Na wizards eles deram algumas dicas sobre como modificar essas classes para 4th edition, matéria essas que irei repassar em português com alguns poderes que acho que tem muito a ver com monge.
Na 4th edition muitas classes da 3.5 se perderam ( por enquanto ) como o monge, druida e bárbaro.
A maioria vem de monstros, então irei postar de qual monstro e o nível deles para ajudar a adaptar o poder para a sua classe.
Monge
Numa primeira olhada, o jogador com um monge de 3a edição pode pensar que ele está sem sorte até sair um Monge oficialmente na 4a edição – não existe uma opção para guerreiro sem armadura e sem armas em nenhum lugar do Player´s Handbook. Entretanto, com a permissão do seu DM, você poderá criar um striker artista marcial que terá muito do estilo dos monges apenas seguindo esses passos:
- Escolha a build de duas armas para ranger (p104). (Não se preocupe, logo isso fará sentido )
- Tire suas perícias com armaduras de couro e pele e ganhe +3 de bônus no AAC quando estiver usando nenhuma armadura ou armadura de pano. Você está apenas um ponto atrás do AC de Ranger.
- Ganhe +2 de Will ( em adicional com as defesas de Ranger)
- Substitua Dungeoneering e Nature das suas perícias de classe por Insigth e Religion. Escolha 5 perícias para treinar da sua lista.
- Tire a perícia de uso de armas marciais. Seu ataque desarmado tem um bon de proficiência de +3, aumente o dano para D8 e a propriedade off-hand. Agora você usa duas armas tão boas quanto as opções para um ranger.
- Mude o nome de Hunter´s Quarry para Monastic Battle Focus e perca o Prime Shot. ( Você já estava pensando que iria ganhar aqueles +2 no Will de graça né?)
- Pegue poderes que focam mobilidade, principalmente aqueles que precisam de alta Wis ( como evasive strike, yield ground e wave from the fray). Renomeie esses nomes por outros que combinam com sua classe.
- Pegue feats para recriar outras habilidades da classe de Monge na 3a edição – Evasion, Fleet-Footed, Long Jumper – e use multiclass feats (p209) para replicar as habilidades sobrenaturais. Por exemplo, o warlock tem vários poderes de teleportação que podem substituir o abundant step.
Quick Punch (minor; at-will)
+7 vs. AC; 1d6 + 4 damage.
Dodge and Throw (immediate reaction; encounter; after an enemy
misses with a melee attack)
+7 vs Fortitude; slide target 1, and target is knocked prone.
(Barstomun Strongbeard Level 4 Brute, DMG pag200)
Staggering Palm (standard; encounter; recharges after the use of
mantid dance)
+17 vs. AC; 2d8 + 4 damage, plus the target is stunned until the
end of the banshrae warrior’s next turn.
Melee Agility (minor, usable immediately after hitting with a melee
attack; at-will)
The banshrae warrior shifts 1 square.
Mantid Dance (move; recharge ⚃ ⚄ ⚅ )
Until the end of its next turn, the banshrae warrior gains a
+2 bonus to all defenses and all noncritical ranged attacks
automatically miss it.
(Banshrae Warrior Level 12 Skirmisher, MM pag 25 )
Stunning Strike (standard; at-will)
+14 vs. Fortitude; 1d8 + 3 damage, and the target is stunned
until the end of the githzerai cenobite’s next turn.
Inescapable Fate (immediate reaction, when an adjacent enemy
shifts away from the githzerai cenobite; at-will)
The cenobite shifts to remain adjacent to the enemy. The
cenobite cannot use this power if the enemy shifts using a
movement mode the cenobite does not possess.
(Githzerai Cenobite Level 11 Soldier, pág MM 130 )
Psychic Fists (standard; encounter) ✦ Psychic
Close burst 5; targets enemies; +17 vs. Will; 1d8 + 4 psychic
damage.
(Githzerai Zerth Level 13 Elite Controller, MM pág 130)
Leap Kick (standard; at-will)
The kuo-toa monitor shifts 2 squares and makes a slam attack.
M Lightning Fist (standard; encounter) ✦ Lightning
+19 vs. Refl ex; 3d8 + 4 lightning damage, and the target is stunned (save ends).
(Kuo-toa Monitor Level 16 Skirmisher, MM pág 172)
Outra alternativa ( para começar pelo menos) seria essa montagem criado pelo Alabast encontrado no fórum de D&D, EN World.
Eu pessoalmente achei meio “apelão”, mas acho que serve para começar em alguns casos. As descrições dos poderes eu que adicionei porque lá no fórum da EM world estava sem.
Monk
Role: Striker You are an athletic and mobile combatant that can strike your enemies with sudden, elegant force that inflicts great damage and debilitating conditions on them.
Power Source: Ki Through intense training and meditation, you have learned to tap the mystical energy within yourself and project it outwards.
Key Ability Scores: Dex, Str, Wis
Armor Proficiencies: Cloth
Weapon Proficencies: Unarmed Strike (see below), Quarterstaff, Club, Sickle, Shuriken
Defense Bonuses: +1 Fortitude, +1 Reflex, +1 Will
Class Features: Improved Unarmed Strike, Monk Weapon Talent, Ki Focus, Intuitive Combat
Hit points at 1st level: 12 plus constituion score.
Hit points per level Gained: 5
Healing Surges Per day: 6+ Constitution Modifier
Trained Skills: Select 5 Trained skills from the list below.
Acrobatics, Athletics, Diplomacy, Endurance, Heal, History, Insight, Percepiton, Religion, Stealth.
Builds:Fist Monk, Palm Monk
Fist Monk Build: You channel your ki into releasing as much force as possible with your strikes. Take Str as your secondary ability score.
Palm Monk Build: You use your ki to alter the ki of an enemy, able to inflicting a variety of conditions upon them. Take Wis as your secondary ability skill.
The build you select has an effect on certain powers and you Ki Focus ability (see below).
Improved Unarmed Strike: A monk trains relentlessly in the way of ki to turn their body into a living weapon. When making a basic attack or using any Ki-based power with the Weapon keyword, a monk may use an unarmed strike as a weapon. An unarmed strike, when used in this manner, is not considered an improvised weapon; it grants a +4 proficiency bonus to hit and inflicts 1d6 damage. A monk uses his entire body to fight (arms, legs, head), and need not have a hand free to make an unarmed strike. Powers that directly effect weapons can effect a monk's unarmed strike, but rituals (such as Enchant Magic Item) can not. A monk is not considered to be wielding two weapons unless he has an actual weapon in each hand.
Monk Weapon Talent: Some weapons, such as the Quarterstaff, Club, Sickle, Katar, and Shuriken, have the property "Monk Weapon" and are the only weapons, other than the unarmed strike (see above) that can be used with Monk powers that have the weapon keyword. In addition, a monk wielding one of these weapons increases the damage die by one size.
Ki Focus: A monk can focus his ki within himself and release it with devastating force. Focusing ki is a minor action, and is automatically applied to the monk's next attack, inflicting extra damage on a successful hit. The focus is expended when the monk makes an attack (even on a miss) or at the start of the monk's next turn, whichever occurs first. The monk may then regain Ki Focus with another minor action. When a monk drops an enemy to 0 hp
or fewer with a Ki Focus attack, he gains a benefit depending on the build he selected:
Fist Monk: Gain Temporary Hit points= Str Mod
Palm Monk: Shift squares = Wis mod
Extra damage: 1st level: 1d8, 11th level: 2d8, 21st level: 3d8
Intuitive Combatant: When wearing light armor, a monk may add their Wisdom modifier to their AC and Reflex defense, in addition to their dex or int modifier.
Monk Techniques: Your power source is Ki, so your powers are called techniques. All powers are standard actions unless otherwise noted.
(Consider all powers with the weapon keyword to incude: Special: You must be using a monk weapon or an unarmed strike).
At-Will Powers
Standard Action Melee weapon
Target: One creature
Attack: Dex vs. AC
Standard Action Melee weapon
Target: One creature
Attack: Dex vs. AC
Standard Action Melee weapon
Target: One creature
Attack: Str vs. Ref
Special:You must have a free hand
Standard Action Melee weapon
Target: One creature
Attack: Wis vs. Fort
Encounter Powers
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Dex vs. AC
Standard Action Melee weapon
Target: One creature
Attack: Wis vs. Fort
Trigger: An enemy misses you with a melee attack
Standard Action Melee weaponTarget:1, the enemy that missed you
Attack: Dex vs AC
Special: You must have the target grabbed, and it must be of Large or smaller size.
Standard Action Melee weapon
Target: One creature
Attack: Str vs Fort
Daily Powers
Special: You must have the target grabbed, and it must be of Large or smaller size.
Standard Action Melee weapon
Target: One creature
Attack: Dex vs AC
Palm Monk: The target is stunned until the start of your next turn, then the target is dazed (save ends)
Special: You must have the target grabbed, and it must be of Large or smaller size.
Standard Action Melee weapon
Target: One creature
Attack: Str (Fist Monk) or Wis (Palm Monk) vs Fort
Trigger: You are attacked by a melee attack
Immediate Interrupt weapon
Target: the attacking creature
Attack: Dex vs AC
Special: You must charge to use this power, and make this attack in lieu of the basic attack as part of the charge. Apply all modifiers to the attack that you normally would for a charge.
Standard Action Melee weapon
Target: One creature
Attack: Dex vs AC
Como você já sabe...srsrsr. Não gostei do Monge na 3a edição e nem dei chance de gostar tbem,,até pq NUNCA permiti que jogassem em minhas campanhas.
ResponderExcluirNa 4E eu resolvi dar uma chance ao Dragonborn e Tiefling, apesar de ter torcido o nariz de primeiro. E até agora estou feliz de usar essas raças.
abs!
Nice monk class. It looks like you have put a lot of time into this. I'll have to grab a translator and read the rest of the entry, but in any language it kicks-ass.
ResponderExcluir