Nu
2011-03-20, 04:45 AM
Homebrewer's Notes: Another new build. Let's see how this turns out. In the meantime, feel free to blast it and tell me how terrible or unbalanced it is. Suggestions on where to take it from here are also appreciated!
MONK
Martial and Psionic Striker: Through a mixture of martial training and psionic discipline, a pugilist has perfected the art of close-quarters combat with minimal armor or weaponry. Skill and power are key to your success on and off the battlefield.
Why This Is The Class For You: You want to play a marital warrior who substitutes psionic discipline for heavy armor and brutish weaponry.
PUGILIST
Key Abilities: Dexterity, Constitution
Class Traits
Hit Points: You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level.
Bonus to Defenses: +1 to Fortitude, +1 to Reflex, +1 to Will
Healing Surges per Day: 7 + your Constitution modifier
Armor Proficiencies: Cloth
Weapon Proficiencies: Club, dagger, unarmed attack, quarterstaff, shuriken, sling
Implement Proficiencies: Ki foci, weapons with which you have proficiency
Class Skills: Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Thievery (Dex)
Trained Skills: Four from the list of class skills
HEROIC PUGILIST
PUGILIST HEROIC TIER
{table=head]
Total XP |
Level |
Feats Known |
Class Features and Powers
0 |
1 |
1 |
Monastic tradition
Weapon finesse
Unarmed combatant
Unarmored defense
Flurry of blows
Power strike
Full disciplines
Discipline focus
1000 |
2 |
+1 |
Skill power
Utility power
2,250 |
3 |
- |
Improved power strike
3,750 |
4 |
+1 |
Ability score increase
Slow fall
5,500 |
5 |
- |
Advanced tradition
Daily power
7,500 |
6 |
+1 |
Utility power
10,000 |
7 |
- |
Extra full discipline
Fast movement
13,000 |
8 |
+1 |
Ability score increase
Skill mastery
16,500 |
9 |
- |
Daily power
Iron body
20,500 |
10 |
+1 |
Utility power
[/table]
Level 1: Monastic Tradition
A pugilist may appear to be little more than a bare-handed brute, but your mind is actually your greatest weapon. You have developed a martial fighting style that you will refine and perfect over the course of your adventuring career.
You choose one of the following traditions and receive the associated benefits.
Grappling Tradition
Benefit: You gain the following benefits.
You gain the Improved Grab feat (Player's Handbook 2) as a bonus feat, even if you don't meet the prerequisites.
You can use the grab power to target creatures of any size, and can use your Dexterity modifier in place of your Strength modifier for the attack roll. In addition, your grab attack deals damage equal to your Dexterity modifier on a hit.
Hand-to-Hand Tradition
Benefit: You gain the following benefits.
You gain a +2 bonus to weapon damage rolls when you wield a weapon in the unarmed weapon group.
When you wield a weapon in the unarmed weapon group, that weapon gains the defensive property as long as you have a free hand.
Staff Combat Tradition
Benefit: You gain the following benefits.
You gain the Staff Fighting feat (Dragon Magazine Annual 2009, Dragon 368) as a bonus feat, even if you don't meet the prerequisites.
You gain a +1 bonus to attack rolls made using a staff.
Level 1: Weapon Finesse
Benefit: When you make a melee basic attack, you can use your Dexterity modifier instead of your Strength modifier for the attack roll and the damage roll.
Level 1: Unarmed Combatant
Benefit: Two of your fists permanently transform into more powerful weapons. Both of your fists must be transform into the same weapon. Select one from the list below. No matter how many how many hands you have, you are only considered to be wielding two such fists.
You can make weapon attacks with these fists, using its proficiency bonus and the appropriate damage die. Your fists share the enhancement bonus, critical hit effect, properties, and powers of any ki focus you are attuned to, but cannot be made into magical weapons.
In order to make an attack with these fists, it must not be holding or wielding anything in that hand. For example, if you are holding a staff in one hand and have your other hand free, you can attack only with the fist not holding the staff. Empty-handed, you can use either fist (or both fists, if the power allows you to attack with both your main-hand and off-hand weapon).
For all features and other game elements, your fists count as unarmed attacks, and you are proficient with them. Even when wielding these weapons, your hands are considered free.
Iron Fist
Though your hand appears normal, it hits with all the force of a mighty dwarven hammer.
Weapon Category: One-handed simple melee weapon
Weapon Group: Unarmed
Weapon Properties: Brutal 1, off-hand
Proficiency Bonus: +2
Damage: 1d12
Subtle Fist
Through dexterity and focus, you have transformed your fist into a deadly weapon without adding any additional strength behind the attack.
Weapon Category: One-handed simple melee weapon
Weapon Group: Unarmed
Weapon Properties: Off-hand
Proficiency Bonus: +3
Damage: 1d10
Level 1: Unarmored Defense
Benefit: When you are wearing cloth armor or no armor and aren't using a shield, you gain a +2 bonus to AC.
Level 1: Flurry of Blows
Though each monastic style has a different method, all monks can unleash a flurry of extra attacks when striking. As a pugilist, yours is particuarly brutal.
Note that the pugilist's flurry of blows requires you to wield a different weapon than the one used for the triggering attack. This means if you make a melee basic attack with your main weapon, you can use your off-hand weapon for the Flurry of Blows. If you have a kick attack or another unarmed attack, you may use that as well.
Benefit: You gain the pugilist's flurry of blows power.
Pugilist's Flurry of Blows (Monk Utility)
Even as you savagely pound on an enemy with your fist, you follow with a swift kick, elbow strike, or headbutt against the same or a different foe.
At-Will ✦ Psionic, Weapon
Free Action (Special) (Melee 1)
Trigger: You hit an enemy with an attack
Requirement: You must be wielding a weapon you didn't use for the triggering attack.
Target: One creature
Level 16: One or two creatures; you must use a different weapon for each target
Attack: Dexterity vs. AC
Hit: 1[W] damage, or 2[W] damage if the target was not a target of the triggering attack.
Effect: The target takes damage equal to your Constitution modifier (2 + your Constitution modifier at the 11th level, and 4 + your Constitution modifier at the 21st level).
Special: You can use this power only once per round.
Level 1: Power Strike
Benefit: You gain the power strike power.
Power Strike (Monk Attack)
By pushing yourself beyond your normal limits, you unleash your full wrath against a foe.
Encounter ✦ Martial, Weapon
No Action (Special)
Trigger: You hit an enemy with a melee basic attack using a weapon.
Target: The enemy you hit
Effect: The target takes 1[W] extra damage from the triggering attack.
Level 17: 2[W] extra damage.
Level 27: 3[W] extra damage.
Level 1: Full Disciplines
Your disciplines rely on your physical training, mental focus, and mastery of psionic magic to function.
A power with the full discipline keyword gives you at least two actions to choose from, usually an attack technique and a movement technique. Attack techniques usually require a standard action, and movement techniques are options for your move actions. For a monk, a full discipline power represents a fighting style, a unique combination of a move and an attack.
See the appendix of the Player's Handbook 3 for more information on full discipline powers.
Benefit: You gain two of the following powers of your choice.
Discipline of the Desert Wind (Monk Attack 1)
You leave a strong gust in your wake as you surge forward, and you strike with such force that a searing wind blasts enemies in front of you.
At-Will ✦ Fire, Full Discipline, Psionic, Weapon
Attack Technique
Standard Action (Close blast 2)
Effect: You make a melee basic attack with a weapon against each enemy you can see in the blast, ignoring your weapon's normal range. Attacks made using this power deal fire damage in addition to any other damage types they deal.
Movement Technique
Move Action (Personal)
Effect: You are no longer marked, and are immune to defender aura until the end of your turn. You move your speed + 2.
Discipline of the Devoted Spirit (Monk Attack 1)
You recover a bit of your own vitality with a focused attack, then make a swift retreat to recover your senses.
At-Will ✦ Full Discipline, Psionic, Weapon
Attack Technique
Standard Action (Melee weapon)
Effect: You make a melee basic attack with a weapon. If the attack hits, you gain temporary hit points equal to 5 + one-half your level.
Movement Technique
Move Action (Personal)
Effect: You shift up to one-half your speed and must end your movement in a space adjacent to no enemies. You can then make a saving throw.
Discipline of the Diamond Mind (Monk Attack 1)
You engage the target in a battle of wits, and you slowly fade from your enemy's sight.
At-Will ✦ Full Discipline, Psionic, Weapon
Attack Technique
Standard Action (Melee weapon)
Effect: You make a melee basic attack with a weapon. This attack is made against the creature's Will defense instead of its AC. If the attack hits, you are invisible to the target until the start of your next turn.
Movement Technique
Minor Action (Personal)
Effect: You shift 1 square or move 3 squares.
Discipline of the Iron Heart (Monk Attack 1)
You smash an enemy, then back away and wait for your enemy to come to you, with a second attack just waiting for them.
At-Will ✦ Full Discipline, Psionic, Weapon
Attack Technique
Standard Action (Melee weapon)
Effect: You make a melee basic attack with a weapon. If the attack hits, until the start of your next turn, as a free action, you can deal damage equal to your Dexterity modifier to any enemy that enters a square adjacent to you.
Movement Technique
Move Action (Personal)
Effect: You shift 1 square and gain a +1 power bonus to all defenses until the start of your next turn.
Discipline of the Setting Sun (Monk Attack 1)
The setting sun discipline is about turning your foe's aggression against them. You use this style to get in close, and leverage your enemy's power to your advantage.
At-Will ✦ Full Discipline, Psionic, Weapon
Attack Technique
Standard Action (Melee weapon)
Effect: You make a melee basic attack with a weapon. If the attack hits, you grab the target. The grab ends automatically at the end of your next turn.
Movement Technique
Move Action (Personal)
Effect: You move 2 squares. For each square you move, you slide a creature grabbed by you 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke opportunity attacks from the grabbed creature for this movement.
Discipline of the Shadow Hand (Monk Attack 1)
You strike with shadowy power that carries you through your enemy's space, leaving them dazed and confused.
At-Will ✦ Full Discipline, Psionic, Weapon
Attack Technique
Standard Action (Melee weapon)
Effect: You make a melee basic attack with a weapon. If the attack hits, the target grants combat advantage and can't take opportunity actions until the end of your next turn.
Movement Technique
Move Action (Personal)
Effect: You move your speed. You can move through enemy spaces as part of this movement.
Discipline of the Stone Dragon (Monk Attack 1)
With a solid punch, you flip the enemy into your space, flat on its back, and then tumble into the space it just occupied.
At-Will ✦ Full Discipline, Psionic, Weapon
Attack Technique
Standard Action (Melee weapon)
Effect: You make a melee basic attack with a weapon. If the attack hits, the target falls prone.
Movement Technique
Move Action (Melee 1)
Target: One ally or prone enemy
Effect: You swap places with the target.
Discipline of the Tiger Claw (Monk Attack 1)
This discipline allows you to become as the tiger, slinking accross the battlefield and raking enemies on all sides.
At-Will ✦ Full Discipline, Psionic, Weapon
Attack Technique
Standard Action (Close burst 1)
Effect: You make a melee basic attack with a weapon against each enemy you can see in the burst.
Movement Technique
Move Action (Personal)
Effect: You shift 2 squares.
Discipline of the White Raven (Monk Attack 1)
You soar through the air like a bird, just before you strike hard enough to send your foe reeling backward.
At-Will ✦ Full Discipline, Psionic, Radiant, Weapon
Attack Technique
Standard Action (Melee weapon)
Effect: You make a melee basic attack with a weapon. Attacks made using this power deal radiant damage in addition to any other damage types they deal. If the attack hits, you can push the target 1 square.
Movement Technique
Move Action (Personal)
Effect: You make an Athletics check to jump with a +5 power bonus. You are considered to have a running start, and the distance of the jump isn't limited by your speed.
Level 1: Discipline Focus
By focusing your psionic powers, you can augment the skills of yourself and your allies.
Benefit: You gain two of the following powers of your choice.
Acrobatic Leap (Monk Utility)
You bound forward with acrobatic grace.
Encounter ✦ Psionic
Free Action (Personal)
Trigger: You make a high jump or long jump.
Effect: You can use an Acrobatics check instead of an Athletics check for the jump. Any bonuses or penalties that would normally apply to Athletics instead apply to Acrobatics for this jump.
Fast Hands (Monk Utility)
With a single, swift motion, you store an item in your pack and retrieve another.
Encounter ✦ Psionic
Free Action (Personal)
Effect: You can choose to either stow an item, retrieve an item, or stow an item and retrieve a different item.
Lightfoot (Monk Utility)
Even enemies listening intently are unable to detect your soft steps.
Encounter ✦ Psionic
Free Action (Personal)
Trigger: You walk or shift while hidden.
Effect: When you end this movement, you can make a Stealth check to remain hidden from creatures with a +5 power bonus, and you don't take a penalty to Stealth for moving more than 2 squares. In addition, you can't be detected via tremorsense until the end of your next turn.
Force Pull (Monk Utility)
After attuning yourself to an object, it is easy to will it back into your grasp.
Encounter ✦ Psionic
No Action (Personal)
Trigger: You must use this power at the end of a rest.
Effect: Choose an object weighing no more than 20 pounds that you have had in your possession for the rest. Until the next time you take a rest, once per round, you can pull that object to your hand as a free action as long as it is not being restrained by anything and is within 5 squares.
Psionic Sense (Monk Utility)
Beings not of this plane are some what... disturbing to you. You need to study them more closely to be certain as to whether or not they can be trusted.
Encounter ✦ Psionic
No Action (Personal)
Trigger: You make a knowledge check concerning a creature with the aberrant, fey, immortal, or shadow origins.
Effect: You gain a +5 bonus to the triggering skill check.
Level 2: Skill Power
Benefit: You gain the Skill Power feat as a bonus feat (Player's Handbook 3). When you reach the 6th, 10th, and 16th levels, you can replace the skill power granted by this feat with a different one.
Level 2: Utility Power
Benefit: You gain a monk utility power of your choice.
Level 3: Improved Power Strike
Benefit: You gain one more use of power strike per encounter, but you can use it only once per turn.
Level 4: Ability Score Increase
Benefit: Your increase two ability scores of your choice by 1.
Level 4: Slow Fall
Benefit: You reduce the amount of falling damage you take by 5 + one-half your level. If the falling damage is reduced to 0, you land standing.
Level 5: Advanced Tradition
Through constanct practice and refinement of your technique, you ascend to a higher rank within your tradition's order.
Benefit: You gain one of the following benefits of your choice.
Powerful Fist
Benefit: When you use power strike or counterstrike with your unarmed attack, you push the target 1 square and the target is slowed and cannot charge until the next of your next turn.
Quarterstaff Trip
Benefit: When you use power strike or counterstrike with a staff, you can knock target prone.
Viselike Grab
Benefit: When you use power strike or counterstrike against an enemy grabbed by you, the target is restrained until it is no longer grabbed by you.
Level 5: Daily Power
Benefit: You gain a monk daily attack power of your choice.
Avalanche of Fists (Monk Attack 5)
While in this stance, you are as an unstable mountain--just waiting to unleash a deadly rain of blows on an unsuspecting opponent who approaches.
Daily ✦ Psionic, Stance, Weapon
Minor Action (Personal)
Effect: Whenever an enemy willingly enters a square adjacent to you, you can deal 1[W] damage to that enemy as an opportunity action.
Grizzly Fate (Monk Attack 5)
As you grapple with your foe, you pummel it as would a ferocious dire bear, raking its claws across the the exposed back of its prey.
Daily ✦ Psionic, Stance
Minor Action (Personal)
Effect: At the end of each of your turns, each enemy grabbed by you takes 2d8 + your Constitution modifier damage.
Tiger Claw Blitz (Monk Attack 5)
You surge across the battlefield, striking each enemy you pass by. When you reach your destination, you make a full, sweeping blow.
Daily ✦ Psionic, Weapon
Standard Action (Personal)
Effect: You shift your speed + 2. The first time you move adjacent to a given enemy during this movement, you can make a melee basic attack with a weapon against that enemy. At the end of this movement, you can make a melee basic attack with a weapon against each enemy adjacent to you. If you miss an enemy with a basic attack you make as part of using this power, you can use your Flurry of Blows against that enemy as if this power didn't target it.
Level 6: Utility Power
Benefit: You gain a monk utility power of your choice.
Level 7: Extra Full Discipline
Benefit: You gain one additional 1st-level at-will full discipline power.
Level 7: Fast Movement
Benefit: You gain a +1 bonus to speed.
Level 8: Ability Score Increase
Benefit: Your increase two ability scores of your choice by 1.
Level 8: Skill Mastery
Benefit: You gain an additional trained skill from the pugilist class list. Also, during a skill challenge, whenever you roll a natural 20 on a skill check that would contribute one or more successes to the skill challenge, that check automatically succeeds and counts as one additional success.
Level 9: Daily Power
Benefit: You gain a monk daily attack power of your choice.
Awaken the Dragon (Monk Attack 9)
Something awakens inside you when you are wounded, and you draw upon your inner reserves of strength to pull you through this dire situation.
Daily ✦ Psionic, Weapon
Immediate Reaction (Personal)
Trigger: An enemy's attack bloodies you.
Effect: Until the end of the encounter, you gain a bonus to damage rolls equal to your Constitution modifier against the enemy that bloodied you. You can shift your speed to a square adjacent to the enemy that bloodied you make a melee basic attack with a weapon against that enemy as a free action. If the attack hits, you gain 15 temporary hit points.
Stunning Blow (Monk Attack 9)
You focus psionic power into your strike, which then knocks your enemy senseless.
Daily ✦ Psionic, Weapon
No Action (Personal)
Trigger: You hit an enemy with a melee basic attack using a weapon.
Target: The enemy you hit
Effect: The target takes 1[W] extra damage from the triggering attack, and the target is stunned until the end of your next turn. If you use your Flurry of Blows power with the triggering attack, each enemy you hit with your Flurry of Blows power is dazed until the end of your next turn.
White Raven Focus (Monk Attack 9)
With your mind devoid of distractions, you bring your foe into perfect clarity before you strike.
Daily ✦ Psionic, Weapon
Minor Action (Personal)
Effect: You gain a +2 bonus to attack rolls until the end of your next turn, and you can deal 1[W] damage to an enemy you hit with a melee basic attack this turn.
Sustain Minor: The bonus to attack rolls persists, and you can deal 1[W] damage to an enemy you hit with a melee basic attack this turn.
Level 9: Iron Body
Benefit: You gain a +1 bonus to saving throws and resist poison equal to 5 + one-half your level. In addition, the AC bonus granted by your Unarmored Defense class feature increases to +3.
Level 10: Utility Power
Benefit: You gain a monk utility power of your choice.
MONK
Martial and Psionic Striker: Through a mixture of martial training and psionic discipline, a pugilist has perfected the art of close-quarters combat with minimal armor or weaponry. Skill and power are key to your success on and off the battlefield.
Why This Is The Class For You: You want to play a marital warrior who substitutes psionic discipline for heavy armor and brutish weaponry.
PUGILIST
Key Abilities: Dexterity, Constitution
Class Traits
Hit Points: You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level.
Bonus to Defenses: +1 to Fortitude, +1 to Reflex, +1 to Will
Healing Surges per Day: 7 + your Constitution modifier
Armor Proficiencies: Cloth
Weapon Proficiencies: Club, dagger, unarmed attack, quarterstaff, shuriken, sling
Implement Proficiencies: Ki foci, weapons with which you have proficiency
Class Skills: Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Thievery (Dex)
Trained Skills: Four from the list of class skills
HEROIC PUGILIST
PUGILIST HEROIC TIER
{table=head]
Total XP |
Level |
Feats Known |
Class Features and Powers
0 |
1 |
1 |
Monastic tradition
Weapon finesse
Unarmed combatant
Unarmored defense
Flurry of blows
Power strike
Full disciplines
Discipline focus
1000 |
2 |
+1 |
Skill power
Utility power
2,250 |
3 |
- |
Improved power strike
3,750 |
4 |
+1 |
Ability score increase
Slow fall
5,500 |
5 |
- |
Advanced tradition
Daily power
7,500 |
6 |
+1 |
Utility power
10,000 |
7 |
- |
Extra full discipline
Fast movement
13,000 |
8 |
+1 |
Ability score increase
Skill mastery
16,500 |
9 |
- |
Daily power
Iron body
20,500 |
10 |
+1 |
Utility power
[/table]
Level 1: Monastic Tradition
A pugilist may appear to be little more than a bare-handed brute, but your mind is actually your greatest weapon. You have developed a martial fighting style that you will refine and perfect over the course of your adventuring career.
You choose one of the following traditions and receive the associated benefits.
Grappling Tradition
Benefit: You gain the following benefits.
You gain the Improved Grab feat (Player's Handbook 2) as a bonus feat, even if you don't meet the prerequisites.
You can use the grab power to target creatures of any size, and can use your Dexterity modifier in place of your Strength modifier for the attack roll. In addition, your grab attack deals damage equal to your Dexterity modifier on a hit.
Hand-to-Hand Tradition
Benefit: You gain the following benefits.
You gain a +2 bonus to weapon damage rolls when you wield a weapon in the unarmed weapon group.
When you wield a weapon in the unarmed weapon group, that weapon gains the defensive property as long as you have a free hand.
Staff Combat Tradition
Benefit: You gain the following benefits.
You gain the Staff Fighting feat (Dragon Magazine Annual 2009, Dragon 368) as a bonus feat, even if you don't meet the prerequisites.
You gain a +1 bonus to attack rolls made using a staff.
Level 1: Weapon Finesse
Benefit: When you make a melee basic attack, you can use your Dexterity modifier instead of your Strength modifier for the attack roll and the damage roll.
Level 1: Unarmed Combatant
Benefit: Two of your fists permanently transform into more powerful weapons. Both of your fists must be transform into the same weapon. Select one from the list below. No matter how many how many hands you have, you are only considered to be wielding two such fists.
You can make weapon attacks with these fists, using its proficiency bonus and the appropriate damage die. Your fists share the enhancement bonus, critical hit effect, properties, and powers of any ki focus you are attuned to, but cannot be made into magical weapons.
In order to make an attack with these fists, it must not be holding or wielding anything in that hand. For example, if you are holding a staff in one hand and have your other hand free, you can attack only with the fist not holding the staff. Empty-handed, you can use either fist (or both fists, if the power allows you to attack with both your main-hand and off-hand weapon).
For all features and other game elements, your fists count as unarmed attacks, and you are proficient with them. Even when wielding these weapons, your hands are considered free.
Iron Fist
Though your hand appears normal, it hits with all the force of a mighty dwarven hammer.
Weapon Category: One-handed simple melee weapon
Weapon Group: Unarmed
Weapon Properties: Brutal 1, off-hand
Proficiency Bonus: +2
Damage: 1d12
Subtle Fist
Through dexterity and focus, you have transformed your fist into a deadly weapon without adding any additional strength behind the attack.
Weapon Category: One-handed simple melee weapon
Weapon Group: Unarmed
Weapon Properties: Off-hand
Proficiency Bonus: +3
Damage: 1d10
Level 1: Unarmored Defense
Benefit: When you are wearing cloth armor or no armor and aren't using a shield, you gain a +2 bonus to AC.
Level 1: Flurry of Blows
Though each monastic style has a different method, all monks can unleash a flurry of extra attacks when striking. As a pugilist, yours is particuarly brutal.
Note that the pugilist's flurry of blows requires you to wield a different weapon than the one used for the triggering attack. This means if you make a melee basic attack with your main weapon, you can use your off-hand weapon for the Flurry of Blows. If you have a kick attack or another unarmed attack, you may use that as well.
Benefit: You gain the pugilist's flurry of blows power.
Pugilist's Flurry of Blows (Monk Utility)
Even as you savagely pound on an enemy with your fist, you follow with a swift kick, elbow strike, or headbutt against the same or a different foe.
At-Will ✦ Psionic, Weapon
Free Action (Special) (Melee 1)
Trigger: You hit an enemy with an attack
Requirement: You must be wielding a weapon you didn't use for the triggering attack.
Target: One creature
Level 16: One or two creatures; you must use a different weapon for each target
Attack: Dexterity vs. AC
Hit: 1[W] damage, or 2[W] damage if the target was not a target of the triggering attack.
Effect: The target takes damage equal to your Constitution modifier (2 + your Constitution modifier at the 11th level, and 4 + your Constitution modifier at the 21st level).
Special: You can use this power only once per round.
Level 1: Power Strike
Benefit: You gain the power strike power.
Power Strike (Monk Attack)
By pushing yourself beyond your normal limits, you unleash your full wrath against a foe.
Encounter ✦ Martial, Weapon
No Action (Special)
Trigger: You hit an enemy with a melee basic attack using a weapon.
Target: The enemy you hit
Effect: The target takes 1[W] extra damage from the triggering attack.
Level 17: 2[W] extra damage.
Level 27: 3[W] extra damage.
Level 1: Full Disciplines
Your disciplines rely on your physical training, mental focus, and mastery of psionic magic to function.
A power with the full discipline keyword gives you at least two actions to choose from, usually an attack technique and a movement technique. Attack techniques usually require a standard action, and movement techniques are options for your move actions. For a monk, a full discipline power represents a fighting style, a unique combination of a move and an attack.
See the appendix of the Player's Handbook 3 for more information on full discipline powers.
Benefit: You gain two of the following powers of your choice.
Discipline of the Desert Wind (Monk Attack 1)
You leave a strong gust in your wake as you surge forward, and you strike with such force that a searing wind blasts enemies in front of you.
At-Will ✦ Fire, Full Discipline, Psionic, Weapon
Attack Technique
Standard Action (Close blast 2)
Effect: You make a melee basic attack with a weapon against each enemy you can see in the blast, ignoring your weapon's normal range. Attacks made using this power deal fire damage in addition to any other damage types they deal.
Movement Technique
Move Action (Personal)
Effect: You are no longer marked, and are immune to defender aura until the end of your turn. You move your speed + 2.
Discipline of the Devoted Spirit (Monk Attack 1)
You recover a bit of your own vitality with a focused attack, then make a swift retreat to recover your senses.
At-Will ✦ Full Discipline, Psionic, Weapon
Attack Technique
Standard Action (Melee weapon)
Effect: You make a melee basic attack with a weapon. If the attack hits, you gain temporary hit points equal to 5 + one-half your level.
Movement Technique
Move Action (Personal)
Effect: You shift up to one-half your speed and must end your movement in a space adjacent to no enemies. You can then make a saving throw.
Discipline of the Diamond Mind (Monk Attack 1)
You engage the target in a battle of wits, and you slowly fade from your enemy's sight.
At-Will ✦ Full Discipline, Psionic, Weapon
Attack Technique
Standard Action (Melee weapon)
Effect: You make a melee basic attack with a weapon. This attack is made against the creature's Will defense instead of its AC. If the attack hits, you are invisible to the target until the start of your next turn.
Movement Technique
Minor Action (Personal)
Effect: You shift 1 square or move 3 squares.
Discipline of the Iron Heart (Monk Attack 1)
You smash an enemy, then back away and wait for your enemy to come to you, with a second attack just waiting for them.
At-Will ✦ Full Discipline, Psionic, Weapon
Attack Technique
Standard Action (Melee weapon)
Effect: You make a melee basic attack with a weapon. If the attack hits, until the start of your next turn, as a free action, you can deal damage equal to your Dexterity modifier to any enemy that enters a square adjacent to you.
Movement Technique
Move Action (Personal)
Effect: You shift 1 square and gain a +1 power bonus to all defenses until the start of your next turn.
Discipline of the Setting Sun (Monk Attack 1)
The setting sun discipline is about turning your foe's aggression against them. You use this style to get in close, and leverage your enemy's power to your advantage.
At-Will ✦ Full Discipline, Psionic, Weapon
Attack Technique
Standard Action (Melee weapon)
Effect: You make a melee basic attack with a weapon. If the attack hits, you grab the target. The grab ends automatically at the end of your next turn.
Movement Technique
Move Action (Personal)
Effect: You move 2 squares. For each square you move, you slide a creature grabbed by you 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke opportunity attacks from the grabbed creature for this movement.
Discipline of the Shadow Hand (Monk Attack 1)
You strike with shadowy power that carries you through your enemy's space, leaving them dazed and confused.
At-Will ✦ Full Discipline, Psionic, Weapon
Attack Technique
Standard Action (Melee weapon)
Effect: You make a melee basic attack with a weapon. If the attack hits, the target grants combat advantage and can't take opportunity actions until the end of your next turn.
Movement Technique
Move Action (Personal)
Effect: You move your speed. You can move through enemy spaces as part of this movement.
Discipline of the Stone Dragon (Monk Attack 1)
With a solid punch, you flip the enemy into your space, flat on its back, and then tumble into the space it just occupied.
At-Will ✦ Full Discipline, Psionic, Weapon
Attack Technique
Standard Action (Melee weapon)
Effect: You make a melee basic attack with a weapon. If the attack hits, the target falls prone.
Movement Technique
Move Action (Melee 1)
Target: One ally or prone enemy
Effect: You swap places with the target.
Discipline of the Tiger Claw (Monk Attack 1)
This discipline allows you to become as the tiger, slinking accross the battlefield and raking enemies on all sides.
At-Will ✦ Full Discipline, Psionic, Weapon
Attack Technique
Standard Action (Close burst 1)
Effect: You make a melee basic attack with a weapon against each enemy you can see in the burst.
Movement Technique
Move Action (Personal)
Effect: You shift 2 squares.
Discipline of the White Raven (Monk Attack 1)
You soar through the air like a bird, just before you strike hard enough to send your foe reeling backward.
At-Will ✦ Full Discipline, Psionic, Radiant, Weapon
Attack Technique
Standard Action (Melee weapon)
Effect: You make a melee basic attack with a weapon. Attacks made using this power deal radiant damage in addition to any other damage types they deal. If the attack hits, you can push the target 1 square.
Movement Technique
Move Action (Personal)
Effect: You make an Athletics check to jump with a +5 power bonus. You are considered to have a running start, and the distance of the jump isn't limited by your speed.
Level 1: Discipline Focus
By focusing your psionic powers, you can augment the skills of yourself and your allies.
Benefit: You gain two of the following powers of your choice.
Acrobatic Leap (Monk Utility)
You bound forward with acrobatic grace.
Encounter ✦ Psionic
Free Action (Personal)
Trigger: You make a high jump or long jump.
Effect: You can use an Acrobatics check instead of an Athletics check for the jump. Any bonuses or penalties that would normally apply to Athletics instead apply to Acrobatics for this jump.
Fast Hands (Monk Utility)
With a single, swift motion, you store an item in your pack and retrieve another.
Encounter ✦ Psionic
Free Action (Personal)
Effect: You can choose to either stow an item, retrieve an item, or stow an item and retrieve a different item.
Lightfoot (Monk Utility)
Even enemies listening intently are unable to detect your soft steps.
Encounter ✦ Psionic
Free Action (Personal)
Trigger: You walk or shift while hidden.
Effect: When you end this movement, you can make a Stealth check to remain hidden from creatures with a +5 power bonus, and you don't take a penalty to Stealth for moving more than 2 squares. In addition, you can't be detected via tremorsense until the end of your next turn.
Force Pull (Monk Utility)
After attuning yourself to an object, it is easy to will it back into your grasp.
Encounter ✦ Psionic
No Action (Personal)
Trigger: You must use this power at the end of a rest.
Effect: Choose an object weighing no more than 20 pounds that you have had in your possession for the rest. Until the next time you take a rest, once per round, you can pull that object to your hand as a free action as long as it is not being restrained by anything and is within 5 squares.
Psionic Sense (Monk Utility)
Beings not of this plane are some what... disturbing to you. You need to study them more closely to be certain as to whether or not they can be trusted.
Encounter ✦ Psionic
No Action (Personal)
Trigger: You make a knowledge check concerning a creature with the aberrant, fey, immortal, or shadow origins.
Effect: You gain a +5 bonus to the triggering skill check.
Level 2: Skill Power
Benefit: You gain the Skill Power feat as a bonus feat (Player's Handbook 3). When you reach the 6th, 10th, and 16th levels, you can replace the skill power granted by this feat with a different one.
Level 2: Utility Power
Benefit: You gain a monk utility power of your choice.
Level 3: Improved Power Strike
Benefit: You gain one more use of power strike per encounter, but you can use it only once per turn.
Level 4: Ability Score Increase
Benefit: Your increase two ability scores of your choice by 1.
Level 4: Slow Fall
Benefit: You reduce the amount of falling damage you take by 5 + one-half your level. If the falling damage is reduced to 0, you land standing.
Level 5: Advanced Tradition
Through constanct practice and refinement of your technique, you ascend to a higher rank within your tradition's order.
Benefit: You gain one of the following benefits of your choice.
Powerful Fist
Benefit: When you use power strike or counterstrike with your unarmed attack, you push the target 1 square and the target is slowed and cannot charge until the next of your next turn.
Quarterstaff Trip
Benefit: When you use power strike or counterstrike with a staff, you can knock target prone.
Viselike Grab
Benefit: When you use power strike or counterstrike against an enemy grabbed by you, the target is restrained until it is no longer grabbed by you.
Level 5: Daily Power
Benefit: You gain a monk daily attack power of your choice.
Avalanche of Fists (Monk Attack 5)
While in this stance, you are as an unstable mountain--just waiting to unleash a deadly rain of blows on an unsuspecting opponent who approaches.
Daily ✦ Psionic, Stance, Weapon
Minor Action (Personal)
Effect: Whenever an enemy willingly enters a square adjacent to you, you can deal 1[W] damage to that enemy as an opportunity action.
Grizzly Fate (Monk Attack 5)
As you grapple with your foe, you pummel it as would a ferocious dire bear, raking its claws across the the exposed back of its prey.
Daily ✦ Psionic, Stance
Minor Action (Personal)
Effect: At the end of each of your turns, each enemy grabbed by you takes 2d8 + your Constitution modifier damage.
Tiger Claw Blitz (Monk Attack 5)
You surge across the battlefield, striking each enemy you pass by. When you reach your destination, you make a full, sweeping blow.
Daily ✦ Psionic, Weapon
Standard Action (Personal)
Effect: You shift your speed + 2. The first time you move adjacent to a given enemy during this movement, you can make a melee basic attack with a weapon against that enemy. At the end of this movement, you can make a melee basic attack with a weapon against each enemy adjacent to you. If you miss an enemy with a basic attack you make as part of using this power, you can use your Flurry of Blows against that enemy as if this power didn't target it.
Level 6: Utility Power
Benefit: You gain a monk utility power of your choice.
Level 7: Extra Full Discipline
Benefit: You gain one additional 1st-level at-will full discipline power.
Level 7: Fast Movement
Benefit: You gain a +1 bonus to speed.
Level 8: Ability Score Increase
Benefit: Your increase two ability scores of your choice by 1.
Level 8: Skill Mastery
Benefit: You gain an additional trained skill from the pugilist class list. Also, during a skill challenge, whenever you roll a natural 20 on a skill check that would contribute one or more successes to the skill challenge, that check automatically succeeds and counts as one additional success.
Level 9: Daily Power
Benefit: You gain a monk daily attack power of your choice.
Awaken the Dragon (Monk Attack 9)
Something awakens inside you when you are wounded, and you draw upon your inner reserves of strength to pull you through this dire situation.
Daily ✦ Psionic, Weapon
Immediate Reaction (Personal)
Trigger: An enemy's attack bloodies you.
Effect: Until the end of the encounter, you gain a bonus to damage rolls equal to your Constitution modifier against the enemy that bloodied you. You can shift your speed to a square adjacent to the enemy that bloodied you make a melee basic attack with a weapon against that enemy as a free action. If the attack hits, you gain 15 temporary hit points.
Stunning Blow (Monk Attack 9)
You focus psionic power into your strike, which then knocks your enemy senseless.
Daily ✦ Psionic, Weapon
No Action (Personal)
Trigger: You hit an enemy with a melee basic attack using a weapon.
Target: The enemy you hit
Effect: The target takes 1[W] extra damage from the triggering attack, and the target is stunned until the end of your next turn. If you use your Flurry of Blows power with the triggering attack, each enemy you hit with your Flurry of Blows power is dazed until the end of your next turn.
White Raven Focus (Monk Attack 9)
With your mind devoid of distractions, you bring your foe into perfect clarity before you strike.
Daily ✦ Psionic, Weapon
Minor Action (Personal)
Effect: You gain a +2 bonus to attack rolls until the end of your next turn, and you can deal 1[W] damage to an enemy you hit with a melee basic attack this turn.
Sustain Minor: The bonus to attack rolls persists, and you can deal 1[W] damage to an enemy you hit with a melee basic attack this turn.
Level 9: Iron Body
Benefit: You gain a +1 bonus to saving throws and resist poison equal to 5 + one-half your level. In addition, the AC bonus granted by your Unarmored Defense class feature increases to +3.
Level 10: Utility Power
Benefit: You gain a monk utility power of your choice.