[Martial Defender] Monk - PEACH

Post/Author/DateTimePost
#1

zeffienes

Mar 11, 2009 0:14:25
I'm crossposting from BrilliantGameologists, but I figure no one would really mind seeing as I might get different criticism here (and it's my class...). Keep in mind that this is a WOP... it's obviously no where near finished.

That being said, here it is:

History
v1.0 - 3/10/09 - First posted stuff, included class specific feats, powers up to level 2, some support for alternative class features, and a multiclass feat.


MONK

"My body is my soul. My fists are my way of life."

CLASS TRAITS

Role: Defender. You are tough and punish enemies that stray away from you.
Power Source: Martial. You have become a master of combat through endless hours of practice, determination, and your own sheer physical toughness.
Key Abilities: Strength, Constitution, Wisdom

Armor Proficiencies: Cloth
Weapon Proficiencies: Club, Spear, Quarterstaff, Shortsword, Glaive, Broadsword, Longspear, Sling.
Implements: Martial Implement
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: 12 + Constitution modifier

Trained Skills: Athletics or Acrobatics. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), History (Int), Intimidate (Cha), Insight (Wis), Perception (Wis), Religion (Int), Stealth (Dex)

Build Options: Undying monk, wise monk, (circle fighting monk, stunning fist monk).


[indent]Monks are unarmored warriors who train both their body and mind to overcome obstacles. While some monks are fearsome fighters who don't flinch from the most deadly of wounds, others are wise adventurers who bestow wisdom and down enemies with a flurry of blows. Regardless of style, however, all monks are restrained yet deadly.

As a monk, you lead the fight. Those who are unaccustomed to battle tend to rely on you, both in and out of combat, for advice and safety. With your martial prowess and countless years of practice, you are an expert at knowing the enemy's weaknesses and exploiting them. You are also an expert of your own weaknesses and you spend each day perfecting your movements and techniques, shoring up such weak points.

It is a fierce world out there. Some rely on armor to save them, others swords to down enemies. A monk, however, knows that one's body is a deadly weapon, that armor can indeed hinder the body's natural defenses. Show the world how fighting is done![/indent]


CREATING A MONK
Monks depend on Strength, Constitution, and Wisdom for most of their powers. Dexterity is also useful, since it helps their initiative and fulfills some common feat requirements. Monks tend to follow the two common builds: the undying monk and the wise monk.

UNDYING MONK
You are a defensive tank, unyielding to even the strongest of blows. While enemies may strike at you, their blows tend to yield little gain against you. For you, dealing with the enemy head-on is usually the best option. Choose Strength as your highest ability score, since all of your powers are based on Strength. Select Constitution as your second highest score, since your class feature and many powers depend on Constitution. Wisdom also is a good choice, especially if you want to dabble in powers optimal for the wise monk.
[indent]Suggested Feat: Enduring Way (Human feat: Action Surge)
Suggested Skills: Athletics, Endurance, Insight, Perception
Suggested At-Will Powers: Staggering Blows, Sternum Shot
Suggested Encounter Power: Mountain Strike
Suggested Daily Power: I Am My Fist[/indent]

WISE MONK
To you, evasion is the best course of action. While rogues dodge out of the way to avoid getting hit, you avoid the enemy's blows so that you can close in later and keep the enemy off of your party members. In effect, you try to make enemies individual islands in combat. Like the undying monk, Strength should be your highest score. Wisdom should be your second-best ability score, as your class feature and many powers depend on Wisdom. Constitution is also a good tertiary choice, as extra HP and the ability to dabble in other powers is always welcome.
[indent]Suggested Feat: Agile Way (Human feat: Human Perseverance)
Suggested Skills: Acrobatics, Heal, Insight, Perception
Suggested At-Will Powers: Double Strike, Snap Kick
Suggested Encounter Power: Passive Assault
Suggested Daily Power: Fists of Fury[/indent]


MONK CLASS FEATURES
Your class features depend largely on which Martial School you choose. Your Flurry of Blows class feature allows you to punish enemies that move away from you, and unlike most other marks it remains until the end of the encounter.

Martial School - As part of your ascetic training, you have learned to utilize the body to its maximum extent. You may choose an option below. Once made, this choice cannot be changed.

[indent]The Undying Way - You may use your Con modifier instead of your Dex or Int modifier for AC. Additionally, when you make a melee basic attack (or an at-will that replaces a melee basic attack when you are normally allowed a melee basic attack), you may spend a healing surge to heal an amount of HP equal to your healing surge amount.[/indent]

[indent]The Wise Palm - You may use your Wis modifier instead of your Dex or Int modifier for AC. Additionally, when you make a melee basic attack (or an at-will that replaces a melee basic attack when you are normally allowed a melee basic attack), you gain your Wis modifier to AC until the end of your next turn.[/indent]

[indent](ADDITIONAL SCHOOLS - warning, low support currently... to have more stuff once I do a "Martial Power" for the Monk:[/indent]

[indent]Circle Fighting - You may use your Wis modifier instead of your Dex or Int modifier for AC. Additionally, when you make a melee basic attack (or an at-will that replaces a melee basic attack when you are normally allowed a melee basic attack), you may shift 1 square after the attack.[/indent]

[INDENT]Stunning Fist - You may use your Con modifier instead of your Dex or Int modifier for AC. Additionally, you also gain the Stunning Fist at will power.)[/indent]

Martial Technique - You may treat unarmed attacks as belonging to any other weapon class other than ranged weapon classes. You may not change this choice once it has been made. Your unarmed attacks now give a +3 proficiency bonus and have a damage die of 1d6. They are now treated as a double weapon and have the defending keyword. Your unarmed attacks lose the defending property when you are armed.

Martial Implement - You choose some sort of implement that does not occupy a body slot. This implement acts as though it occupies the same weapon classes as your unarmed strikes do. Any enchantments and modifications performed on the implement affect your fists. The implement costs 1 GP as an ordinary, unenchanted implement. This otherwise acts as any other implement.

Flurry of Blows - You gain the Flurry of Blows power. This enables the monk to perform extra hits on the enemy if they move away from him.

A Monk's Path - You gain a +2 bonus to AC and Reflex, or a +4 bonus when wearing cloth armor.


MONK POWERS
Monk Powers are called exploits. Some work better for undying monks and some work better for wise monks, but you are free to choose any power you like when you reach a level that allows you to choose a new power. Most powers also allow you to spend healing surges to increase the effectiveness of your powers.


CLASS FEATURES
All monks have the Flurry of Blows class power and some monks may have the Stunning Fist class power. Both are listed as class features below.


Flurry of Blows
Opportunity greets. You take action, reminding the enemy of its place.
At-Will * Martial, Weapon
Minor Action Close burst 2
Target: One creature in burst
Effect: You mark the target. The target remains marked until the end of the encounter. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target starts its turn adjacent to you and moves away from you, you may make a Melee Basic Attack as an immediate interrupt against the target. If the attack hits, the target takes a -2 penalty to all attacks made by the target until the end of your next turn.

Stunning Fist
Drawing inner strength, you strike at the enemy, momentarily stunning it.
At-Will * Martial, Weapon
Immediate Reaction Melee Weapon
Trigger: Your Melee Basic Attack hits
Target: The enemy that was hit by a melee basic attack
Attack: Str vs Fort
Hit: The enemy is slowed until the end of your next turn.
Special: You may spend a healing surge if the target granted you a melee basic attack due to your Flurry of Blows power. The following effect takes place, regardless of whether or not you hit with this power.
Effect: The enemy is stunned until the end of your next turn.


LEVEL 1 AT-WILL EXPLOITS

Staggering Blow
With a convincing blow, your enemy skitters back. Your blows don't relent.
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: An enemy
Attack: Str vs AC
Hit: 1[W] + Str damage
Special: You may only sustain this power as a minor action if the enemy is marked by you.
Sustain Minor: You push the enemy 1 square at the beginning of your turn. You may shift into the square the enemy occupied.

Sternum Shot
You give the enemy a blow that it'll remember.
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: An enemy
Attack: Str vs AC
Hit: 1[W] damage, make a secondary attack.
Secondary Attack: Con vs Fort
Hit: Target is slowed.

Snap Kick
With your martial wisdom, you know when to strike, and it is now.
At-Will * Martial, Weapon
Minor Action Melee Weapon
Target: One enemy
Attack: Str vs AC
Hit: Wis damage

Double Strike
Your strikes fly faster than the enemy can see.
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One or two enemies
Attack: Str vs AC
Hit: 1[W] damage.

Martial Focus
With but a calm breath, you gain insight in the midst of battle.
At-Will * Martial
Minor Action
Target: Personal
Effect: You spend a healing surge. You do not regain hitpoints. Instead, you gain a +2 bonus to your next attack roll. If you do not make this attack before the end of your next turn, the bonus disappears. This bonus does not stack with pre-existing bonuses granted by this power.


LEVEL 1 ENCOUNTER EXPLOITS

Tidal Strike
Like the flowing surf, your blow staggers the enemy.
Encounter * Martial, Reliable, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Str vs AC
Hit: 2[W] + Str damage, and you push the enemy 1 square. You may shift into the enemy's square.
Special: If the enemy was marked by you and you hit the enemy with this power, you may spend a healing surge to grant the enemy a penalty equal to your Con modifier on all attacks until the end of its next turn. Additionally, you grant combat advantage to the target if you choose to grant it a penalty to attack rolls.

Mountain Strike
In one blow, you concentrate, becoming resilient before the enemy's eyes.
Encounter * Martial, Invigorating, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Str vs AC
Hit: 2[W] + Str damage
Special: If the enemy was marked by you, you may spend a healing surge to gain temporary hitpoints equal to your Con modifier + 1d6. These temporary hitpoints stack with any temporary hitpoints you already have.

Passive Assault
You seem weak, but looks are decieving. It is only a matter of time before the enemy realizes that you indeed are threatening.
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Str vs Reflex
Hit: 1[W] + Str damage
Special: If the enemy was marked by you and you hit the enemy with this power, you may spend a healing surge to sustain this power as a minor action.
Sustain Minor: Whenever the enemy attacks you, the enemy takes your Wis modifier damage.

Opposing Force
You use the enemy's strength against him.
Encounter * Martial, Weapon
Immediate Interrupt Melee Weapon
Trigger: One enemy that targets you with a melee or close attack
Target: The enemy that targeted you with a melee or close attack
Attack: Str vs Fort
Hit: 1[W] + Str damage and you push the enemy 1 square. The enemy is also knocked prone.
Special: If the enemy was marked by you and you hit the enemy with this power, you may spend a healing surge to push the enemy an additional number of squares equal to your Wis modifier. The enemy also is considered to have started adjacent to you on its next turn.


LEVEL 1 DAILY EXPLOITS


I Am My Fist
You give the enemy a deadly, signature strike.
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Str vs AC
Hit: Strength score damage.
Miss: Half damage.
Special: If the enemy was marked by you and you missed with this power, you may spend a healing surge to instead deal full damage. You grant combat advantage to all enemies until the end of your next turn.

Eight Palm Strike
Your hands have been hardened by intense training. Your enemy shall become familiar with the fruits of your labor.
Daily * Martial, Reliable, Weapon
Standard Action Close Burst 1
Target: All enemies within the burst
Attack: Str vs AC
Hit: 1[W] + Str damage, and the enemy is slowed.
Special: If the enemy was hit by your power, you may spend a healing surge to mark all enemies that were hit by this power, but you grant combat advantage to all enemies that were hit by this power.

Fists of Fury
You cripple the enemy in a blinding display of force.
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Str vs AC
Hit: 1[W] damage, and you make a secondary attack.
[indent]Target: The same enemy
Secondary Attack: Str + 1 vs Fort
Hit: Str modifier damage, and the target is weakened (save ends). Make a tertiary attack.
Target: The same enemy
Tertiary Attack: Str + 2 vs Reflex
Hit: Wis modifier damage, and the target is slowed (save ends). Make a quarternary attack.
Target: The same enemy
Quarternary Attack: Str + 3 vs Will
Hit: The target is blinded (save ends).[/indent]
Effect: You grant combat advantage to all enemies.
Special: If the quarternary attack hits the enemy and the enemy was marked by you, you may spend a healing surge to make an additional attack.
[indent]Target: The same enemy
Additional Attack: Str + 4 vs AC
Hit: The enemy is dazed until the end of your next turn.[/indent]

Flying Kick
In a blinding flash of speed, you launch at the enemy, greeting it with your foot.
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Effect: You may shift a number of squares equal to 1 + Wis modifier before making the attack.
Attack: Str vs AC
Hit: 1[W] + Str damage, and you push the enemy 1 square. The enemy is knocked prone.
Special: You may use this power in place of a melee basic attack. If the enemy was marked by you and you hit the enemy with this power, you may spend a healing surge to sustain this power as a minor action.
Sustain Minor: Each time you make a melee basic attack, you may move 1 + Wis modifier squares before making the attack.


LEVEL 2 UTILITY EXPLOITS

Inner Strength
You draw out your inner will, empowering your body and giving you strength to continue.
Daily * Martial
Standard Action
Target: Personal
Effect: You regain one healing surge.

Adamantine Body
Your training has hardened your body, allowing you to resist blows.
Daily * Martial
Minor Action
Target: Personal
Effect: You gain Resist 1 all for a number of rounds equal to your Con modifier. This stacks with any other resistance you have.

Acrobatic Step
You are fleet of foot and able to move nimbly across terrain.
Encounter * Martial
Move Action
Target: Personal
Effect: You may move your move speed. You ignore difficult terrain, but you still invoke attacks of opportunity.

Slow Fall
You grasp the wall next to you, slowing your fall.
Encounter * Martial
Immediate Interrupt
Trigger: You begin a fall next to a wall
Target: Personal
Effect: So long as you are adjacent to a wall, you may reduce the fall distance considered in your fall damage equal to a number of squares equal to 1 + Str modifier. You cannot reduce your fall damage any lower than 0.

Wisdom Prevails
Your wisdom tips you off to danger. You react inhumanly fast to threats.
Daily * Martial
Immediate Interrupt
Trigger: You roll for initiative
Target: Personal
Effect: You add 1 + Wis modifier to your Initiative roll.


FEATS


HEROIC TIER FEATS

Enduring Way
Prerequisites: Undying Way monk school, Con 13
Benefits: Whenever you regain hitpoints through the Undying Way class feature by spending a healing surge, you instead regain hitpoints equal to your healing surge value + Con modifier.

Agile Way
Prerequisites: Wise Palm monk school, Wis 13
Benefits: Whenever you gain a melee basic attack against the enemy due to your Flurry of Blows class feature, you gain a +1 to attacks until the end of your next turn.

Encircling Way
Prerequisites: Circle Fighting monk school, Wis 13
Benefits: Whenever you shift a square due to your Circle Fighting class feature, you gain a +1 bonus to AC and Reflex until the end of your next turn.

Disabling Way
Prerequisites: Stunning Fist monk school, Con 13
Benefits: Whenever you perform a stunning fist, you gain a bonus to the attack equal to your Con modifier.

MULTICLASS TIER FEATS

Ascetic Training [Monk Multiclass]
Prerequisites: Str 13
Benefits: You gain training in a Monk class skill. Additionally, you gain the Martial Technique class power. You may also gain a Martial Implement and use it for your unarmed strikes.

===

I'm well aware that stunning fist doesn't do anything since you can't ever trigger it properly (might say that stunning fist doesn't count towards the number of immediate actions you may make... or something else...). I'm also aware that the class hasn't been tested thoroughly and thus might suffer from some odd issues. I'm currently working on trying to see if the class is balanced, but for now my primary goal was to make it flavorful and do its job (hence why this is a WOP).

Some of you might ask "why Martial Defender"? You might be tempted to point at the Ki Striker, in which I'd laugh and kick it to the side. I personally didn't like WotC's strained logic of Ki = mystical power source and then simultaneously agreeing that it would include all of the asian classes. Asians aren't powered by magic - they can be just as martial as we are. That being said, I also chose defender because the first thing that popped into mind was Bruce Lee's resilience. Monks could be tough strikers, but that's barbarian territory. Instead, I decided to stick them into Martial Defender.

Now, there might be some overlap with the Fighter. Yes, that's likely, but at the same time the monk has its own flavor to work off of: Mage killer, high defenses, flurry of blows, stunning fist, high movement, evasion, slow fall, unarmed strikes, etc. First off, it's unarmored (or relatively unarmored even to the rogue), so that's that. It's also unarmed (and benefits from being unarmed by treating fists as defending weapons). It also has a defender ability, flurry of blows, that allows for an extra attack at the end... and the class has abilities that work off of the extra attack. I figured that monks would be more reliant on immediate actions.

If you've been listening, you're probably wondering where the western monk went. There, honestly, is little difference (aside from the clear divinity of the western monk), so you could probably emulate it by taking Religion, taking a quarterstaff, using that as a double weapon, and taking Ritual Caster (for some religious rituals). I was more focused on the eastern monk, or rather the martial artist, rather than the western monk, which was lightly catered to in 3.5.

The goal, ultimately, was to retain some of the 3.5 flavor and to remove a little bit of the contrived mystical powers of the monk. Some people prefer it, but I thought that we needed to cover an unarmored character in the first place, let alone one with mystical powers. A lot of people point to the concept of ki/chi/qi and say that it's its own thing, but the idea of ki is essentially your inner breath... that is, power that comes within. Well, what better representation of power that comes within than is the healing surge mechanism? I figure if I can use healing surges as a currency, I'd have an interesting mechanic as well as a good way to play off of the inner strength that monks utilize without having to resort to contrived mechanisms. Yes, it will make the Durable feat that much more desirable, but aren't durable monks essentially, well, monks with more inner strength? :P

Regardless, I really just wanted to get my ideas down in the first place. I'd love it if the community could criticize this (essentially, PEACH), seeing as they're really rough ideas with some numbers and flavor attached. Of course, it only goes up to level 2 for now and might be a little bit too good, but it's easy to tone it down. The idea was to create a defender with not-as-high AC as the fighter/paladin/swordmage but that had better defenses overall. It would have less stickiness but more prolonged stickiness. It would rely on either taking blows and healing, avoiding blows with AC boosts, or just simply be in an unreachable square. The more tanky one would be more about single target damage and stickiness whereas the more defensive types would make the enemy into its own little island.

I'm open to any criticism/comments/suggestions/flames(!?). I'll continue adding more to the Monk as I get more time, but for now the general skeleton exists. So here it is, the Monk as a Martial Defender. Enjoy!