How a Monk Should be.

Post/Author/DateTimePost
#1

custom_gamer

Jul 07, 2008 15:34:01
I have tried posting this in other forums and no one replied. I just want to get some feedback on whether it is balanced or not. So here is my take on the Monk.

My Monk



Start with the Ranger
Do as the Wotc says to convert to monk

Now my additions
Build Options: Zen Monk, Acrobatic Monk
Class Features: Unarmed Strike, Monk Training, Battle Focus

Creating a Monk
Zen Monk
You are a master of status affecting hits and rarely use more force than necessary.
Suggested Training: Northern or Dragon Hermit
Suggested 1st level powers: Fleeting Strike, Careful Strike, Dire Wolverine Strike, Wounded Knee
Acrobatic Monk
Your skill comes from years of training and your powers are quick, deadly, and nimble. You commonly bounce around the battlefield as you rain pain on you foes.
Suggested Training: Southern or Dragon Hermit
Suggested 1st level powers: Careful Attack, Twin Strike, Avalanche Strike, Sudden Strike

Features
Unarmed Strike: +3 prof. 1d8 damage
Monk Training: This is similar to the warlock’s pact. Choose one of the following
Northern Monk Training: You were trained by the Wu Shen Monks of the northern provinces and you excel at using your surroundings and your enemies own strength against them. You gain the Alertness Feat.
Deflect Blows: After you use your Battle Focus ability and when you are not wearing armor or wearing cloth you gain a +2 to your AC for the next round.
Southern Monk Training: You were trained by the Gi Len Monks of the southern provinces and you excel at making powerful blows that stun of otherwise incapacitate your enemies. You gain the Power Attack Feat.
Quivering Blow: When using your Battle Focus ability you gain a +2 to your attack.
Dragon Hermit Training: You were trained by the famous Dragon Hermit or one of his students and you excel at making lightning fast attacks and using superior speed the overwhelm your enemies. You gain the Toughness Feat.
Draconic Flight: On the turn that you use your Battle focus ability your speed is considered to be 2 squares more unless you are slowed.
Battle Focus: Same as Hunter’s Quarry feature and is the same for the purposes of gaining feats.

Monk Powers

Level 1 At-Will Powers (Based from Ranger)

Careful Attack
Same as Ranger except only melee and add:
Northern Training: Target is dazed until the end of your next turn

Hit and Run (Rename Fleeting Strike)
Same as Ranger and add:
Dragon Hermit Training: You can move before and after your attack a total of 1+your dexterity modifier. (it is a total not that is how much you can move before and after it is total)

Replace Nimble Strike with Sure Strike from Fighter
Same as Fighter and add:
Southern Training: Add your strength modifier to your attack

Twin Strike ( Rename Double Blow)
Same as Ranger only melee only and add:
Dragon Hermit Training: You can shift 1 square after this attack without provoking and opportunity attack.

Level 1 Encounter Powers

Dire Wolverine Strike
Same as Ranger but add:
Southern Training: Burst 3

Evasive Strike (Rename Untouchable Dragon)
Same as Ranger but only melee and add:
Dragon Hermit Training: Shift twice your wisdom modifier

Fox’s Cunning (Rename Avalanche Strike)
Same as Ranger but only melee and add:
Northern Training: Power Bonus twice wisdom modifier

Two-Fanged Strike
Same as Ranger but melee only and add:
Southern Training: Attack Strength +3

Level 1 Daily Powers

Hunter’s Bear Trap (Rename Wounded Knee)
Same as Ranger but only melee and add:
Northern Training: Target slowed for next two rounds

Jaws of the Wolf (Rename Blizzard Strike)
Same as Ranger but add:
Northern Training: Double strength modifier damage

Replace Split the Tree with Villain’s Menace from Fighter
Same as Fighter but add:
Southern Training: Attack is Strength +3

Sudden Strike
Same as Ranger but add:
Dragon Hermit Training: First hit is 2[W]

Level 2 Utility Powers

Replace Crucial Advice with No Opening from Fighter
Same as Fighter but add:
Southern Training: If the attack misses the target is pushed 2 squares away.

Unbalancing Parry
Same as Ranger but add:
Northern Training: Make an immediate attack against the target instead of gaining combat advantage.

Yield Ground
Same as Ranger but add:
Dragon Hermit Training: You may use a healing surge.

Level 3 Encounter Powers

Cut and Run (Rename Weaving Strike)
Same as Range but only melee and add:
Dragon Hermit Training: Shift twice your Wisdom modifier.

Disruptive Strike
Same as Ranger but only melee and add:
Southern Training: penalty to attack is 3 + Strength modifier.

Shadow Wasp Strike
Same as Ranger but only melee and add:
Northern Training: Add twice your strength modifier to damage.

Thundertusk Boar Strike (Rename Rage Dragon Strike)
Same as Ranger but melee only and add:
Dragon Hermit Training: If both attacks hit push the target 2 + Strength modifier.

Level 5 Daily Powers

Excruciating Shot (Rename Weakening Blow)
Same as Ranger but melee instead and add:
Northern Training: Twice Strength modifier to damage.

Frenzied Skirmish
Same as Ranger but add:
Dragon Hermit Training: You can move twice your speed.

Replace Splintering Shot with Crack the Shell from Fighter and Rename Bleeding Strike
Same as Fighter but add:
Southern Training: 7 ongoing damage and -3 to AC (separate saves to end).

Two-Wolf Pounce (Rename Twin Dragon Strike)
Same as Ranger but add:
Dragon Hermit Training: You can shift 4 squares before each attack and add Strength modifier to second attack damage.

Level 6 Utility Powers

Replace Evade Ambush with Battle Awareness from Fighter
Same as Fighter but add:
Northern Training: You automatically gain the highest initiative score.

It is not done but this is what I have so far.
#2

greyeagle

Jul 11, 2008 0:04:49
Pretty good stuff! I like the "combat styles" and the battle focus.
#3

greyeagle

Jul 18, 2008 0:00:14
Hey! You still working on this?
#4

squarecircle

Jul 18, 2008 2:37:46
I remember seeing it before but I can't find the article where WotC talks about making a Monk in 4e. Anyone got a link?
#5

pyromancer2k

Jul 18, 2008 3:47:34
I remember seeing it before but I can't find the article where WotC talks about making a Monk in 4e. Anyone got a link?

http://www.wizards.com/default.asp?x=dnd/4dnd/20080613a

Basically it's just a quick fix and still a ranger other then naming.
#6

custom_gamer

Jul 18, 2008 18:48:27
Hey I am still working on it but I have hit a snag.
#7

greyeagle

Jul 22, 2008 23:25:37
What snag would that be? Perhaps we (the wizard community that is) could assist you.
#8

custom_gamer

Jul 22, 2008 23:36:09
I am finding it harder to adapt the ranger and occasional fighter power to fit this class as they get more and more specialized. The main problem is think of ways to create training boons to the powers.
#9

greyeagle

Jul 23, 2008 22:45:17
Well, create powers of your own when you need to, or recreate powers that suit you.
#10

eldiran

Jul 24, 2008 0:42:38
Uhm... well, considering you're taking already existing powers and only adding things to them, I would have to say this class is wholly unbalanced when compared to any other class. Unless I'm missing something important here...

Though I do like the idea of just taking already existing powers and changing them slightly to make a new class. Makes the whole class-making thing a lot easier and simpler.
#11

pyromancer2k

Jul 24, 2008 12:06:15
I am finding it harder to adapt the ranger and occasional fighter power to fit this class as they get more and more specialized. The main problem is think of ways to create training boons to the powers.

Well you could just come up with your own powers. All you need to do if figure about how much damage they do on average at that level and how much having an effect changes that damage potential.

I'm actually working on a monk class myself which I started shortly after 4th came out. But due to time shortages I haven't been able to finish. I'm at the point I'm probably just going to post what I have and work on it as I go. Rather then the original plan of wait until I had the full outline of the class including powers for all levels and paragon paths.

But anyhow I started working on mine and picked 4 main concepts which were hit hard, hit multiple targets, grappling, and parry/riposte. Then at each level I tried to make a power that fit with this theme. Sometimes I would leave one type out in favor of some other cool power I wanted to put in. But the idea is simple this way you basically make 4 paths the class can take which of course the player can mix and match if they want. But it helps focus your ideas rather then starting with a blank slate each level and going umm what kind of powers do I want now?

Uhm... well, considering you're taking already existing powers and only adding things to them, I would have to say this class is wholly unbalanced when compared to any other class. Unless I'm missing something important here...

Though I do like the idea of just taking already existing powers and changing them slightly to make a new class. Makes the whole class-making thing a lot easier and simpler.

Well I've done a lot of comparisons on the classes and there are actually a lot of similarities and things that overlap. They are hidden in the 700+ powers available so not obvious until you sit down and write them all out in an organized form then you start to notice it a lot more.

But yea taking already existing powers and tweaking them a minor bit is a great way come up with new powers for classes. And when the martial classes book comes out we will have even more to work with.