4e monk project (PEACH)

Post/Author/DateTimePost
#1

Qube

Nov 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 ...
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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
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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
  • +4 armor to AC (represented by your body's training),
  • +2 shield to AC/reflex save (represented by using your arms, ... to deflect blows). this AC bonus stacks with the AC bonus of 'high level' cloth armor
  • unarmed strike: +2 proficiency bonus; 1d4 damage; and monks automatically get the weapon focus (unarmed strike)
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 ...)
#2

anubis_reynard

Nov 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?
#3

doneisi

Nov 30, 2008 13:35:40
I suggest some sort of implement, prayer beads or holy symbol, for the ki moves.
#4

calronmoonflower

Nov 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.
#5

Qube

Dec 01, 2008 1:07:37
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?

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.
#6

Qube

Dec 06, 2008 14:49:12

  • added level 1 encounter powers
  • updated flavor text of Fulcrum Throw (Ju jitsu) and added picture
#7

Qube

Dec 06, 2008 14:57:37
possible idea:
making all the monks attacks +2 vs reflex, instead of +4 vs AC ...
(oppinions are welcome)
#8

shinikama

Dec 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.
#9

Qube

Dec 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.

Overall, though... good.

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] ?
#10

shinikama

Dec 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.
#11

Qube

Dec 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)
#12

lumovanis

Dec 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?
#13

Qube

Dec 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 ...)










#14

lumovanis

Dec 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.
#15

Qube

Dec 07, 2008 3:08:56
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.

yeah, but I'll add utility powers that make moves not provoke OA's :P
#16

lumovanis

Dec 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.
#17

Qube

Dec 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 ...
#18

lumovanis

Dec 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.
#19

Qube

Dec 08, 2008 0:47:58
Well I was going more along the lines of:
...
-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).
..

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.
#20

Qube

Dec 08, 2008 7:20:16
added 7 feats, and a lvl 1 daily ...
#21

Qube

Dec 11, 2008 5:12:53
  • finished the lvl 1 dailies (based on fighters comback strike, fighters brutal strike, and paladins radiant delirium)
  • after rereading the swordmage, I Battlefield awareness: instead of moving your speed, you can now shift . (since swordmage marks on range, and can teleport 10)
  • named the paragon feats (and the Ju-Jitsu feat is now only usable once per encounter, since it disables)


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)
#22

akodoreign

Dec 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.
#23

Qube

Dec 12, 2008 0:44:12
first off, thanks for the comments
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.

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:

Feat Know where to hit them(Paragon?): Your unarmed strikes gain the high crit property.

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...
#24

vebrandsson

Dec 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?
#25

Qube

Dec 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 ...
#26

akodoreign

Dec 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
#27

Qube

Dec 14, 2008 0:30:44
Depends on the anime. and the monk / martial artist
DBZ has a lot of strikers on a few defenders.
Airbender has strikers.

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)
#28

Qube

Dec 15, 2008 3:43:15
finished lvl 5 dailies
  • Muay Thai's power is based on fighter's Crack the Shell
  • Ju jitsu's joint lock power is based on cleric's mark of peace
  • Kempo's 'move like the wind' is based paladins hallowed circle
#29

Qube

Dec 25, 2008 5:10:55
added lvl 6 utility powers and lvl 7 encounter powers
... now up to lvl 9 dailies ...
#30

Qube

Jan 12, 2009 6:18:39

reached lvl 11 ... that means: paragon path - time ...
  • added the 'Iron Palm Practitioner' paragon path