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Dryad
2011-07-03, 06:59 PM
Hey again! Some more of my homebrew...
Now; I made this class before the 4E monk was actually released, but I was wondering what you peeps would think of it, and if you would like to use it (and, of course, if you would like to criticise it).
Me, personally, I kind of prefer the class I made to the one that was published; it's more flexible, to my mind, and it feels more.. Natural, to me.

So please, enjoy, and criticize honestly!


Monk:
-Unarmed fighters.
-Use Holy Symbols as implements.
-Can choose from 2 paths: Striker and Protector.
-Armor Proficiency: Cloth.
-Weapon Proficiency: None.

Role: Defender or Striker.
Power source: Primarily martial.
Key abilities: Wisdom, Dexterity, Constitution.
Hit points at first level: 15+constitution score.
Hit points per level gained: 6
Number of healing surges per day: 10+constitution modifier.
Bonus to defenses: +2 to AC, Reflex, Will, Fortitude.

Trained skills: Acrobatics, Athletics, Dungeoneering, Endurance, History Insight, Nature, Perception, Religion, Stealth

Special Feature: Qi Focus.
Some monk strikes have a special called Qi Focus. The Qi Focus allows you to sacrifice a power, strike, action point or healing surge in order to gain additional benefits to the strike or power performed.
A sacrificed at-will power will be regained at the end of the encounter.
A sacrificed encounter power will be regained after a short rest.
A sacrificed daily power will be regained after an extended rest.
A sacrificed healing surge will be regained after an extended rest.
A sacrificed action point will be regained after an extended rest.
Unless noted otherwise.

Marks: Monks don’t gain a basic marking ability. Instead, a lot of their powers allow for them to mark an opponent. All marks placed by a monk last until the end of her next turn, unless noted otherwise.

Improved Unarmed Strike:
Prerequisite: You can use Improved Unarmed Strike as long as you are not wielding a melee weapon.
Martial, Implement.
Attack: Wis vs. Ref. Range: Melee, touch.
Damage: 1d8+wis untyped damage.
Increases to 1d10+wis at level 11, and 2d6+wis at lvl 20.
Improved Unarmed Strike doesn’t count as an at-will power, but is a normal, basic weapon attack.

Styles:
Choose at creation:
Stone Dragon Style.
If you choose Stone Dragon Style, you gain your Constitution Modifier to your armor class, as long as you are wearing Cloth armor, or no armor, no shields, and not wielding weapons. Treat this bonus as an Armor bonus for all purposes.
Venom Fang Style.
If you choose Venom Fang style, you add 1d4 untyped damage to all your melee attacks, as long as you do not wear shields, wield weapons, or wear leather armor or heavier.

Monk at will powers: (Pick three at character creation.)

Stone Dragon sweep: Standard Action: At Will.
Your foot soars through the air, tapping your foes, but missing your allies.
Martial, Implement.
Target: Up to three creatures within reach. Melee: Touch.
Attack: Wisdom versus Reflex.
Hit: The target takes [wis] untyped damage, and is marked by you until the end of your next turn.

Flurry of Blows: Standard Action: At Will.
In a blur of speed, your fists connect with your foe.
Martial, Implement.
Target: up to two creatures adjacent to you. Melee: Touch.
Attack: Wisdom versus Reflex; One attack per target.
Damage: 1d6+[wis] untyped damage.
Special: The damage increases to 2d6 at level 21.

Step of the Winds: Free action, At Will.
The knowledge of what your body is capable of allows you to throw off the grasp of gravity, if only by a margin.
Effect: Your overland movement speed increases by 1 square until the end of your turn.
You cannot activate Step of the Winds more than once each turn.
The effect of Step of the Winds increases to two squares at 11th level, and three squares at 20th level.

Stone Dragon Resolve: Move Action, At Will.
You set your feet against the ground, and dig your bare toes in the soil.
Stance.
You assume the stance of the Stone Dragon. This stance increases your melee reach by one square and all your defenses by one. In addition, you are slowed while this stance is active. Push, slide and pull effects against you will not move you as much as it would someone not under this effect. Subtract one square of any push, slide or pull effect used against you.
Stone Dragon Resolve will remain active until the end of the encounter, or until you deactivate Stone Dragon Resolve. Deactivating Stone Dragon Resolve is a move action.
While in this stance, you cannot gain the benefits of the Venom Fang style.

Qi Blast: Standard Action, At Will.
You focus the sheer force or your body and spirit into your hands, and unleash a strike at range.
Martial, Implement, Lightning.
Target: One creature within 5 squares of you. Range: Melee 5: Touch.
Attack: Wisdom versus Reflex.
Hit: 1d8+wis lightning damage, and you may mark the target.
Qi Focus: You may expend one Encounter Power to empower Qi Blast. If you do, you may make a secondary Qi Blast attack.
Special: The damage increases to 2d8 at level 21.

Feinting Blow: Move Action, At Will.
Your left hand jobs at your target quickly, distracting them, and leaving them open for your main attack.
Martial, Implement.
Action: Move Action.
Target: One creature. Range: Melee Touch.
Attack: Wisdom versus Reflex.
Hit: [Wis] untyped damage, and the target grants combat advantage to the next attack you deal this turn.

LvL 1 Encounter Powers:

Cobra Coil Strike: Standard Action, Encounter.
With care, you prepare your strike, and leap forward, extending all your reach to strike at your foe, only to coil back out of their reach afterwards.
Martial, Implement.
Target: One creature within 3 squares of you. Range: Melee 3: touch.
Attack: Wisdom +2 versus Reflex.
Hit: 1d10+wis+dex untyped damage.
Effect:
Venom Fang Style: The target is slowed and sickened. (Save ends both.)

Wing Buffet: Standard Action, Encounter.
You slam your hands at the empty air, causing a strong blow of wind, knocking the air out of your opponent’s lungs.
Martial, implement.
Target: All enemies within burst. Range: Burst 5.
Attack: Wisdom+2 versus Fortitude.
Hit: The target is weakened, and marked until the end of your next turn.
Effect:
Stone Dragon Style: You gain your constitution modifier as temporary hit points for each enemy hit by Wing Buffet. You cannot gain this benefit from more than four enemies.


Wind Kick: Standard Action, Encounter
Swift as the wind, you manage to spin and kick several foes in a single, blurring move.
Martial, Implement.
Target: One enemy. Melee: Touch.
Attack: Wisdom versus reflex.
Hit: 1d8+wis untyped damage, and the target is pushed one square.
Effect: Make a secondary Wind Kick attack against another target within range.
You cannot make any more than two wind kick attacks in any one round.
Special: You may mark the targets.

Grappler’s Throw: Standard Action, Encounter
A good wrestler knows that wrestling isn’t about muscle; it’s about leverage.
Martial, implement.
Target: One creature. Melee: Touch.
Attack: Wisdom versus Reflex.
Hit: 1d6+wis mod untyped damage, and you slide the target a number of squares equal to your Dexterity modifier.
Effect: The target is knocked prone.

Level 1 Daily Powers:

Grasp of Stone: Standard Action, Daily
You grab your foe, and chortle them, while using them as your shield.
Martial, Implement.
Target: One creature. Melee, Touch.
Attack: Wisdom versus Reflex.
Hit: 1d8+wis mod untyped damage, and the target is grabbed by you.
Effect: The target cannot cast spells, move or attack while grabbed. Each round, the target may roll against the grab in order to break free.
Each round you keep hold of the target, you may make a secondary Grasp of Stone attack versus the target. As soon as the target succeeds breaking free from the grab, or you fail your Grasp of Stone attack roll, the target is free, and Grasp of Stone dissipates.
Each attack rolled against you while Grasp of Stone is active must first be rolled against the target of Grasp of Stone. If the attack misses, the attack may be re-rolled against you.
Stone Dragon style: Each time you hit with the Grasp of Stone attack roll, you may mark an enemy within five squares of you.
Special: You may not use Grasp of Stone on a target more than one size category larger than you.
Special: You do not incur any penalties to defenses while using Grasp of Stone, and you do not grant combat advantage.

Shadow Fang Charge.
You melt into shadow as you fly at your foe, passing through any material barrier.
Martial, implement, Teleport.
Action: Standard action.
Target: One creature within charge range.
Attack: Wisdom versus Reflex.
Effect: You charge at your foe, but ignore terrain, enemies, and even walls. You do not provoke any attacks of opportunity while charging, and are immune to all damage while making this move. You may position yourself in any square adjacent to your enemy.
Hit: 1d10+wis mod untyped damage.
Venom Fang Style: You may perform Shadow Fang Strike as a move action.

Focus Strike:
You focus your will to deal a single devastating strike.
Martial, implement.
Target: One creature. Range: Melee.
Attack: Wisdom versus Reflex.
Damage: 3d8+wis mod untyped damage.
Qi Focus: 1 at will and 1 encounter. (You may sacrifice the use of one at will power and one encounter power for the duration of the encounter.)
Effect: If this strike hits, it is an automatic critical hit.

Level 2:Utility.

Meditative Mind. (At Will)
Martial, Psychic.
Standard Action.
Effect: You regain the use of an expended Encounter Power.
Special: Recharge: 6
Qi Focus: 1 action point. (You may expend one action point in order to activate this power’s qi focus.)
Effect: Activate Meditative mind instantly, regardless of its recharge, as a free action.

Shielding Ghost: (Daily)
Martial, teleport.
Immediate Reaction.
Target: Triggering ally. Range: Ten squares.
Trigger: An ally is hit by an offensive spell/attack.
Effect: You teleport to a square adjacent to the triggering ally. The attack against the triggering ally must be re-rolled, with you as a target. Any effect caused by the attack that would otherwise target your ally targets you, instead.
Shielding Ghost must be used before damage rolls are made, or effects are applied.

Dragonscale Mind: (Daily)
Martial.
Free action.
Target: You.
Effect: You gain a +2 bonus to all defenses until the end of the encounter.

Viper Sting Stance: (Daily)
Martial, Stance.
Free action.
Target: You
Effect: Whenever you move or shift before making an attack round, your attacks will deal [dex] additional damage that round.
The stance ends at the end of the encounter.

Level 3 encounter powers:

Vampire Fang Strike: (Encounter)
You lash out to your foe, and bore your fingertips deep inside it’s flesh. With a grunt of exertion, you draw their very life force out.
Martial, Necrotic, Implement.
Standard action.
Target: one enemy. Range: Melee; touch.
Attack: Wisdom vs Reflex.
Hit: 1d6+wis untyped damage.
Effect: You regain hit points equal to your wisdom modifier, and you may mark the target.
Stone Dragon Style:
Qi focus: You may sacrifice one healing surge in order to gain temporary hit points equal to your healing surge value.
Venom Fang Style:
Qi Focus: You may sacrifice one healing surge. If you do, you add your healing surge value to the damage done.


Thunder Fist:
You ball your fist with such force that sparks fly over your skin, and when you strike your foe, a loud crackle of thunder tears the air around you.
Martial, Thunder, Lightning, Implement.
Standard action.
Target: One creature. Range: Melee 3.
Attack: Wisdom vs. Reflex.
Hit: 1d8+wis thunder damage.
Effect: You may mark the target, and pull them two squares.
Qi focus: One at will power.
Drawing from the forces of life inside of you, you envelop yourself in pure lighting.
You deal [wis] lightning damage to anyone who hits you with an attack. Also, whenever you apply this damage, you may mark the target.
Sustain minor: The lightning effect persists.

Poison Strike:
You break your foe’s liver.
Martial, Implement.
Standard action.
Target: One creature. Range: Melee touch.
Attack: Wisdom vs. Reflex
Hit: 2d6+wis untyped damage, and the target takes ongoing poison damage equal to their own constitution modifier, and a -5 penalty to all saving throws. (Save ends both.)

Precision Strike:
You make the best of any opportunity.
Martial, Implement.
Move Action.
Target: One creature. Range: Melee touch.
Attack: Wisdom vs. Reflex.
Hit: wis+dex untyped damage.
Special: If your opponent is granting combat advantage, you gain a bonus to all attack roles you make this round equal to your dexterity modifier.

Level 5 Daily Powers:

Avalanche Assault:
Like a landslide, you roll over your foe, raining blows like chunks of rock, and pushing them back one step at a time.
Martial, Implement.
Standard action.
Target: One creature. Range: Melee touch.
Attack: Wisdom vs. Reflex.
Hit: 1d6+wis untyped damage, and you push the target one square.
Effect: If you hit the target, you may shift one square, and make a secondary attack against the same target. If that attack hits, you may push the target one square, shift one square, and make a tertiary attack against that target.

Infuriating Calm:
Steadfast and unnerved, you take the hit and smile. Your calm cannot be broken, and your refusal to be impressed with your foe infuriates them even more.
Martial, Implement, Psychic.
Immediate reaction.
Trigger: You are hit by an attack.
Target: All enemies within a burst 5. Range: Melee burst 5.
Attack: Wisdom vs. Will.
Hit: The target takes a -2 to attack rolls, and grants combat advantage until the end of your next turn.
Effect: Even if you did not hit the target, you may mark the target.
Sustain minor: The mark persists.

Dance of the Souldarts.
You stretch your arms and dance, whipping darts of pure Qi energy at all your foes.
Martial, Psychic, Implement.
Standard action.
Target: All enemies in a burst 3. Range: Melee burst 3.
Attack: Wisdom vs. Reflex.
Damage: 2d6+wis psychic damage.
Effect: you may mark the targets.

Touch of Despair:
Your touch soaks up the target’s life spirit.
Martial, Psychic, Necrotic, Implement.
Standard Action.
Target: One enemy. Range: Melee touch.
Attack: Wisdom vs. Will.
Damage: 2d6+wis necrotic damage, and the target is weakened and slowed. You gain another standard action, this round.

Level 6 utility:

Crouching Tiger: (At will.)
Free action.
You count as having a running start for the next jump check you make.

Gecko Grip: (Encounter)
Free action.
You gain your normal overland speed as a climb speed until the end of your next turn.
While climbing, you do not suffer any penalties in combat, and you do not need athletics checks to confirm successes.
Qi focus: Daily power.
If you paid the qi focus, this power gains the sustain: Free action quality.

Soul Replenishment: (Daily)
Move action.
You regain the use of your expended at-will powers.

Resurgence: (Daily)
Free action.
You regain hit points as if you had spent a healing surge, and add your constitution modifier to the number of hit points regained.

Level 7: Encounter powers.

Soulflare Strike:
You strike the target with fiery psychic energy, illuminating them, and burning them.
Martial, psychic, fire, implement.
Action: Standard.
Target: One creature. Range: Melee 2.
Attack: Wisdom vs. Reflex.
Damage: 1d8+wis psychic and fire damage.
Effect: [wis] ongoing fire and psychic damage, the target is marked, and cannot benefit from concealment or darkness. (Not even magical darkness.) (Save ends all.)
Miss: The initial damage fails to land, but the effect still does.

Feywild Force Strike:
You build up the forces from the Feywild, and lash out with your empowered fists.
Martial, psychic.
Action: free action.
Target: You.
Recharge: 4-6
Effect: Your next monk power deals an additional 1d8 psychic damage when used this turn.
Special: You may use this power any number of times each combat, but only if the recharge allows for it.

Bear’s Grasp:
You hit your foe with open hands, and pull them to the ground.
Martial, Implement.
Action: Standard action.
Target: One creature. Range: Melee touch.
Attack: Wisdom vs. Reflex, two attacks.
Hit: 1d8+wis untyped damage.
If you hit both attacks, the target is grabbed. (Until escape.) The target takes a -2 penalty per size category they are larger than you for escape rolls.
Special: If you maintain the grab, you may make a secondary attack against the target.
Special: You may use Bear’s Grasp while charging.
Rake and Rend:
Martial, Implement.
Action: Standard Action.
Target: The target of Bear’s Grasp. (Must be grabbed.)
Attack: Wisdom vs. Reflex
Hit: 1d8+wis untyped damage, and 5 ongoing bleeding damage. (Save ends.)
Special: You may make this attack each round, as long as you maintain Bear’s Grasp.

Death’s Challenge:
Your appearance changes slightly, and in your voice, the resounding, hollow tones of death itself utter a challenge to your foe.
Martial, Necrotic, Psychic, Radiant, Implement.
Action: Standard Action.
Target: One creature. Range: Melee touch.
Attack: Wisdom vs. Will.
Damage: 1d8+wis+con necrotic damage, and you mark the target.
Effect: [wis] ongoing necrotic damage, and the target is marked. (Save ends both.) The target takes a -5 penalty to saving throws to save against this effect.
Special: If your target is undead, the damage type changes to radiant, and the damage dealt, including the ongoing damage, is tripled.

Level 9: Daily powers.

Lifeleech:
You deal little damage to your enemy, but your strike fills you with resolve.
Standard Action.
Martial, Necrotic, Implement.
Attack: Wisdom vs. Fortitude.
Damage: 1d8+wis untyped damage, and you may mark your enemy.
Effect: You gain your Healing Surge Value as temporary hit points.
Stone Dragon Style: Qi focus: Encounter power.
If you pay the Qi focus, you gain resist all: [con] until the end of your next turn.
Special: Recharge: 5-6. (At the end of the encounter, the recharge fades, and the power is spent.)

Empowering Assault:
Your strike fills you with speed and power.
Martial, Implement.
Standard Action.
Attack: Wisdom vs. Reflex Range: Melee touch.
Damage: 3d6+wis untyped damage.
Effect: You gain one additional action point until the end of the encounter.

Feinting Hammer Blow.
Your first hit is only a diversion.
Standard Action.
Martial, Implement.
Attack: Wisdom vs. Reflex. Range: Melee touch.
Damage: 1d8+wis untyped damage, and you make a secondary attack.
Miss: The secondary attack only deals half damage, if it hits.
Secondary Attack: Wisdom +4 vs. Reflex
Damage: 3d8+wis untyped damage.
Effect: You may mark the target.

Red Dragon Strike:
You leap up in the air, forcing your fist and knee up, and scorching and battering your foe.
Standard Action.
Martial, Fire, Implement.
Attack: Wisdom vs. Reflex. Range: Melee touch.
Damage: 3d6+wis fire damage, and you make a secondary attack against the same target.
Attack: Wisdom vs. Reflex. Range: Melee touch.
Damage: 2d8+wis untyped damage.
Venom Fang style: Qi focus: Daily Power, encounter power, at will power.
If you paid the Qi focus, both of these attacks score a critical hit on a 10-20.


Level 10 Utility

Unarmed Versatility. (At will.)
You know how to emulate every single weapon ever known.
Martial, Stance.
Minor action.
You may apply weapon-specific feats from any type of weapon to your unarmed attacks, strikes and powers. (Including two-weapon fighting feats.) However, you must choose a single type. You cannot have multiple weapon types active at the same time. You also must learn the feats as normal.
All feat prerequisites apply, apart from the weapon proficiency prerequisites.

Stonedragon Form: (At will.)
Your body turns to stone, and is unaffected by time’s wrath.
Martial, stance.
Full round action
Effect: You are petrified, as described in PhB: Conditions.
While petrified, you will be able to keep track of time.
While petrified, you only need half of your normal rest in order to gain the benefits of an extended rest.

Elemental Endurance: (Daily.)
Martial.
Minor Action.
Effect: You spend a healing surge without gaining the normal benefits for doing so. Instead, you gain resistance to all damage equal to your constitution modifier.
Sustain minor: The effect persists, but each turn it persists, you lose another healing surge.

Level 13: Encounter Powers.

Rolling Throw:
You grab the arm of your assailant, and roll backwards, throwing them over you.
Martial, Implement.
Immediate interrupt.
Trigger: You are attacked by a melee attacker.
Target: Triggering attacker. Range: Melee touch.
Attack: Wisdom vs. Reflex.
Damage: 1d8+wis untyped damage, and you slide the target two squares. The target can never end in your space. The attack that triggered Rolling Throw also misses you.

Double Fang Barrage:
You swiftly unleash two short bursts of Qi at your foe.
Martial, Implement.
Standard action.
Target: One or two creatures. Range: 5
Attack: Wisdom vs. Reflex; two attacks.
Damage: [wis] untyped damage, and you may mark the target.
Venom Fang Style: You may use this power as a minor action, or while charging.

Shadowflame Stalker Strike:
As your strike hits the enemy, your fingers burst into necrotic fire.
Martial, Fire, Necrotic, Implement.
Standard Action.
Target: One creature. Range: Melee touch.
Attack: Wisdom vs. Reflex.
Damage: 3d6+wis untyped damage
Hit: Your fingers are coated in shadowflame. Each time you hit your target and the target grants combat advantage, you deal [dex] additional Necrotic and Fire damage. This effect lasts until the end of your next turn
Sustain minor: The Shadowflame effect persists.

Level 15 daily powers:

Wraith Step:
Dark qi energies emanate from your body, and penetrate the skin of those around you, while you disappear from sight.
Martial, Necrotic, Implement.
Standard Action
Target: All enemies in burst. Range: Close burst 1.
Attack: Wisdom vs. Fortitude.
Hit: The target is sickened. (save ends)
Effect: You become invisible, and teleport a number of squares equal to your dexterity modifier.
Venom Fang Style: All targets hit by this attack gain vulnerability: 5 against all your attacks.
Sustain minor: The vulnerability persists.

Sorrow of the Seven Winds:
Sacrificing your own life energy, you hurl it at your enemy in a gale of life-draining, battering wind.
Martial, Thunder, Necrotic, Implement.
Standard Action.
Target: One creature. Range: 10.
Attack: Wisdom vs. Will, and you lose a healing surge.
Hit: 2d8+wis+healing surge value necrotic and thunder damage.

Rockknuckle hammer blow:
Clenching your fist until it’s tougher than iron, and harder than rock, you strike at your foe, shattering their defenses.
Martial, Primal, Implement.
Full Round Action.
Target: One creature. Range: Melee touch.
Attack: Wisdom +4 vs. AC.
Damage: 5d6+wis untyped damage.
Stonedragon Style: The target takes a -2 to attack and damage rolls, and a -2 to all defenses, until the end of your next turn. The target is also marked.
Sustain Minor: The mark persists.

Level 16 Utility powers:

Bloodlust Aura: (Daily)
You radiate a lust for blood.
Necrotic, psychic, Aura.
Effect: All creatures in a burst two are counted as under the ‘bloodied’ effect, regardless of their hit points.
Sustain Minor: The aura persists.

Vampiric Mastery: (Daily)
You draw the healing energy out of one friend, and apply it to another.
Necrotic, Healing.
Move Action.
Target: One friendly creature. Range: 3.
Effect: The friendly creature loses a healing surge.
Secondary effect: A secondary target within three squares of you may spend a healing surge. They regain hit points normally, but any benefits they would have received if the primary target had used this power as a healing spell applies to the healing done.

Spirit Link: (Encounter.)
Your Qi empowers the mind and soul of your trusted friend.
Martial, Psychic.
Standard Action.
Target: One friendly creature. Range: 3
Effect: The target may use an additional standard action attack power during her next round. The attack power gains a bonus to damage rolls equal to your wisdom modifier.
Venom Fang Style: The target may add 1d4 to each attack made with the granted attack power.

Equal Opportunity: (Daily.)
You challenge the target, taunting them on their use of weapons and armour.
Martial, Psychic.
Minor Action.
Target: One creature. Range: 5
Attack: Wisdom vs. Will.
Effect: The target is marked, and has to confront you in melee without using either weapons or spells. Basic attacks made by the target are rolled versus AC, deal 1d4+str untyped damage, and suffer a -3 proficiency penalty. The damage increases to 1d6 for large, 1d8 for huge and 2d6 for gargantuan. Weapon powers are still allowed. The target’s AC is lowered to equal the targets Reflex defense.
This power stays in effect until the monk fails to attack the target for one round.
Save ends all.
Special: This power only works on creatures actually using weapons, spells and/or armour, and have an intelligence score higher than three.

Level 17 encounter powers:

Raking Sweep:
Your clawed fingers sweep over your target’s face, ripping at their cheeks, and tearing at their eyes.
Martial, Implement.
Standard Action.
Target: One or two creatures. Range: Melee, touch.
Attack: Wisdom vs. Reflex.
Hit: 2d8+wis untyped damage, and the target is blinded until the end of your next turn.
Venom Fang Style: The target takes ongoing 5 bleeding damage. (Save ends.)

Pouncing Lion Strike:
Your fist opens up the target’s defense, allowing your party members to take full advantage.
Martial, Primal, Implement.
Standard Action.
Target: One creature. Range: Melee, touch.
Attack: Wisdom vs. Reflex.
Hit: 2d8+wis untyped damage, and the target is dazed until the end of your next turn.
Effect: If the attack scored a hit, all allies adjacent to the target may make an immediate melee attack as a free action. This is a standard weapon attack.
Special: You may use this attack as a charge attack.

Invigorating Assault.
You feel your strength returning with each swing.
Martial, Psychic, Healing, Implement.
Standard action.
Target: One creature. Range: Melee, touch.
Attack: Wisdom vs. Reflex, three attacks.
Hit: 1d6+wis untyped damage, and you may make a saving throw.
Stone Dragon Style: Each hit heals you for an amount of hit points equal to your wisdom modifier plus your implement bonus.
Special: You may mark the target.

Furious Wind Kick.
You leap at your foe, carried on the winds spurned into motion by your raging Qi.
Martial, implement.
Full round action.
Special: You must be able to charge in order to perform this attack.
Target: All enemies within your melee range. Range: Melee touch.
Attack: Wisdom vs. Reflex.
Hit: 3d6+wis untyped damage.
Qi focus: Encounter power.
If you paid the Qi focus, you may teleport back to your starting position after executing the attack.

Level 19 Daily Powers:

Stone Gargoyle Guardian:
You place your ward on your allies.
Martial, Teleport, Implement.
Immediate interrupt.
Trigger: An ally is hit by an attack.
Target: The enemy attacking the ally.
Effect: You teleport in a square adjacent to the target, and any effect of the triggering attack that would otherwise befall your ally instead befalls you. You may make an immediate attack against the triggering enemy.
Attack: wisdom vs. reflex. Range: Melee touch.
Damage: 2d6+wis untyped damage, and the target is marked and dazed until the end of your next turn.
Stone Dragon Style: Qi focus: Action Point.
If you paid the Qi focus, you regain the use of this power.

Shadow Serpent Strike:
When an ally is under assault, that means more opportunity for you.
Martial, Teleport, Implement.
Immediate Reaction.
Trigger: An ally is hit by an attack.
Target: The triggering attacker.
Effect: You teleport in a square adjacent to the target, and make an attack.
Attack: Wisdom vs. Reflex. Range: Melee touch.
Damage: 2d8+wis untyped damage, and you turn invisible until the end of your next turn.
Venom Fang Style: Add 2d8 to the damage dealt.


Touch of Conflagration.
Your Qi turns anything it touches into a blazing inferno.
Martial, Fire, Implement.
Standard action.
Target: All enemies in the cone. Range: Melee cone 3
Attack: Wisdom vs. Reflex.
Damage: 3d6+wis fire damage, and the target takes [Wis] ongoing fire damage. (Save ends.)
Stone Dragon Style: The target is marked. (Save ends.)

Flesh to Stone:
A touch of your finger turns the target into stone.
Martial, Implement.
Standard action.
Target: One creature. Range: Melee touch.
Attack: Wisdom vs. Fortitude. (No attack roll needed on a willing target.)
Hit: The target is petrified. (See PhB: Conditions.) The target is not considered helpless, and any attack made against the target will end this effect. (This includes all attempts to harm the target.)
Special: An unwilling target may make a saving throw (DC 20) each turn. If the roll fails, the effect persists.
A willing target may end this effect as a free action.

Level 22 Utility:

Mask of a Thousand Faces: (At will.)
Who you are and what you are… Your mind can shape your body.
Martial, Polymorph, Stance.
Minor Action.
Effect: You can assume the form of any humanoid creature that shares a size category with your own. You may alter your looks in any way you want, as long as you remain humanoid. Your equipment does not change to match your new form.
When you copy an existing person, an insight check rolled against your bluff check may reveal you as a fraud.
This stance ends when you desire it to.

Qi Transformation: (Daily.)
Your strengthen your Qi for a devastating ranged assault.
Martial, Stance.
Move action.
Effect: All your attacks that have two squares range or more gain your dexterity bonus as additional untyped damage until the end of your next turn.
Sustain healing surge: The Stance persists.

Shadowflame Lurker: (Daily.)
You lurk in the shadows, waiting for your foes to expose themselves.
Martial, Stance.
Minor Action.
Effect: You deal an additional 2d6 necrotic and fire damage each time you strike a foe that grants combat advantage. In addition, you may make a stealth check as a minor action. If you succeed, you turn invisible, but can only more half your speed. (Attacking cancels the invisibility.) Effects last until the end of your next turn.
Sustain healing surge: The stance persists.


Healing Energy: (Encounter)
You heal yourself, and your energies even flow to one of your wounded allies.
Minor action.
Effect: You may spend a healing surge, and add your constitution modifier to the healing done.
In addition, you may designate an ally adjacent to you, and apply the same healing done on them.

Level 23 Encounter Powers:

Stunning Fist:
Your fist hits your enemies head with such a resounding impact, that they need time to recover.
Martial, Implement.
Standard Action.
Target: One creature. Range: Melee touch.
Attack: Wisdom vs. Fortitude.
Hit: 2d8+wis untyped damage, and the target is stunned until the end of your next turn.

Burst of Impact:
You hit your enemy square in the chest, and a roll of your shoulder sends them flying.
Martial, Implement.
Standard Action.
Target: One creature. Range: Melee touch.
Hit: 4d8+wis untyped damage, and you push the target a number of squares equal to your constitution modifier.
Venom Fang Style: You instead push the target a number of squares equal to your dexterity modifier.

Shadowflame Sphere:
You form a sphere of shadowflame between your hands, and sent it to your enemy.
Martial, Necrotic, Fire, Implement.
Standard Action.
Target: One creature. Range: 5 squares.
Hit: 4d8+wis fire and necrotic damage.
Effect: The target takes 5 ongoing fire and necrotic damage. (Save ends.)

Kinetic Force Pull.
You use your Qi to pull your enemy closer to you.
Martial, Implement.
Standard action.
Target: One creature. Range: 5 squares.
Effect: The target is pulled in an empty square adjacent to you, and you may make an attack.
Attack: Wisdom vs. Reflex.
Damage: 3d8+wis untyped damage, and you gain a number of temporary hit points equal to the damage dealt.
Effect: You mark the target.

Level 25 daily powers.

Searing Blacklight.
Your energy lashes out, and tendrils of black light lash out to your foes.
Martial, Necrotic, Radiant, Implement.
Standard Action.
Target: All enemies in burst. Range: Melee burst 4.
Attack: Wisdom vs. Reflex.
Damage: 5d6+wis+con Necrotic and Radiant damage.
Special: If you are a Soulflinger Monk paragon, you may add your dexterity modifier to the damage dealt.

Death’s Request.
From the shadows, Death comes, and it’s chosen embodiment is you…
Martial, Implement.
Standard Action.
Target: One creature. Range: Melee touch.
Attack: Wisdom vs. Reflex.
Damage: 4d8+wis+dex untyped damage.
Special: If you are a Shadowflame Dancer, and you used this attack against a target granting combat advantage, this attack, if it hits, deals 2d6 additional damage.

Gorgon’s Poison Aura.
Swirls of psychic energy twist and turn around you, and make your enemies believe they’re suffocating.
Martial, Psychic, Charm, Aura, Implement.
Standard Action.
Target: All enemies in the aura. Range: Aura burst 3.
Attack: Wisdom vs. Will.
Damage: 3d8+wis+con psychic damage, and the target is slowed and marked until the end of your next turn.
Special: This attack creates an aura around you. Each enemy that starts their turn in this aura takes 1d6+wis psychic damage, is slowed, and marked by you until they leave the aura. The zone is an area burst 3.
Sustain move action and Qi focus: Healing Surge: The aura persists.

Level 27 Encounter Powers:

Sun and Moon.
Your right hand lifts, and a ray of pure light shoots towards your foe. Your left hand then sends a ray of dark death to another target.
Martial, Radiant, Necrotic, Implement.
Standard Action.
Target: One creature. Range: Melee 5
Attack: Wisdom vs. Reflex.
Damage: 3d8+wis radiant damage.
Effect: You make a secondary attack. The target of this attack may not be the same target as the one of the primary attack.
Attack: Wisdom vs. Reflex.
Damage: 3d8+wis necrotic damage.

Shadowslide Assault:
You disappear from sight, only to reappear somewhere else, attack, disappear again, and attack again.
Martial, Implement.
Standard action.
Target: Two creatures within ten yards of one another. Range: Melee touch.
Attack: Wisdom vs. Reflex, two attacks.
Damage: 2d8+wis untyped damage.
Special: You may teleport a number of squares equal to your dexterity modifier before the first attack. You may then teleport up to ten squares before making the second attack.
If you hit a target that grants combat advantage, add 1d8 to the damage dealt.

Still standing.
With a grunt and heave, you reach out to your enemy, and use their weight to pull you back on your feet.
Martial, Healing, Implement.
Immediate reaction.
Trigger: You are brought to 0 hit points or below.
Target: Any one enemy within reach.
Attack: Wisdom vs. Reflex.
Damage: 3d6+wis.
Effect: You may spend a healing surge, and gain temporary hit points equal to your healing surge value.

Level 29 Daily Powers:

The Final Move.
You disappear into the void, only to return as the bringer of Death.
Martial, Necrotic, Teleport, Implement.
Move Action.
Target: You.
Effect: You teleport into the realm of Death, from where you can observe your enemy. Each round you spend in the realm of Death, you may lose one healing surge. On the start of each turn, you may choose to leave the realm of Death. When you do, you teleport in a chosen square adjacent to your chosen enemy, and make one attack.
Target: One creature. Range: Melee touch.
Attack: Wisdom+4 vs. Fortitude.
Damage: 6d8+wis necrotic damage + necrotic damage equal to the total value of the healing surges lost for this power.
Special: You cannot reside in the realm of Death for more than three rounds. When used against an undead opponent, this attack deals double damage, and the type changes to radiant.

Stone Gargoyle.
Your skin turns to stone, and you sprout bat-like wings. The hair on your body transforms to deadly stone spikes, which fire at your assailants.
Martial, Primal, Stance.
Minor Action.
Effect: You gain fly speed equal to half your movement speed (hover) Your AC increases by an amount equal to your wisdom modifier, and you gain immunity to all ongoing damage. In addition, whenever you are hit by an attack, you instantly deal 2d8+wis untyped damage, knock the attacker prone, and gain temporary hit points equal to the damage dealt by this effect. Any attacker is marked by you until the end of your next turn. The stance lasts until the end of the encounter.

Capture the Sun:
You gather the energies of the constellations into yourself, and unleash them in one large blast.
Martial, Radiant, Implement.
Standard Action.
Target: All enemies in burst. Range: Melee 5 burst 1.
Attack: Wisdom vs. Reflex.
Damage: 4d8+wis fire and radiant damage.
Special: If you are a Soulflinger monk Paragon, you may deal 2d8+wis untyped damage against all enemies in the burst, regardless of whether you hit or miss. All enemies in the burst are surprised until the end of your next turn.




Paragon Paths:

Soulflinger: You specialize in throwing your Qi at range.
11th level: All your non-personal powers have their range increased by two squares. (Improved Unarmed Strike and attacks that grab your foe do not benefit from this.)
11th Level: Whenever you spend an action point, your next attack with a range other than ‘touch’ deals 1d4 additional damage.
16th lvl: You may spend a healing surge without gaining the normal benefits from it as a move action. If you do so, the range of your next single target attack power is increased by a number of squares equal to half your healing surge value. (Attacks that grab your foe do not benefit from this ability.)

Lvl 11 Encounter power:
Soul’s Guidance.
Immediate interrupt.
Trigger: You missed an attack.
Effect: You may reroll the attack.

Lvl 12 daily power: (Utility)
Focused soulfire:
Move Action.
Qi focus: 2 encounter powers.
If you spent the Qi focus, you regain the use of one spent daily attack power.
Special: This power can only be used during combat.

Lvl 20 Daily Power:
Willsurge Barrage.
In a frenzy of pure willforce, you unleash your inner power in a shower of orbs, raining on your foes.
Martial, Psychic, Implement.
Standard action.
Target: Any enemy in burst.
Attack: Wisdom vs. Reflex. Range: Melee Burst 10.
Damage: [Wis] psychic damage per orb. The Monk creates one orb per enemy present, and may choose how she divides the orbs.
Special: Make one attack roll per target; not per orb. (The Venom Fang Style added damage is still applied per separate orb.)
You may mark each target hit by this spell.

Shadowflame Dancer: You specialize in maneuverability and hard hits.
11th level: You may teleport one square each round as a free action.
11th level: Whenever you spend an action point, you deal 1d6 additional necrotic damage on the next attack you make.
16th level: You may spend a healing surge without gaining the normal benefits as a move action. If you do, you may teleport a number of squares equal to half your healing surge value.

Lvl 11 Encounter power:
Withering Touch.
Your touch leeches on your enemy’s lifeforce.
Martial, Necrotic, Implement.
Immediate reaction.
Trigger: You hit an enemy with an attack.
Target: The triggering enemy.
Attack: Wisdom vs. Fortitude.
Damage: [wis] necrotic damage, and the target is weakened until the end of your next turn.

Lvl 12 Daily Power: (Utility.)
Shadow Clone.
And all of a sudden.. There were two!
Martial, Necrotic.
Minor Action.
Range: Burst 3.
Effect: You make a perfect copy of yourself in an unoccupied square within the burst. You can divide your actions among yourself and your copy.
Your copy is identical to you, in every way. Any condition or ability that affects your copy also affects you, and vice versa. Your copy threatens, and can perform any ability you can. Your copy cannot aid in skill checks.
Whenever you (And your copy) are reduced to 0 hp or less, the copy disappears. You may chose to either appear in your original square, or the one occupied by your copy.

Lvl 20 daily power: (Utility)
Soulstriker Stance.
You envelop yourself in radiant and necrotic energies.
Martial, Radiant, Necrotic, Stance.
Free action.
Target: You.
Effect: Until the end of this encounter, you gain concealment, and whenever you hit with an attack against a target granting combat advantage, you deal [dex] additional radiant and necrotic damage.

Gargoyle Defender: You specialize in protection, both of yourself and your party members.
11th level: You may spend an action point to instantly save against any effect, even if that effect normally would not allow for a save. You gain a bonus to this saving throw equal to half your constitution modifier.
11th level: You may spend a healing surge without gaining the normal benefits, as a minor action. If you do, any creature marked by you that does not include you in their attacks takes [wis] psychic and radiant damage until the end of the encounter.
16th level: You gain resist all: 2.

Lvl 11 encounter power:
Earth’s Resurgence: (Utility)
The power of the ground beneath your feet fills you, and tends to your wounds.
Martial, Primal.
Move Action.
Effect: You gain regeneration: [wis] until the end of your next turn.
Sustain: Move action.

Lvl 12 encounter power:
Split the Ground.
You slam you hand on the earth, and it tears away from you, splitting like water.
Martial, Primal, Implement.
Standard Action. Range: Melee line [Wis]
Target: All creatures in line.
Attack: Wisdom vs. Reflex.
Hit: 2d6+wis untyped damage, and the target is slowed.
Effect: You may mark the target.

lvl 20 Daily power.
Stone Dragon Rage: (Utility)
You fly into an unstoppable rage, shrugging off everything, but burning your own life energy in the process.
Martial, Primal, Necrotic, Rage.
Minor action.
Effect: You gain your wisdom modifier as a bonus to all defenses. You are immune to all conditions listed in the Player’s handbook. You cannot be slid, teleported or moved in any way without your consent. You gain Resist all equal to your twice wisdom modifier. You don’t fall unconscious when brought below zero hit points. You do not need to roll death saving throws when brought below 0 hit points.
Each round, starting the first, that Stone Dragon Rage is active you take damage equal to your healing surge value. This damage cannot be reduced in any way.
While Stone Dragon Rage is active, you cannot be healed.
As a free action, while Stone Dragon Rage is active, you may mark anyone within a 5-square burst.
Special: You may end Stone Dragon Rage by spending all your remaining powers as a free action, without gaining the benefits.


Monk Feats:
Not too many monk feats, in here... Be creative! :smallwink:

Multiclass:
Martial Artist.
You gain the Improved Unarmed Strike class feature.
You can choose a paragon class as if you were a Monk.

Heroic tier feats:
Qi transmutation:
Prerequisite: Any energy-type specific feat.
Benefit: You may alter the energy type of all attacks that deal ‘untyped’ damage as a minor action. You must change the damage type before making an attack roll.
Once you changed the damage type, all attacks that would otherwise deal ‘untyped’ damage deal the chosen type of damage instead, until you change it back.

Powerful Blow:
Prerequisites: Strength 13+, Power Attack.
Benefit: When using a single target, single strike attack power, you may treat your unarmed strike as if it were a two-handed weapon, for the purposes of the Power Attack feat.

gkathellar
2011-07-03, 07:38 PM
I only skimmed, but I can't help but notice that at least one power is both Martial and Primal. That ... really doesn't fit with the core idea behind power sources in 4e.

Dryad
2011-07-03, 07:59 PM
I know that that's unusual, but I don't see why it would be a problem.

vasharanpaladin
2011-07-04, 03:20 PM
I know that that's unusual, but I don't see why it would be a problem.

Because you've set it up as 4e Classic, which outlines power sources as EITHER-OR things. You are EITHER Martial OR Primal, never both. On the same token, you need to pick one role and stick with it. If you want your monk to be a Defender, it HAS to be able to mark and enforce its mark as a CLASS FEATURE, otherwise it's a weak Striker.

That said, your alternative is to rewrite it as an Essentials build, in which case it wouldn't have any attack powers due to being a Martial class. So, really, you're kinda boned either way. :smallbiggrin:

Dryad
2011-07-05, 03:57 AM
Because you've set it up as 4e Classic, which outlines power sources as EITHER-OR things. You are EITHER Martial OR Primal, never both. On the same token, you need to pick one role and stick with it. If you want your monk to be a Defender, it HAS to be able to mark and enforce its mark as a CLASS FEATURE, otherwise it's a weak Striker.


I... Really don't understand your point. It's got powers to pick from. Some powers might not be purely martial. Where is the problem? Is the problem merely that other classes don't do this? Because that is not a problem at all. The Druid has an at-will power that shapeshifts the Druid. Since the Druid is unique in that respect, should that be a problem? :smallconfused:
To be honest, 4th E doesn't outline power source as EITHER OR. Instead, it simply doesn't outline it at all, and every class just happens to have a mere one power source.

Also, if you want your monk to be a defender, you could maybe pick powers that mark? You don't have to have an auto-mark on any kind of hit ability. In fact, the only defender in 4th that seems to do that is the Warrior. Paladins require a specific ability that places a mark on their target, and they can pick abilities that specify they mark people later on. Wardens get a specific ability with which they can mark adjacent enemies each turn, and they can pick abilities that mark as well, aside from that.

Monks don't automatically get one as a class feature, but since they get three at-will powers, I'd think they could pick an ability that causes the target to get marked.


That said, your alternative is to rewrite it as an Essentials build, in which case it wouldn't have any attack powers due to being a Martial class. So, really, you're kinda boned either way.
An Essentials build..? I don't quite get what you mean by that, and I don't see why it wouldn't get any powers due to being a kind-of-martial class.

gkathellar
2011-07-05, 07:48 AM
I... Really don't understand your point. It's got powers to pick from. Some powers might not be purely martial. Where is the problem? Is the problem merely that other classes don't do this? Because that is not a problem at all. The Druid has an at-will power that shapeshifts the Druid. Since the Druid is unique in that respect, should that be a problem? :smallconfused:

This is a false equivalency. The druid has abilities unique to it, just like every other class, but like every other class it has one power source that explains where these abilities come from, and that is the specific point that you're responding to.


To be honest, 4th E doesn't outline power source as EITHER OR. Instead, it simply doesn't outline it at all, and every class just happens to have a mere one power source.

It doesn't strictly say so, but it's pretty heavily implied. The point of power source is that it explains why your PC is a badass. Is it because he has mystical powers? Because he trained ridiculously hard? Because he's favored by the gods/primal spirits? Because he's cultivated his mental powers? That's what power source is.

So I have to ask, what exactly makes this class Primal? How does being a monastic fist-fighter give you any kind of relationship with the Primal Spirits? Because if you have a good answer to that, then the class should be primal all the way through (which could be pretty awesome, keep in mind).

But if the answer is, "because at high levels, some monks gain supernatural powers whereas previously they only had martial ones," then you're falling into territory that should be covered by Paragon Paths and Epic Destinies, or by simply making the class Primal. 4E classes serve as defining concepts from which variation arises, and the whole point of power sources is to unify any given concept — to say "this is why you are cool."

Honestly, your class would probably make more sense if you went the Primal route. You have high-level Martial powers with keywords like Necrotic, but a big part of Martial as a power source is that it's not meant to be supernatural. At all.


Also, if you want your monk to be a defender, you could maybe pick powers that mark? You don't have to have an auto-mark on any kind of hit ability. In fact, the only defender in 4th that seems to do that is the Warrior. Paladins require a specific ability that places a mark on their target, and they can pick abilities that specify they mark people later on. Wardens get a specific ability with which they can mark adjacent enemies each turn, and they can pick abilities that mark as well, aside from that.

Because, again, every other defender has some inherent marking ability. Many do have other powers that allow them to place their mark, but those always work in concert with a core ability that helps explain exactly what that mark is supposed to do. Even fighters, who have the simplest of all marking mechanics (and one of the best, AoOs FTW).

As it stands, not only do you have a seemingly random collection of powers that mark opponents, marking opponents with those powers doesn't serve a significant purpose.


Monks don't automatically get one as a class feature, but since they get three at-will powers, I'd think they could pick an ability that causes the target to get marked.

See, this is another problem. One of the best tenets of 4E, for all its flaws, is structural uniformity. Saying that your class is special and different and gets three At-Wills instead of the standard two is ignoring very finely tuned aspects of the one thing 4E has — combat balance.


An Essentials build..? I don't quite get what you mean by that, and I don't see why it wouldn't get any powers due to being a kind-of-martial class.

Essentials builds are effectively bonus classes without any customization that have been released in some recent 4E books. They don't pick powers, but they get some alternative advantages. CharOp hates them.

Dryad
2011-07-05, 08:04 AM
So basically, the whole 'power source' thing is little more than semantics based on expectancy rather than anything else; it has no intrinsic value to the system in the same sense as elements like Necrotic, Psychic or anything other, so I still don't see why I couldn't allow for more power sources. As you seemed to agree with me, it never actually states that a class cannot have more than a single power point.

The reason why some of the powers also have the Primal keyword is because they're 'force from within,' they fit (to me) the flavour of the element of Spirit, so to speak; the Fifth Element that is Will/Spirit/that kind of stuff. Since those monks should tap into those powers as well as martial power (because it's a rigorous martial training on the whole), I thought that would make sense. Martial training with will-training on the side.

I could of course go an entirely different route, and replace any and all power source mentions in the powers with 'Qi,' but it would be because of semantics, and, most importantly, because someone else had a gut-feeling that says classes shouldn't use more than one kind of power.


See, this is another problem. One of the best tenets of 4E, for all its flaws, is structural uniformity. Saying that your class is special and different and gets three At-Wills instead of the standard two is ignoring very finely tuned aspects of the one thing 4E has — combat balance.
The most important reason for me doing that is that players can choose their extra at-will as a kind of class-feature power. Instead of offering a choice of two class-feature powers, this class would simply offer more choice. That's really all there is to it.
For instance, if you start out with Stone Dragon Sweep, Stone Dragon Resolve and Qi Blast, you are decidedly a defender. You've got an at-will defensive stance, and two abilities that mark opponents, at will.
However, you could take three attack powers, like Qi Blast, Flurry of Blows and Feinting Blow, and you would be a Striker (with the Venom Fang Style). You could even opt for one less attack power in either build and get Step of the Winds for more mobility.

Instead of getting class features pushed on you, you can pick one, basically. In the end, it shouldn't make much of a difference.

Another thing to consider about the three at-will powers: Druids also get three, to make up for the fact that they need at least one beast power and one non-beast power. Well; look at it as if monks get an additional at-will power to make up for the lack of class-feature powers.