardless of jumping down or falling).
Ki Empowerment---Monk Utility 6 You are able to infuse your unarmed strikes, or weapons with your ki. Encounter + Ki, Weapon, Unarmed Minor Action______Melee weapon or unarmed Effect: You are able to empower a weapon or unarmed strike with your ki. You may apply a bonus to your damage rolls equal to your Wisdom modifier. Your damage also is considered to be radiant. The effects last until the end of the encounter.
Double Team---Monk Utility 6 You are adept at fighting with others, and know how to set up your opponent to leave them open for your allies. Encounter + Ki No Action______Melee Effect: When you and at least one ally have an opponent flanked, and you make a successful attack, you may grant the next ally to attack a +2 bonus on their attack and damage roll so long as they are in flanking position.
LEVEL 7 ENCOUNTER TECHNIQUES
Spear Hand Thrust---Monk Attack 7 You can strike a foe with a flat, open hand that can pierce your foes defenses. Encounter + Ki, Unarmed Standard Action______Melee unarmed Target: One creature Attack: DEX or STR vs. AC -2 Hit: You deal 2[w] + STR mod. Damage. Your opponent’s AC is considered -1 less after your attack for the rest of the encounter.
Eye Rake---Monk Attack 7 You lash out at one of the more vulnerable parts of an opponents body, their eyes. Encounter + Ki, Unarmed Standard Action______Melee unarmed Target: One creature that is the target of your Monastic Battle Focus. Attack: DEX or STR vs. Reflex, A helmet with a visor negates. Hit: You blind your opponent temporarily in addition to doing normal 1[w] + STR mod. damage. They remain blinded for two rounds, recovering on your turn.
Shape The Wind---Monk Attack 7 You are able to shape the wind and air about you, allowing you to blast your foe with a hurricane force blast of wind. Encounter + Ki, Unarmed Standard Action______Range 5 Target: All beings in a straight line. Attack: CON vs. Reflex Hit: 3d10 + CON mod. damage, and all opponents are shifted back 1 square and knocked prone. Beings of large size or bigger are not knocked prone.
Tremor Strike---Monk Attack 7 You strike your foe and disrupt their flow of ki causing painful spasms throughout their body. Encounter + Ki, Unarmed Standard Action______Melee unarmed Target: One creature Attack: DEX or STR vs. Fort Hit: 1[w] + STR Mod. damage. Target takes an additional 5pts of ongoing damage (Save ends).
LEVEL 9 DAILY TECHNIQUES
Redirect Attack---Monk Attack 9 You can redirect melee attacks against you toward near by foes, and objects. Daily + Ki, Stance, Unarmed Reaction______Personal Effect: When the target of a melee attack from an adjacent opponent, you can, until your next turn, redirect melee attacks aimed at you toward other adjacent opponents or objects. Make an opposing attack roll vs. the attack roll of a target that is adjacent to you. If your roll is higher, you redirect that attack into an opponent that is either adjacent to the both of you, this would not target the 3 sqrs behind you and your opponent when facing each other. Compare the opponents attack roll against any other adjacent opponents. If the roll is high enough to hit them, then they take damage. You can make any number of attempts to redirect melee attacks, but each additional attempt imposes a -2 penalty on your opposing attack roll.
Attacks on the Run---Monk Attack 9 Without breaking stride, you make two attacks against a single foe or two different targets. Daily + Ki, Weapon, Unarmed Standard Action______Melee Weapon or unarmed NOTE: See Ranger class, pg 108.
Flip Kick---Monk Attack 9 You can perform a backsaulting kick that will knock your foe back and land you a little ways away from them as well. Daily + Ki, Unarmed Standard Action______Melee weapon Requirement: Acrobatics as trained Target: One Creature Attack: DEX or STR vs. AC Hit: 2[w] + STR mod. damage. Your opponent is slid back 1 square and lands prone. You are moved back 1 square as well.
Spinning Crescent Kick---Monk Attack 9 You put a spin to your crescent kick, allowing you to strike one foe and his buddies next to him in one go. Daily + Ki, Unarmed Standard Action______Melee unarmed Target: One to three Creatures Attack: DEX or STR vs. AC Hit: 2[w] + STR mod. damage on the first target in a row of 3 opponents. Compare the attack roll to the next two opponents in the row. If the attack roll would successfully hit the second and third opponent in that row, those three take only 2[w] damage each. Miss: On a Missed attack roll, the primary target takes half damge, while other two targets take no damage.
LEVEL 10 UTILITY TECHNIQUES
Wholeness of Body---Monk Utility 10 You are able to heal the wounds of yourself and others by focusing your ki upon their wounds. Encounter + Ki, Reliable, Healing Standard Action______One Ally or self Effect: Allow you or an ally to spend a healing surge immeidatly. You may add a bonus to theirs or your healing surge value equal to your level x2 + your Wisdom score in extra HP recovered. However this bonus must be split up between healing surges for the day. Every time you add a bonus to your or anothers healing surge value the extra HP bonus from wholeness of body decreases. So if you have a +15, you can grant a +15 to a single healing surge for that entire day, or you can split it up to grant a +5 for 1 healing surge in an encounter, and in another encounter, grant another +5 to another healing surge, and then have a final +5 left to add to another healing surge, or you can split it up further than this.
Masterful Evasion---Monk Utility 10 You can evade attacks that others cannot. Encounter + Ki Requirement: Must have Acrobatics as trained. Reaction______Personal Effect: When the target of a Burst or Blast area of effect power, make an Acrobatics roll vs. the attack roll of the power. If successful you shift to outside of the blast area taking no damage as if you were never in the blast area.
Leap of the Clouds---Monk Utility 10 You are capable of leaping to incredible heights or distances. Encounter + Ki Move Action______Personal Effect: When Jumping you do not divide your results, your roll is the number of feet you can leap vertically (including your height, long or high jump). Also your leaps are treated as if you had a running start. If you run out of movement you still fall, but damage from the fall is reduced by half. Additionally if performing a double move, this power affects your full, overall movement for your turn.
Counter Strike---Monk Utility 10 Just when they think they have you, you counter their efforts. Daiyly + Ki, Weapon, Unarmed Reaction______Melee weapon or unarmed Effect: When ever you are attacked you may attempt to make an immediate counter attack. Make a basic weapon attack roll + WIS modifier vs. your opponents attack roll. If you succeed you block their attack. You may then make another basic weapon attack roll dealing damage if you hit.
Monkey Strike---Monk Attack 13 You are adept at attacking your opponent in a beguiling fashion that leaves them open to attack. Encounter + Ki, Weapon, Unarmed Standard Action______Melee weapon or unarmed Target: One creature Attack: DEX or STR vs. AC or Reflex Hit: Make a Bluff check vs. your opponents Passive Insight at a +2 bonus. If successful make an attack roll vs. their Reflex Defense doing 2[w] + STR Mod. damage. If you fail the bluff roll you can still make an attack roll vs. their AC, doing only 2[w] damage.
Double Palm Strike---Monk Attack 13 You strike your foe with a double palm strike, leaving them winded. Encounter + Ki, Unarmed Standard Action______Melee Target: One creature that is not a Construct, or Undead, or Ooze Attack: DEX or STR vs. Fort Hit: 2d10 + CON Mod. damage, target is stunned until the end of your next turn. This is ineffective on constructs, undead and oozes as they lack the working anatomy (or anatomical processes) to be stunned by this attack.
Reverse Energy---Monk Attack 13 You use your ki to reverse your opponent's energy, turning it against them. Encounter + Ki, Unarmed Immediate Reaction______Melee Target: One creature Attack: CON vs. Fort Hit: When you are hit by a melee attack or power you can attempt to rebuke the energy of that attack and turn it back against the opponent. Make a CON vs. Fort Defense attack roll. If you are successful, you are able to focus your ki and rebuke the attack, essentially making it hit a wall. You take half damage, but the opponent instead takes the full brunt of the damage of their own attack.
Ground Pound---Monk Attack 13 You leap slightly up into the air and come down, driving your fist into the ground and directing your ki outward, causing the ground under your foes to quake and shudder violently knocking your foes to the ground. Encounter + Ki, Unarmed Move Action______Melee, Close Burst 5 Target: All creatures in blast area. Attack: CON vs. Reflex Hit: All creatures in close burst area fall prone, and take 3d6 + CON mod. damage.
LEVEL 15 DAILY TECHNIQUES
Blitzkrieg---Monk Attack 15 Time seems to slow down as your strikes fall upon your hapless foes like rain from an ominous sky. Daily + Ki, Unarmed Standard Action______Melee unarmed Target: One creature Attack: DEX or STR vs. AC. NOTE: See Blade Cascade under the Ranger, page 109.
Nerve Strike---Monk Attack 15 You can strike a foe in such a way that your hit strikes a nerve, thus slowing your opponents actions temporarily. Daily + Ki, Unarmed Standard Action______Melee unarmed Target: One creature Attack: DEX or STR vs. Fort. Hit: 2[w] + STR Mod. damage. The opponent suffers a penalty to their attack rolls equal to your STR mod for the duration of the encounter. Miss: Target takes half damage and no penalty to their attack rolls.
Paralyzing Ki Blast---Monk Attack 15 You can focus your ki in such a way that instead of a damaging blast, you can unleash an electrical blast of your ki energy that serves to disrupt your foes nervous system. Daily + Ki, Unarmed Standard Action______Melee unarmed Target: One creature that has a nervous system; not effective on Oozes or Undead. Attack: CON vs. Fort. Hit: Target looses their next turn of actions, and takes 2d10 + CON mod. in electric damage. If you miss the target takes half damage and looses only a move action on its next turn.
Silver Threads of Ki---Monk Attack 15 With a a wave of your arm, you send out silvery threads of ethereal ki energy that envelop your foe. Once enveloped you drain away the ki of your foe, supplementing your own reserves with their power. Daily + Ki, Unarmed Standard Action______Melee unarmed Target: One creature; not effective on Undead Attack: CON vs. Fort. Hit: 3d10 + CON mod. damage, and you gain a number of temporary hit points equal to the damage dealt, the target is immobilized (save ends, at a -2 to roll). Sustain Minor: The target takes 2d10 damage, and each time you gain an additional number of temporary HP equal to half the damage, (save ends). This power is ineffective on undead due to the negative energy that flows through their bodies.
LEVEL 16 UTILITY TECHNIQUES
Diamond Body---Monk Utility 16 You can purge harmful poisons from your body with little effort. Encounter + Ki, Reliable, Healing Immediate Reaction______Personal Effect: Upon being exposed to a poison of any sort, you are able to immediately cancel the effect of it. Once you have purified your body of the poison, you cannot be affected by the same poison again in that encounter.
Abundant Step---Monk Utility 16 You can slip in between dimensional spaces, vanishing from sight and reappearing else where. Daily + Ki, Teleport Move Action______Personal Effect: You can teleport up to 20 squares away in a single move.
Zen Mind---Monk Utility 16 You can calm and center your mind at a moments notice, bringing you clarity and enlightenment. Daily + Ki, Reliable Move Action______Personal Effect: You are able to, for up to 3 turns, grant yourself a +2 insight bonus to all skill rolls, immunity to fear, +2 to All Defense scores, and a +1 insight bonus on your attack rolls.
Sense Ki Flow---Monk Utility 16 You are able to sense the flow of ki around you, giving you awareness of your opponents and surroundings. Encounter + Ki, Reliable Minor Action______Burst 10 Effect: You may make a Perception roll to sense aspects of your opponents, allies, and environment others could not. The effects of this last the duration of the encounter, but the burst area you have sensed does not move with you, but your knowledge of things there in is retained. Environmental knowledge however does not last beyond the encounter save for the locations of things like traps or hidden doors. • DC 20 = You sense roughly how much stronger your opponents & allies are in regards to you. You sense the details of your environment allowing you to move with out hindrance within the area you have sensed, but you are still subject to environmental penalties. • DC 25 = You sense exactly how strong an opponent or ally is in regards to yourself (exact level). And you are able to determine if the individual is good, evil, or unaligned. You also can sense finer details of your environment. You may reduce the penalties imposed on you by your environment by half. • DC 30 = You know the exact strength, and alignment of allies and opponents. You also can sense what their intentions are toward you and others around you. You will know if they tell a lie. You can move through your environment with no penalty as you can sense the most minute details giving you uncanny awareness that you may use. You can detect hidden passages and traps automatically.
LEVEL 17 ENCOUNTER TECHNIQUES
Angry Panther Strike---Monk Attack 17 When an ally is injured, you suddenly pounce upon the foe responsible with surprising ferocity and speed. Encounter + Ki, Unarmed Standard Action______Melee unarmed Target: One creature that you have marked that has injured an ally Attack: DEX or STR vs. AC, gain a bonus to your attack roll equal to your WIS mod. Hit: Teleport to injured ally and opponent as a reaction, so long as they are with in 5 sqrs of you, you can continue to move up as a normal move action. 2[unarmed] + STR mod damage.
Rhino's Charge---Monk Attack 17 You charge up to your foe, delivering a powerful strike up and into their belly. Encounter + Ki, Weapon, Unarmed Move Action & Standard Action______Melee weapon or unarmed Target: One creature Requirement: Must move at least 2 squares from starting position. Attack: DEX or STR vs. AC Hit: 1[w] + STR Mod. damage. You also get to add +1[w] damage per 2 squares you move up to your foe. The target does not shift back a square from the bull-rush like tactic, but is left stunned until the end of your next turn (save ends).
Flame Breath---Monk Attack 17 You build up your ki in the pit of your belly, and belch forth a gout of flame like that of a Dragonborn. Encounter + Ki Standard Action______Blast 3 Target: All creatures in blast area Attack: CON vs. Reflex Hit: 5d6 + CON mod. in fire damage.
LEVEL 19 DAILY TECHNIQUES
Agility of the Mantis---Monk Attack 19 For you, everything seems to move slower—but only because you are moving with blinding speed. Daily + Ki, Stance Standard Action______Personal Effect: Until the end of the encounter you gain +2 squares movement, a +2 to AC & Reflex Defense, and a +1 to your Attack rolls. However when the power has ended at the end of the encounter you are tired and suffering like penalties until you can rest. This cannot be used in conjunction with Strength of the Turtle.
Strength of the Turtle---Monk Attack 19 You can be like the turtle, slow, but powerful, and durable. Daily + Ki, Stance Standard Action______Personal Effect: Gain a +2 bonus to your damage rolls (and grapple rolls), and you are able to resist up to 5pts of damage from any source. However your speed is reduced by 2, and you suffer a -2 to your Reflex Defense. This cannot be used in conjunction with Agility of the Mantis.
Mind Trap---Monk Attack 19 You have trained your mind with several defenses against mental attacks. Daily + Ki Immediate Reaction______Personal Target: One attacking creature Attack: WIS vs. Will. Effect: Upon being hit by a Mental attack (any attack that targets your Will Defense), make an immediate counter attack, rolling your WIS vs. their Will. If successful you still take damage from their attack, however they receive the damage of their attack as well, plus your WIS mod. as bonus damage.
Cloud Dance---Monk Utility 22 You can fly through the air, with bouncing and hopping motions. Daily + Ki Move Action______Personal Effect: You may fly up to your normal speed throughout the duration of an encounter or 5 minutes. You can stop in the air, or land on the ground. But your speed is like that of your normal speed (including the use of feats and powers that may enhance your normal movement).
Hidden Presence---Monk Utility 22 You can move about with out being seen, allowing you to come and go as you please. Encounter + Ki Move Action______Personal Effect: You are treated as if being invisible on your turn. Your opponent blinks and you're gone. Your movement is like that of your normal movement, but so long as you do not attack or take any hostile actions, or interact with people, thus drawing attention to yourself, you are invisible. This is maintained until either the end of the encounter, or 5 minutes. Interacting with people does include pickpocketing them, but does not include objects and items that can be manipulated or grabbed that a person does not have physical control over.
Up the Walls---Monk Utility 22 You can move across vertical surfaces for brief moments. Encounter + Ki Move Action______Personal Effect: You can make a move action across vertical surfaces, but your movement may not end on the surface. Your speed when using this is however at a +2. You can also end your move as a running jump, thus allowing you to get the most out of your movement.
Greater Deflection---Monk Utility 22 You focus your ki into your hands and arms, and bat aside your foes attack. Daily + Ki Immediate Reaction______Personal Trigger: You are hit by an ranged attack or blast fired from a range. Effect: You may alter the trajectory of a ranged attack or ranged blast, this will cause you to either negate a ranged attack, or to place a ranged blast attack. Make an opposing attack roll with your Wisdom modifier as a bonus to your roll, vs. the opponents attack roll. If successful you can attempt to redirect the attack at an opponent or area to your left or right. Make a basic ranged attack roll against a target or blast area, however the roll is vs. AC unless the power specificly targets Reflex, Fort, or Will Defenses.
LEVEL 23 ENCOUNTER TECHNIQUES
Punishing Strike---Monk Attack 23 You can deliver a powerful damaging strike that pushes your foe back. Encounter + Ki, Unarmed Standard Action______Melee unarmed Target: One creature Attack: DEX or STR vs. AC Hit: 4[w] + STR Mod. damage, they are slid back 2 + your STR Mod. in squares.
Ki Wave---Monk Attack 23 You focus your ki into a single point so potently you unleash a massive blast of kinetic energy. Encounter + Ki Standard Action______Ranged blast 10 (line) Target: All Creatures in a line of 10 squares Attack: CON vs. Reflex Hit: 4d10 + CON Mod. radiant damage, and targets are pushed 3 squares and knocked prone. Miss: Half Damage
Hurricane Strike---Monk Attack 23 You focus your ki and spin into a tornado of speed, unleashing a barrage of blows against all who would dare draw near you. Encounter + Ki, Weapon, Unarmed Standard Action______Melee weapon or unarmed, Close Burst 1 Target: All Creatures in burst area Attack: DEX or STR vs. Reflex Hit: 2[w] + STR Mod. damage. Make a second attack roll. Secondary: 1[w] + STR Mod. damage. All opponents are pushed back 1 square.
LEVEL 25 DAILY TECHNIQUES
Tiger Claw Rending Strike---Monk Attack 25 You seem to sprout metal like blades on each hand from between the knuckles. These mystic blades are manifestations of your ki, allowing you to slice your way through your foes. Daily + Ki, Unarmed Standard Action______Melee unarmed Effect: For the duration of the encounter your base unarmed damage die type increases to d10, and your unarmed attacks are slashing. Opponents cut by your claws bleed 5pts of damage for a number of rounds equal to your WIS mod. + 1.
Shatter Boulders---Monk Attack 25 By focusing your ki you can deliver a strike that can crush even the mightiest foes. Daily + Ki, Weapon, Unarmed Standard Action______Melee weapon or unarmed Target: One creature Attack: DEX or STR vs. AC Hit: 5[w]+ STR. Mod. damage. Additionally, if the target is of large size or larger, it receives a +1d8 per size category it is in additional damage.
Improved Flash Step---Monk Attack 25 You have improved upon the flash step, making you impossibly fast, and your foes are left all but standing still. Daily + Ki, Unarmed Standard + Move Action______Melee unarmed, Close Burst 5 Target: Each Opponent in burst area Attack: DEX or STR +2 vs. Reflex of each creature in burst. Hit: 3[w] + STR Mod. damage against each opponent in the area. You may end your move anywhere in the burst area (not drawing attacks of opportunity), and your AC and Reflex defense are at a +3 bonus until your next turn. However improved flash step is limited by the environment it is used in. You must have line of sight to opponents, meaning that you cannot go past walls or around corners. Environmental obsticles that would impeed or reduce your normal speed also block you, meaning that opponents in or directly behind such things cannot be attacked as flash step requires unimpeeded passage toward your opponents.
Strike of the Dragon's Fang---Monk Attack 25 You know not only the pressure points of the body, but the points of ki flow, and how to manipulate them with but a touch. Daily + Ki, Unarmed Standard Action______Melee unarmed Requirement: Must have Serpent Strike power. Target: Once creature you have marked that is not a Construct, Ooze, or Undead Attack: DEX or STR +2 vs. Fort Defense. Hit: 2[w] + WIS mod. damage. Also select one of the following effects to inflict upon the target: • -4 to attack & damage rolls until end of encounter. • -2 to all defense scores until end of encounter. • Target is rendered unconscious until the end of the encounter (save negates, but target is reduced to being allowed only 2 actions on their turn, and cannot perform a standard action and a move action at the same time.) • -4 Speed • Do 5d10 + CON Mod. damage instead of 2[unarmed] + STR Mod. damage. Miss: Half Damage. Target suffers half the effect (for being knocked unconscious, the target is instead stunned until your next turn).
LEVEL 27 ENCOUNTER TECHNIQUES
Burning Aura---Monk Attack 27 You can cause your aura to become visible, inflicting harm on those who would dare draw near. Encounter + Ki Standard Action______Close Burst 1 Target: Each creature in burst area Effect: Any opponent that enters into the square next to you suffers 2d10 radiant and fire damage automatically, and suffer a -2 penalty on attack rolls to hit you. Your Burning Aura lasts for a number of turns equal to your WIS Mod.
Ballistic Foe---Monk Attack 27 You are so skilled in your unarmed fighting abilities that you can sweep a person's legs, grab them in midair, and hurl them into their own allies. Encounter + Ki, Unarmed Standard Action______Melee unarmed Target: One creature you have marked that is not an Ooze, or Elemental Attack: DEX vs. Reflex Hit: 1[w] + STR Mod. damage. Make a secondary attack. Secondary: Compare the roll against the opponents Reflex Defenses directly behind your primary opponent. You automatically deal an additional 1[w] + STR Mod. damage. to the marked target, and they are sent flying backwards a number of squares equal to 1 + your STR Mod. Opponents struck by their flying comrade take 1d6 + your STR Mod. damage per square the flying opponent was sent flying. All are left prone there after.
Masterful Combo---Monk Attack 27 You can string together a combination of attacks with lightning speed and precision. Encounter + Ki, Unarmed Standard Action______Melee unarmed Target: One creature you have marked Attack: DEX or STR vs. Reflex Hit: 1[w] + STR Mod. damage per hit landed. You may make any number of attacks, suffering a cumulative -2 penalty on each attack roll, the combo’s end when you miss an attack.
LEVEL 29 DAILY TECHNIQUES
Quivering Palm---Monk Attack 29 You focus your ki into your hand. Upon striking your foe you set off an effect, allowing you to slay your foe when ever you so desire. Daily + Ki, Unarmed Standard Action______Melee unarmed Target: One creature that you have marked is not a Construct, Ooze, Elemental, or Undead. Attack: CON vs. Fort Hit: Upon landing the attack, your opponent must make a Saving Throw against death, but with a penalty equal to your CON Mod. If failed the target has been successfully affected by the power. If they succeed they instead take 5d10 + CON Mod. in damage. A target that has been affected by this power can be made to die at anytime of your choosing (as a free action, and regardless of distance from you). Upon being commanded to die, the target must make a saving throw vs. death at a penalty equal to your CON Mod. If they fail this roll they die regardless of injuries, if they succeed they suffer 15 pts of ongoing damage (save ends, with same penalty). Special: Even though this ability is usable once per day, it requires a week to properly recharge. It may be used sooner, but the opponent struck before it recharges may add their own CON Mod. to the Saving Throw, you may not add yours as a penalty.
Spirit Wave Blast---Monk Attack 29 The epitome of being able to focus your ki into a single point. You have managed to condense your ki into powerful blast of spiritual energy that none can stop. Daily + Ki Standard Action______Ranged blast 10 (line) Target: All creatures in a line. Attack: CON vs. Reflex Hit: 7d10 + CON Mod. radiant and electric damage, target is pushed back 2 squares + CON Mod. and is prone. Attempts to dispel, or otherwise block the attack only succeed in lowering the damage by 2d10. Miss: Half Damage
God Step Rampage---Monk Attack 29 You can move, for a brief moment, with all of the speed of the gods, allowing you to decimate a single foe, or groups. Daily + Ki, Weapon, Unarmed Standard Action______Melee weapon or unarmed, Close Burst 5 Target: All opponents in the area. Attack: DEX vs. Reflex Hit: You can move anywhere within the area of effect, and can make a number of attacks equal to your WIS score. Each attack does only 1[w] damage (no STR mod.) you can space out these attacks between opponents, up to the total, however no more than 6[w] per opponent. Afterwards you end your action in any square of your desire, and are invisible to opponents until your next turn (drawing no attacks of opportunity). You must make an attack roll for each attack. However god step rampage is limited by the environment it is used in. You must have line of sight to opponents, meaning that you cannot go past walls or around corners. Environmental obsticles that would impeed or reduce your normal speed also block you, meaning that opponents in or directly behind such things cannot be attacked as flash step requires unimpeeded passage toward your opponents. Miss: Opponent takes half damage.
DRUNKEN FIST MASTER “I can fight like I can drink…or is that drink as I fight. Hey, who wants a drink! Oops, fist in your face!”
Prerequisite: Monk class
You like to drink…and you like to fight. Some how you’ve managed to combine the two things your good at. When it comes to unpredictable actions, you’re the master. You just need a good drink or two in you to get going.
Drunken Fist Master Features Drink like a Demon (11th Level): When you drink alcohol you suffer only half of the debilitating effects of it, regardless of the number of drinks you have. Also you cannot die from alcohol poisoning, but you can still drink yourself unconscious. You can drink an entire bottle of alcohol as a move action, while taking a single drink is a minor action (a bottle will hold 4-6 drinks for you). You may also use improvised weapons with a +2 proficiency bonus.
Alcoholic Elixir (11th Level): When ever you drink a bottle of alcohol you are able to spend a healing surge to recover HP. If you spend an Action Point you heal an additional amount of HP equal to your Wisdom Score. But you can only make use of this ability a number of times in battle equal to your CON Mod.
Drunken Stagger (16th Level): After drinking a bottle of alcohol before or during battle you can increase your AC and Reflex Defense by +2. You also do not draw attacks of opportunity when moving into/out of, or through threatened areas. You also can fight at no penalty from the prone position, and opponents do not get bonuses when attacking you while your prone regardless of drinking a a bottle of alcohol or not.
DRUNKEN FIST MASTER TECHNIQUES
Monkey Swipes the Bottle---Drunken Fist Master Attack 11 You can take away your opponents weapons, and strike them at the same time.Encounter + Ki, Unarmed Standard Action______Melee unarmed Target: One creature Attack: DEX vs. Reflex Hit: You strike your foe doing 2[w] + Dex Mod. damage. You then may make an immediate DEX roll vs. their STR roll to disarm them. You gain a +1 bonus to this roll for every drink you've had since combat started, up to a +4. Drinking an entire bottle grants this. If you succeed you now have their weapon. If you fail, you still manage to disarm them, and the weapon is on the ground.
Down the Hatch--- Drunken Fist Master Utility 12 You can take away your opponents weapons, and strike them at the same time. Encounter + Ki Minor Action______Personal Effect: When you drink a bottle of alcohol you temporarily gain a +2 bonus to Damage rolls, and 15 Temporary HP. On your turn, with this power, you can drink up to 3 bottles of alcohol (requiring 3 minor actions, 1 per bottle) giving you a max of +6 to damage, and 45 temporary HP. The effects of this lasts until the end of the encounter. At the end of the encounter though you are left Dazed until you can take a short rest.
Open the Bottle--- Drunken Fist Master Attack 20 You are able to kick your opponent up into the air enough to allow you to spin them in a circle, and then send them flying. Daily + Ki, Unarmed Standard Action______Melee unarmed Target: One creature Attack: DEX vs. Reflex Hit: 1[w] + DEX Mod. damage. You then spin them in mid air by making a DC 20 Acrobatics roll. If successful you spin them a number of revolutions equal to the number by which you beat the DC +2. You then land a final hit doing another 1[w] + DEX Mod. damage. The target is thrown back 2 squares and is prone. They are left stunned for a number of turns equal to the number of revolutions you were able to put into the attack (Saving throw reduces time by half).
SHINOBI WARRIOR “I am like the wind, and the shadows. I am everywhere, and yet nowhere. And when they find your corpse, I will be gone."
Prerequisite: Monk class
You are the shinobi, the ninja warrior. You are a master of stealth, and espionage. For you, slaying your foe with out their ever knowing you were there is the epitome of your skill.
Shinobi Warrior Features Martial Training (11th Level): You are proficient in the use of Leather armor, Chain Mail and Long Sword, Short Sword, Flail, Katar, Spiked Chain, Short Bow, and Shuriken.
Shadow Warrior (11th Level): You move through shadows and darkness like a ghost, with out a sound, or being seen. You may make a Stealth roll even if circumstances would normally not allow you to so long as there are shadows or darkness around. Your bonuses from concealment are +2 greater. You also are unaffected by darkness and can see just fine due to a 6th sense you have developed, although you cannot sense fine details of your surroundings.
Silent Death (16th Level): When you mark a target you may do an additional +1d6 damage against an opponent you have combat advantage with. Additionally your opponent, if successfully struck by the attack cannot speak and are stunned until the end of your next turn. If you spend an Action Point to take an extra action, you may instead sacrifice the extra action to gain a +4 bonus on your next Attack and damage roll on the following turn, before the opponent becomes unstunned.
SHINOBI WARRIOR TECHNIQUES
Vanishing Strike---Shinobi Warrior Attack 11 You strike your foe with a wounding blow, and slip back into the shadows before they know who hurt them. Encounter + Ki, Weapon, Unamred Standard Action______Melee weapon or unarmed Requirement: Must be able to move up to target before attacking. Target: One creature you have marked Attack: STR vs. AC Effect: Make a Stealth roll vs. the targets Perception roll, but add your WIS modifier to the roll. If you succeed you have managed to vanish from their sight briefly. Make your attack roll, do 2[w] + STR Mod. damage if you hit. You then teleport away to the nearest shadow, dark spot, or object that is with in your normal speed range. The target must make a Perception roll against a DC equal to your Stealth roll as if you had rolled a 20. If they succeed then they know where you have gone. If the fail, they are left unaware as to who attacked them
Defensive Kuji-Kiri---Shinobi Warrior Utility 12 You know the six of the twelve mystic hand signs to perform a mind set, a type of hypnosis, which allows you to push yourself to your limits. Encounter + Ki Standard Action______Personal Effect: You can choose to gain anyone of the following bonuses. • Fortify: +1 to one Defense score of choice. • Precision: +1 to attack rolls • Adrenalin: +2 to damage rolls • Fleetness: +1 speed • Focus: +2 to Skill roll of choice. • Impassionate: Immunity to Fear The effects of this power last a number of rounds equal to your WIS mod +2.
Offensive Kuji-Kiri---Shinobi Warrior Attack 20 You have mastered the final mystic hand signs of the Kuji-Kiri allowing you to access to other mystical abilities. Daily + Ki, Illusion Standard Action______Ranged 5 Requirement: Opponent must be looking at you, or in your direction Target: Any opponent with in range Attack: WIS vs. Will Effect: You are able to inflict the Kuji-Kiri on a foe. They do not have to actually see you, but you have to be able to see them. Select an effect to inflict upon the foe. • Hazed Sight: 3d8 + WIS Mod. psychic damage, the target will not see you until you attack them (lasting up to 5 minutes). • Fire Blossom: 3d8 + CON Mod. psychic damage, the target suddenly bursts into flames that do not seem to go out, doing ongoing damage of 5pts (save ends). • Sleeping Mist: All creatures with in range, burst 5, fall asleep, starting as Dazed and then moving to Unconscious (Save Ends, penalty to roll equal to Wisdom modifier). • Crazed: Target goes berserk and attacks any creature close by it can see (Save ends). • Clumsy: Opponent runs the risk of dropping their weapons or tripping on each round. They must make a luck roll, every turn or they either drop their weapon, or fall prone (save ends, penalty to roll equal to Wisdom modifier) • Convincing: For the next 24hrs, you are treated as "Friendly" by the opponent. They will aid you whenever you ask, but will not endanger their lives for you. They may make a save every time you ask them to do a task, saving ends the effect, but they are at a penalty equal to your WIS Mod. since this is a rather subtle effect and not harmful. If you ask them to do anything that could cause them some harm (but not life threatening), they get an immediate normal save against the effect. The effects, unless stated other wise last either 5 minutes or until the end of the encounter.
PEACEFUL MASTER “I do not wish to fight you, for I have already won."
Prerequisite: Monk class
You have found a path in peace. The ways of battle are not lost upon you, for you are battle itself. You are calm, and controlled. You are like a river, ever flowing, never ending, and while peaceful and tranquil it can be unforgiving, and brutally punishing to those that underestimate it.
Peaceful Master Features Zen-No-Mind (11th Level): You have achieved a peaceful state of mind and being. You cannot be angered, or saddened. You gain immunity to fear, and do not provoke attacks of opportunity. Your Will Defense is at a +4 agaisnt powers with the keywords, Charm, Sleep, and Illusion in them.
Peaceful Continence (11th Level): You exude a sense of peace and tranquility. Allies around you can spend a healing surge once per encounter from being near you (with in a 3 square burst area). Opponents that come close to you, suffer a -1 on attack rolls against you per square closer to you they are (with in the 3 square burst area, up to a -3 penalty on attack rolls).
Least Amount of Force (16th Level): Sometimes using the least amount of force has the biggest effect. By marking an opponent and taking a -1 penalty on your own attack roll, you may add your WIS Mod. to the damage of your unarmed attack against that opponent. If you spend an Action Point to gain an extra action you may instead sacrifice the extra to add your Wisdom score to the damage you deal instead of your WIS Mod. You may do this before you roll damage for an attack.
PEACFUL MASTER TECHNIQUES
Move like the Great River---Peaceful Master Attack 11 You make yourself harder to hit, while slipping past your foes guard to strike a powerful blow. Encounter + Ki, Unarmed Standard Action______Melee unarmed Target: One creature you have marked Attack: DEX or STR vs. AC Hit: 2[w] + STR Mod. damage, and you are at a +2 to your AC & Reflex Defense until your next turn.
Zen Grandeur---Peaceful Master Utility 12 You can negate any ill effects that you and others are suffering from with a kind smile, and release of ki. Encounter + Ki, Reliable, Healing Standard Action______Personal, Burst 5 Effect: All allies with in the burst area, including yourself may spend a healing surge to recover an amount of HP equal to their Surge value + half your level. Or they may use their healing surge to remove any single negative penalty, condition, or ongoing damage effect they are suffering from.
Little Power, Massive Effect---Peaceful Master Attack 20 You strike your opponent with seemingly little effect, however a moment later the full power of the blow is felt by them. Daily + Ki, Unarmed Standard Action______Melee unarmed Target: One creature you have marked Attack: DEX or STR vs. Fort Hit: 2[w] + WIS Mod. damage initially. You may then hold off the final effect of the power for any number of rounds (including the round the attack was used), with each round you hold it you can expend 1 minor action to add +1d10 to the end effect. You may decide at any time as a free action when to activate the secondary effect. Once it activates the opponent automaticly suffers the built up additional damage, and is left stunned until your next turn. Miss: If you miss the attack, roll 1d20 luck. If you succeed, you have not lost the powers use and may try again, but if you miss again the power's use is expended.
MYSTIC WARRIOR “I have mastered my ki. Now the very mountains quake at my approach…you would do well to do the same."
Prerequisite: Monk class
You have harnessed your inner spiritual power, your ki, and you have mastered its secrets. You are no longer a normal person but a hurricane, waiting to be unleashed.
Mystic Warrior Features Ki Mastery (11th Level): You may add your WIS mod. to your unarmed damage rolls, and the damage dealt is radiant. You may do this a number of times per day equal to your WIS mod. The effects last the duration of the encounter.
Ki Upsurge (11th Level): When you spend an action point you may also spend a healing surge, and you also gain a +4 power boost in all damage you deal until the end of your next turn.
No Limits (16th Level): When you are bloodied, you can push yourself beyond your limits. You may immeidatly gain an amount of Temporary HP equal to double your WIS score. Also your next attack roll is at a +2 bonus to hit, and you gain a resistence to pain, lessening damage you take by a number of points equal to your CON mod. + half your level. This lasts until the end of the encounter, and is usable only once per day.
MYSTIC WARRIOR TECHNIQUES
Ki Barrage---Mystic Warrior Attack 11 You unleash a barrage of blasts into a small area, making it difficult for opponents to evade. Encounter + Ki Standard Action______Ranged 10, blast 3 Target: Any creatures in the blast area Attack: CON +4 vs. Reflex Hit: 2d8 + CON Mod. damage. Miss: Half damage
Supplement Power---Mystic Warrior Utility 12 You know how to draw in the ki from the world around you, supplementing your own powers. Daily + Ki, Reliable Standard Action______Personal Effect: You may recover the use of any one of your Daily or Encounter powers.
Meteor Barrage---Mystic Warrior Attack 11 You focus your ki internally and unleash a ballistic assault against a foe, circling them and pummeling them with blows. Daily + Ki, Unarmed Standard Action______Melee unarmed Target: One target you have marked. Attack: DEX vs. Reflex Hit: 1[w] + DEX Mod. damage. You can make a number of additional attacks equal to your speed, and each doing +1[w]. You can continue to pummel your opponent until you miss an attack, suffering a cumulative -1 to your attack rolls per 2 squares you move around your opponent. You shift in a circle around your opponent with each successful hit moving you 1 square. When finished moving your speed, you fire off a final blast of ki energy doing 2d8 radiant damage and pushing your opponent back 2 squares (no attack roll made for this). Miss: If you miss an attack you do half damage, you deal only your DEX mod in damage for each subsiquent attack. If you miss your 6th or 5th attack (depending on your speed) your final ki blast does half damage as well and target is not pushed back.
NOTE: This is how this works-- Standard action: Make your attack roll, doing half damage if you miss. (You have a speed of 6, for example.) ---Shift 1 square: Make a second DEX vs. Reflex attack. If you miss you do only your DEX modifier in damage. ---Shift 1 square (2sqrs total): Make a second DEX vs. Reflex attack at a -1 to hit. If you miss you do only your DEX modifier in damage. ---Shift 1 square (3sqrs total): Make a second DEX vs. Reflex attack at a -1 to hit. If you miss you do only your DEX modifier in damage. ---Shift 1 square (4sqrs total): Make a second DEX vs. Reflex attack at a -2 to hit. If you miss you do only your DEX modifier in damage. ---Shift 1 square (5sqrs total): Make a second DEX vs. Reflex attack at a -2 to hit. If you miss you do only your DEX modifier in damage. (Do 2d8 radient damage only if you have a speed of 5.) ---Shift 1 square (6sqrs total): Make a second DEX vs. Reflex attack at a -3 to hit. If you miss you do only your DEX modifier in damage. Do an additional 2d8 radient damage and push the target back 2sqrs. If 6th attack misses, do only half damage, and there is no push back.
I didn't read everything. I stopped at the third at will power. The second and third at will powers are CLEARLY overpowered (the first one is probably about right).
I didn't read everything. I stopped at the third at will power. The second and third at will powers are CLEARLY overpowered (the first one is probably about right).
-SYB
Hmm...a typo on my part probably. But I made some changes.
Although if you have ideas for substitutes for those then post them, and we'll see if we cant get a working Monk class hammered out.