Monk in 4e

Post/Author/DateTimePost
#1

amora_swiftstrike

Feb 09, 2009 5:22:18
So when the hell is the monk gonna make it to 4e?
I have a campaign waiting on the monk before we can start because one guy wont play anything but a monk.
I want to start soon but I really dont want to leave him out.
This will be my first campaign that isnt premade, so I wanted to stick with 4e because Its easier to DM than 3e. (I Think)
#2

morvannon

Feb 09, 2009 5:55:43
The Monk is rumored to be in Player's Handbook 3. Don't know when that's going to be out.
#3

Steely_Dan

Feb 09, 2009 5:58:32
Sorry, double-posting madness.
#4

Steely_Dan

Feb 09, 2009 6:00:27
The Monk is rumored to be in Player's Handbook 3.

Yeah, and it's all but confirmed as a Ki Striker.

For now you can use the dual-wield ranger build, making his unarmed strikes 1d10 weapons with a +3 proficiency bonus, and +3 to AC (no armour).
#5

Seeker95

Feb 09, 2009 6:43:35
PHB3 May 2010.
Likely with previews in Dragon as early as November 2009.

And a 3rd party publisher has already released unarmed fighters in the Advanced Player's Guide.
#6

Novacat

Feb 09, 2009 6:58:13
So when the hell is the monk gonna make it to 4e?
I have a campaign waiting on the monk before we can start because one guy wont play anything but a monk.
I want to start soon but I really dont want to leave him out.
This will be my first campaign that isnt premade, so I wanted to stick with 4e because Its easier to DM than 3e. (I Think)

Your options are:

a) Start your campaign without the player (who sounds too whiney to play with anyways)

b) Wait until 2010 to start the campaign

c) Reflavor another class as a monk. Ranger has already been suggested, but I think Rogue would also work well.
#7

alisair_longreach

Feb 09, 2009 7:19:39
Get the Advanced Player's Guide, a third party book. It has the Martial Artist class which is the renamed Monk.

Another book, Forgotten Heroes: Fist, Fang and Song also have a 4E version of the Monk.

There are also a few fan-created Monk classes floating around somewhere on the internet.

If your player insists on playing an official WotC Monk he'll have to wait until 2010.
#8

amora_swiftstrike

Feb 09, 2009 7:25:57
I would like to thank you for your suggestions.
I'm going to go with the two-weapon Ranger unarmed.
seems like it will work until i can get the book.
#9

freylorn

Feb 09, 2009 8:59:35
The issue with either the Wizards-suggested reflavor of the ranger or the Martial Artist class in the APG is that they'll suck later on in the game due to a lack of enhancement bonus.

This is not so much an issue with the Wizards reflavor, as it was only intended to be a quick fix anyways. But with an actually published book such as the APG, it really confuses me.
#10

rump_wrangler

Feb 09, 2009 9:07:54
The issue with either the Wizards-suggested reflavor of the ranger or the Martial Artist class in the APG is that they'll suck later on in the game due to a lack of enhancement bonus.

You could give an extra +1 virtual enhancement bonus for every 5 levels.
#11

Seeker95

Feb 09, 2009 9:51:35
they'll suck later on in the game due to a lack of enhancement bonus.

Unless you make a magic item that is identical to the weapons, but goes on the hands, or affects unarmed attacks, or something to that effect. After all, the DM going "outside core" has already demonstrated a capacity for adjusting things to fit his game.

And of course, there is always the option of having the monk actually use a weapon.
#12

freylorn

Feb 09, 2009 9:56:25
See, I would view using a 3rd party book and house-ruling things different. One, at least, is from a published material using the system's SRD.

And as far as the monk actually using a weapon, at least in terms of the APG, the martial artist's extra damage feature is the ability to, once per round, snap off an unarmed strike as a minor action. Using a weapon would not alleviate that issue.
#13

Seeker95

Feb 09, 2009 10:58:00
Is seems as if you see this glass as half-empty. That pointing out the short-comings of APG and Ranger-conversion is the end of the discussion. That's fine for those that are comfortable waiting for 2010 to have a monk in their game. And for those who want to introduce a monk before 2010, the exploration of alternatives *and addressing shortcomings thereof* is perfectly legitimate.
#14

fenris_lathiin

Feb 09, 2009 11:24:08
The best bet for a monk in 4e right now is to use WotC's Ranger reflavor which you can find here
The problem it has is though is that it lacks magical weapons. There are a couple of solutions to this. You can say that a monk may automatically treat a quarterstaff as a double weapon, or reflavor the flail to be a nunchaku. Reflavoring the flail does mean the monk will be able to dual wield nunchucks, but D&D monks are crazy magic men who punch through steel with their bare hands.

A second solution, which is my personal choice, would be to allow the monk to enchant his own body as if it were a weapon (if you have to, say the body counts as a club or mace for what type of enchantments can be used, but letting the monk choose any enchantment he wants isn't unbalancing. Plus, it allows a monk to have flaming fists, icy feet or a vorpal headbutt, which is awesome). The monk should be allowed to enchant the right side of his body and the left side of his body as if each were a separate weapon. This can be explained as magical tatoos, inherent magical power from channeling Ki or that the party wizard is just that damn good at enchanting things.

As for defenses, a Monk can still wear cloth armor and a neck slot item.
#15

dremik-the-taupe

Feb 09, 2009 13:02:05
My solution to magic item issue -- provide loot for the monk in the form of 'ritual texts/scrolls' that explain, flavored however you like, how to channel mojo through the fists or feet, effectively treated as adding magic item effects to said limb. Make the class cloth only, adding wisdom and dex to ac, and otherwise allow cloth armor enhancements as normal. You might also consider allowing normally leather or hide specific enhancements for the monks cloth armor, just stick with the cloth AC.

+3 1d10 unarmed attacks also seem about right, or +2 1d12

This creates the smallest mechanical discrepancy between the monk and a ranger while still re-flavoring it for kung fu madness.

If you want to borrow more from the 3e monk, consider also giving the character +1 speed instead of prime shot and the weapon ability, and the unarmed attacks would each be +3 1d8 weapons. Something might still be missing in terms of a bonus, but I'd have to test this out before I could spot it.
#16

satori

Feb 09, 2009 14:10:47
My favorite "Kinda Sorta Monk" is a Tempest Fighter that dual wields Katars.

+3/1d6/Off-Hand/High Crit...good, solid weapons that work great with the Tempest Fighter's mechanics.

If wearing Chain Mail bothers you, just remove Armor Proficiency and add "When wearing Cloth or No Armor and not wearing a shield, gain +3 Armor Class Bonus". This will force you to prioritize Dex, which is appropriate for a Monk and synergizes mechanically with a Light Blade Fighter.

The Tempest Fighter is the most "Strikerish" Fighter in print.

Of course, this is all moot if your friend/player chooses to cross his arms, pout, and cry like a little kid because his favorite class is not "officially" out yet.

IMAGE(http://www.more4kids.info/uploads/Image/unhappy-little-boy.jpg)
#17

SavevsDeath

Feb 09, 2009 14:15:17
My solution to magic item issue -- provide loot for the monk in the form of 'ritual texts/scrolls' that explain, flavored however you like, how to channel mojo through the fists or feet, effectively treated as adding magic item effects to said limb. Make the class cloth only, adding wisdom and dex to ac, and otherwise allow cloth armor enhancements as normal. You might also consider allowing normally leather or hide specific enhancements for the monks cloth armor, just stick with the cloth AC.

+3 1d10 unarmed attacks also seem about right, or +2 1d12

This creates the smallest mechanical discrepancy between the monk and a ranger while still re-flavoring it for kung fu madness.

If you want to borrow more from the 3e monk, consider also giving the character +1 speed instead of prime shot and the weapon ability, and the unarmed attacks would each be +3 1d8 weapons. Something might still be missing in terms of a bonus, but I'd have to test this out before I could spot it.

This, my friend, is pure genius. Especially the magic scrolls as weapons idea. Pure flippin' genius. Im stealing it.
#18

SavevsDeath

Feb 09, 2009 14:27:15
Heres what i had for my homebrewed Monk. I think the pre-reqs for some of the feats might be off, but otherwise it should be fairly balanced.

Ranger Class Feature
Fighting Style
If you choose the following Fighting Style class feature, you lose the Prime Shot class feature.

Brawler Fighting Style: You focus on fighting unarmed and either lightly armored or completely unarmored. While wearing cloth armor or no armor you gain a +3 bonus to Armor Class. In addition, your unarmed strikes have a +3 proficiency bonus and deal 1d10 damage.

Unarmed Feats

Heroic Feats
Martial Artist
Prerequisites: Dex 13, Str 13
Benefit: When you are not wielding a melee weapon in either hand (unarmed) and you make an unarmed attack, you gain a +1 bonus to damage rolls with your main hand.

Ironhand Block
Prerequisite: Dex 13
Benefit: While you are not holding a weapon in either hand you gain a +1 shield bonus to your AC and Reflex defenses.

Paragon Feats
Knockdown Blow
Prerequisites: Str17, Dex 15
Benefit: If you score a critical hit with an unarmed attack or a weapon from the unarmed weapon group, you knock the target prone.

Epic Feats
Unarmed Mastery
Prerequisites: Str 19, Dex 19
Benefit: When you make a melee attack with a weapon from the unarmed weapon group, you score a critical hit on a roll of 19 or 20.
#19

mouthymerc

Feb 09, 2009 16:55:03
Personally, I like the fighter for a martial artist. Using the tempest build you get something like this:

====== Created Using Wizards of the Coast D&DI Character Builder ======
level 1
Human, Fighter
Build: Tempest Fighter
Fighter Talents: Tempest Technique

FINAL ABILITY SCORES
Str 18, Con 12, Dex 14, Int 10, Wis 14, Cha 9.

Starting Ability Scores
Str 16, Con 12, Dex 14, Int 10, Wis 14, Cha 9.


AC: 17 Fort: 17 Reflex: 14 Will: 13
HP: 27 Surges: 10 Surge Value: 6

TRAINED SKILLS
Heal, Intimidate, Athletics, Endurance.

FEATS
1: Weapon Focus (Unarmed)
1: Two-Weapon Fighting

POWERS
1, At-Will: Dual Strike
1, At-Will: Cleave
1, Encounter: Spinning Sweep
1, Daily: Harrier's Ploy
1, At-Will: Footwork Lure

ITEMS
Adventurer's Kit, Chainmail, Spiked gauntlet (2)
====== Created Using Wizards of the Coast D&DI Character Builder ======


I like this even though it is not a striker.

  • Attack roll is +7 and damage is fairly reasonable at 1d6+8.
  • While he is in chainmail, you could refluff that or even go with the suggestion of cloth with a bonus (perhaps a bonus from Wisdom while in cloth).
  • While in chain he is not as fast (5 speed rather than 6), he gains some of that back through powers with shifting or position swapping.
  • Many powers that knock down or push or slide or whatever. All these things strike me as very martial artist.
  • One could also do this using the battlerager fighter build for a different look. Raw power behind the fists along with incredible endurance.


The ranger is a good choice too if you wish to be more of a striker type of martial artist. I'm beginning to wonder if something like this might not work in the same format as the gladiator was presented; as a multiclass chain of feats.
#20

Hocus-Smokus

Feb 09, 2009 17:27:03

I like this...I like it a lot! Well done! I just might have to introduce this in one of my next games.
#21

tylara67

Feb 09, 2009 17:30:27
Seems good, mouthymerc, but doesn't Tide of Iron require you to have a shield equipped?
#22

mouthymerc

Feb 09, 2009 21:21:20
Seems good, mouthymerc, but doesn't Tide of Iron require you to have a shield equipped?

Yeah, it does. I wasn't looking at the prereqs too closely. My bad. Swap it out with either Cleave or Reaping Strike then.
#23

jimthegray

Feb 09, 2009 21:49:24
Yeah, and it's all but confirmed as a Ki Striker.

For now you can use the dual-wield ranger build, making his unarmed strikes 1d10 weapons with a +3 proficiency bonus, and +3 to AC (no armour).

the advanced players guide has a workable monk also
#24

salemp

Feb 09, 2009 22:19:50
He would have to be a pretty freaken good mate for me to where such rubbish as holding a campaign up til he can get a particular class.

Not a very zen attitude at all.
#25

kyros_tachyus

Feb 09, 2009 23:12:16
Wow. He wouldn't be playing in my games if he was going to be like that.
#26

jimthegray

Feb 09, 2009 23:54:24
Wow. He wouldn't be playing in my games if he was going to be like that.

true , at least this thread has remonded me that I want to make a tempest fighter staff master.. or maybe a ranger on on the char builder tonight.
#27

alisair_longreach

Feb 10, 2009 5:00:18
There was a [i]Ki[i] Straps magic item in the 3.5 Magic Item Compendium.

It is basically a pair of hand wrappings that is enchanted as a magic weapon.
#28

brainstem

Feb 10, 2009 13:28:20
Might I also recommend checking out the Avenger class? It seems to be very "monkish," although with a much darker tone to it.