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| #1QubeNov 30, 2008 7:12:56 | (1) this is a work in progress: much stuff is currently missing ... (2) I don't have any 4e expantion books, so this class is made without knowledge of any expaintion rules/items/feats/... (3) My native language isn't english. + I type faster then I think ... which means many typo's (not to mention grammatical errors) ... I'll correct them if I see them, and I welcome any corrections. (4) I don't follow any unarmed martial art. I basically am looking through manga to find some cool moves ... comments about the powers are thus welcome ... -------------------------------------------------- General Develompent notes: - Since 4th edition has unique treasure rules (the DM doesn't give random stuff, but usefull stuff), there is no problem adding a new kind of item. I am planning on adding an item (KI straps) that allow monks to get magical weapons ... - monks will start with less starting gold (since, at lvl 1, they don't need armor/weapon/...) - monks don't have much real class features (armor and shield bonus are just shield/armor proficiency replacements) and a mark ability). they have a hidden class feature: 4 skills (unlike the fighter's 3) and no armor check penaly. - most low level powers are martial (as in, they're non 'magical' physical feats that are received through training). maybe higher level powers will have the 'ki' subtype, as ki is only used by higher level martial artists. - I'm inspired by the warlock to give powers a additional subtype (infernal, fey, ...) - I haven't done the math yet, so I don't know yet on the powers that don't have a 'statistics' link, but on first view, they don't look too broken -------------------------------------------------- The Monk Role: Defender Key Abilities: Strength, Dexterity, Wisdom Armor Proficiencies: Cloth. Weapon Proficiencies: unarmed strike Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will Hit Points at 1st Level: 15+ Constitution Score. Hit Points per Level Gained: 6 Healing Surges per Day: 9+ Constitution Modifier. Class features: Body Training
development note about body training AC calculations: monks attacks will use either strength or wisdom, making dex/int a third (best case second) best stat. If its +2, it makes the AC 18, enough to hold the line. (a shieldless paladin, or light shield fighter) If its +3/+4 it increases the AC to 20 (a heavy shield paladin). Possibly, I'll include a heroic tier class feat, increasing the AC by 1 unarmed strike you'll see +2 proficiency, but also attacks vs reflex ... it seems overpowered at first; but all statistics are calculated as though reflex as 2 lower then AC (as that, statistically, is the case) (and calculate that fighters with longswords get +4 on their attacks ...) |
| #2anubis_reynardNov 30, 2008 12:28:45 | 1) EVERYONE starts with EXACTLY 100 gold. Paladins spend 50 GP for plate, and 10 for a shield. Wizards spend 50 for a ritual book, and 30 for an implement Rangers spend ~50 for two weapons, +30 for their armor What does the monk spend 50+ GP on? What are the penalties if he does without? |
| #3doneisiNov 30, 2008 13:35:40 | I suggest some sort of implement, prayer beads or holy symbol, for the ki moves. |
| #4calronmoonflowerNov 30, 2008 14:24:37 | 1). This article has a few rules for turning a ranger into a monk. You could steal a few of the ideas to help out here. For example, the rules for the unarmed strike seem better than the ones here. 2). I know of no ability that allows you to enchant an unarmed strike under the Rules As Written. Adding a feature here that allows that should help. Previously I've suggested a pair of glove that takes up the hands slot and can be enchanted like a weapon. Others have suggested things like ki straps. I hope this helps. |
| #5QubeDec 01, 2008 1:07:37 | 1) EVERYONE starts with EXACTLY 100 gold. just like wizard need to pay for their class feature, monks probably will need to do the same ... I'll probably add a money cost to the 'Initial Path' feature, as they need to pay their master (be it something like a vow of poverty, a donation to the dojo, or just a pay for training). I suggest some sort of implement, prayer beads or holy symbol, for the ki moves. but (warrior) monks don't actually use those. Budhist monks use prayer beads as part of budhism, not as part of their martial study. (and monks use their own body to channel Ki, not a prayer beed). 1). This article has a few rules for turning a ranger into a monk. You could steal a few of the ideas to help out here. For example, the rules for the unarmed strike seem better than the ones here. Its just not how I see my monks. Rangers are skirmishers. The monks I know (that's moslty from Anime, I admit) are defenders. "from here on, you will not go any further"; "My goal in life is to protect those dear to me"; and all that bravardo ... (which, I admit, was also a problem I had with monks in 3/3.5 ) As for the rules on unarmed strike; thats just math. I'll compare the damage output to that of the fighter. about attack: Just like the fighter is a master of weapons (getting +1 on attacks), monks get the same, but also a increased base proficiency (+3, just like longswords) -> hence the +4 proficiency I know of no ability that allows you to enchant an unarmed strike under the Rules As Written. Adding a feature here that allows that should help. Previously I've suggested a pair of glove that takes up the hands slot and can be enchanted like a weapon. Others have suggested things like ki straps. I plan on creating something like ki straps; which take would either take in the 'weapon' slot or no slot. seems most balanced to me - taking in the gloves slot would basically give the monks a class feature 'can not wear normal gloves'. If it takes in no slot (like a holy symbol), monks have a useless weapon slot (well, not useless - one could take weapon proficiency and multiclass); and it would justify kicks and others (why would gloves help kicks ) - this way ki-straps could be strapped around hands, feet, knees, elbows, etc. |
| #6QubeDec 06, 2008 14:49:12 | ![]()
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| #7QubeDec 06, 2008 14:57:37 | possible idea: making all the monks attacks +2 vs reflex, instead of +4 vs AC ... (oppinions are welcome) |
| #8shinikamaDec 06, 2008 15:54:05 | I agree with making the attacks against reflex, at least for Jiu Jitsu, but the encounter powers are WAY too strong. 4w damage? That's Striker damage. Maybe 2w (because fists are weaker than steel at this point) plus a status effect or buff. Build on how the fighter is built. Overall, though... good. |
| #9QubeDec 06, 2008 16:18:22 | I agree with making the attacks against reflex, at least for Jiu Jitsu, but the encounter powers are WAY too strong. 4w damage? That's Striker damage. Maybe 2w (because fists are weaker than steel at this point) plus a status effect or buff. Build on how the fighter is built. actually, as I said in the OP 4[W] is only 4d4+1 (average 11 damage (the 1 is from Wfocus) ). Actually, I have a graph on my other computer, comparing 4[W]+2str with the paladins 2[W]+Str+Wis (assuming Wis = 3/4 str). and itsn't not that funky. I was thinking about changing [W] to [noparse][u][/noparse] ... would that make it any clearer? edit: updated. Perhaps would it be clearer if I actually say 4d4 instead of 4[noparse][u][/noparse] ? |
| #10shinikamaDec 06, 2008 16:37:55 | Hmmm... You're right. It's the same as a fighter power if the fighter had a scythe. My bad. I would just stat out the damage. You can have a very powerful strike use d8s instead of d4s. The point of a monk is not to use a weapon, so why base the rolls off of something that won't change? EDIT: Unless you intend to make a utility power that increases the damage die by 1 size. |
| #11QubeDec 07, 2008 0:35:30 | EDIT: Unless you intend to make a utility power that increases the damage die by 1 size. that's a good idea, actually ![]() either way, its still not nececcairy: I could say "on the next unarmed attack, you can reroll 1's and 2's" or something (making 1d4 -> 1d2+2 (av. 3.5) ~ 1d6) |
| #12lumovanisDec 07, 2008 1:34:21 | You know what might be better then copy/pasting the paladin's challenge? Why not have it activate like the pally challenge, but instead of causing damage when triggered, have the monk shift towards the foe once and make a basic melee attack, perhaps even shift again towards the foe if they still aren't in reach. Just an idea, seems like a monk defender should always be moving towards those trying to hurt his allies. The sooner you are in melee, the better right? |
| #13QubeDec 07, 2008 2:41:17 | You know what might be better then copy/pasting the paladin's challenge? Why not have it activate like the pally challenge, but instead of causing damage when triggered, have the monk shift towards the foe once and make a basic melee attack, perhaps even shift again towards the foe if they still aren't in reach. Just an idea, seems like a monk defender should always be moving towards those trying to hurt his allies. The sooner you are in melee, the better right? hmmm. interesting idea ... (now only to balance it ...). Shifting by itself doesn't seem a good idea, because you're supposed to be huring toward your enemy, to strike, while shifting is IMO, more defensively moving. thinking ... - fighter: auto-mark + shifts / makes an attack that does not include you (50% chance, ~10 damage) - paldin: minor action mark + requires mellee to keep, but has ranged capability of damage(~5 damage). so, properties are: you only mark mellee (technically, you can play a paladin archer, but that's just powerplay ...) |
| #14lumovanisDec 07, 2008 2:51:38 | Yes, that seems more monkly. ;) Although as far as shifting being a defensive movement. Well it usually is, but there are plenty of attack+move powers that are a shift. It not only represents moving guardedly, but also charging or moving faster than your foes can react usually. |
| #15QubeDec 07, 2008 3:08:56 | Yes, that seems more monkly. ;) yeah, but I'll add utility powers that make moves not provoke OA's :P |
| #16lumovanisDec 07, 2008 4:09:41 | You also might consider encounter/dailies that are immediate response to being attacked. Might make them reconsider using that AoO. |
| #17QubeDec 07, 2008 4:25:58 | You also might consider encounter/dailies that are immediate response to being attacked. Might make them reconsider using that AoO. I propbably will also put those under utitliy (like shield). In fact I think the utility spell list of the wizard (Expeditious Retreat (tumble around the battlefield), Feather Fall (tumble for high distance), Jump (bonus to athletics check. probably reduced to +5 since it'll be a class skill for monks...) , Shield (immediate reaction AC bonus, will probably be reduced since its much more usefull for mellee characters...) ) can easely be modified for the monk ... |
| #18lumovanisDec 07, 2008 15:19:38 | Well I was going more along the lines of: -You move to close in on an enemy striking an ally. -You draw an AoO from a different enemy. -You use an immediate interrupt encounter that strikes them for a moderate amount of damage, but pushes or slides them 1 or 2 squares, screwing up their attack (like catching their arm mid-swing, and using their momentum against them, sending them off in a different direction). -You continue moving to the marked foe unhindered. |
| #19QubeDec 08, 2008 0:47:58 | Well I was going more along the lines of: so am I, but the problem is power. mark abilities don't screw up powers. (unless you go for at paragon tier for heavy blades*, and use the push1 fighter ability) *: feat idea: Paragon tier, Ju-jistu: you may use Fulcrum Throw during Battlefield Awareness, instead of a normal OA. |
| #20QubeDec 08, 2008 7:20:16 | added 7 feats, and a lvl 1 daily ... |
| #21QubeDec 11, 2008 5:12:53 | ![]()
up to the utility powers ... at first view, I'm thinking on - rangers Unbalancing Parry (if enemy misses, slide'm+ gain combat advantage) - rangers Yield Ground (if enemy hits, you may shift, and gain 2 defence) - fighters No Opening (negate one combat advantage) - a bonus to skills (like paladins astral speech, warlocks Beguiling Tongue/Shadow Veil or wizards jump) |
| #22akodoreignDec 11, 2008 10:19:23 | You know in the conversion articles back a bit. WotC recommended using d8's for fist damage. Monk Conversion FTA: # Give up your martial weapon proficiencies. Grant your unarmed strike a +3 proficiency bonus, increase the damage to 1d8, and add the off-hand property. Now you’re wielding two melee weapons that are as good as the martial melee options available to the ranger. You can do it like this though. Feat Specialization Martial Arts : Your unarmed Damage does d8 damage instead of d4. You gain +3 proficiency bonus with Unarmed combat. Another thought: Feat Know where to hit them(Paragon?): Your unarmed strikes gain the high crit property. |
| #23QubeDec 12, 2008 0:44:12 | first off, thanks for the commentsYou know in the conversion articles back a bit. WotC recommended using d8's for fist damage. Its just not how I see my monks. Rangers are skirmishers. The monks I know (that's moslty from Anime, I admit) are defenders. "from here on, you will not go any further"; "My goal in life is to protect those dear to me"; and all that bravardo ... (which, I admit, was also a problem I had with monks in 3/3.5 ) Another thought: great minds think alike : under the paragon feats, theres this:Muay Luang ("Royal Muay") Preq: Muay thai path. Effect: Thread your unarmed strikes as a having the high critical property I made a semi-conversion for paragon feats: - Kempo ~ hammers (miss = additional damage*), - Ju jitsu ~ heavy blades (use at-will powers when you normally can't) - Muay Thai ~ axes (additional damage on crit) - Defensive Stance ~ shield specialisation (as everything is calculated and compared to other weapon-and-shield builds) edit: the ju-jistu paragon feat is no longer once-per-encounter I forgot that prone creatures can still attack ... *: yes, they deal their primairy stat damage (which is probably somewhat higher - though con will be pretty high for hammer-fighters), but that's to compensate that Kempo's attacks usually have higher attack bonusses... |
| #24vebrandssonDec 13, 2008 11:41:27 | I have but one question, which I'm surprised someone else hasn't pointed out. If you look at the bottom of p.54 of the 4e PHB you'll see that WotC already plans to make a monk, why bother making one yourself which will probably be different from what the "official" monk class will be? |
| #25QubeDec 13, 2008 13:22:11 | well, because WotC - just like the people of Forgotton Hero's - will probably screw up and make a monk a striker... Shaolin monks promote peace, not damage. Martial artist learn their craft to protect those dear to them, not to attack. Only if their friends are in danger, they challenge the enemy so they will attack them instead of their friends. monk = striker? Mr Miyagi would be sad ... |
| #26akodoreignDec 13, 2008 13:41:41 | Depends on the anime. and the monk / martial artist DBZ has a lot of strikers on a few defenders. Airbender has strikers. but is your project ![]() And I understand the amount of work your doing on it ![]() |
| #27QubeDec 14, 2008 0:30:44 | Depends on the anime. and the monk / martial artist very true, but not really the direction I want to go (not that creating such a class woudn't also be fun ...) ![]() and the quotes "from here on, you will not go any further"; "My goal in life is to protect those dear to me", are also from anime (Naruto and History's strongest diciple) |
| #28QubeDec 15, 2008 3:43:15 | finished lvl 5 dailies
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| #29QubeDec 25, 2008 5:10:55 | added lvl 6 utility powers and lvl 7 encounter powers ... now up to lvl 9 dailies ... |
| #30QubeJan 12, 2009 6:18:39 | ![]() reached lvl 11 ... that means: paragon path - time ...
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