1ForgottenHeroes-Monk.parthttps://cbloader.org/3rdParty/ForgottenHeroes-Monk.parthttps://cbloader.org/3rdParty/ForgottenHeroes-Monk.txthttps://cbloader.org/versions2.txt 0 http://www.rpgnow.com/product_info.php?products_id=58470 10/11/2008 0 http://www.rpgnow.com/product_info.php?products_id=58439 10/08/2008 "You fight well, but without discipline and focus, you will fall." Dexterity, Strength, Wisdom Ki focuses, weapons with which you're proficient Cloth Club, dagger, monk unarmed strike, quarterstaff, shuriken, sling, spear +1 Fortitude, +1 Reflex, +1 Will 12+ Constitution Score 5 7+ Constitution Modifier From the class skills list below, choose 4 trained skills at 1st level. Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Thievery (Dex) Centered Breath Monk, Iron Soul Monk, Stone Fist Monk, Swift Wind Monk Monastic Tradition, Graceful Defense, Crushing Fist Striker. You typically eschew weapons in favor of unarmed attacks, and you avoid armor in favor of maneuverability and agility. Few can match your speed and poise on the battlefield. Your powers are more than simple attacks; they are complex forms that allow you to strike and move with unmatched grace. You lean toward controller as a secondary role. Variable. Your intense focus, constant training, and exceptional talent combine to allow you to harness various combinations of psionic, martial and divine disciplines. Your primary power source is derived from your monastic tradition. You can choose any powers you like for your monk, though your choice of Monastic Tradition is likely to influence some of your choices. Dexterity is the most important ability for monks, since all monk attacks rely on it. Depending on your Monastic Tradition, you might favor Wisdom or Strength as your second ability score. Full Discipline
Many monk powers have the full discipline keyword. A full discipline power gives you two or more 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.
You can use only one full discipline power per round. However, if you spend an action point to take an extra action, you can switch to a different full discipline power. You can use the techniques of a full discipline power in whatever order you like, and you can choose to use one of the techniques and not the other during a particular round.
The number of times you can use a full discipline power's techniques during a round is determined by the power's type - at-will or encounter - and by the actions you have available that round. For example, you can use the techniques of an at-will full discipline power as many times during a round as you like, provided you have enough of the required actions, but you can use the techniques of an encounter full discipline power once during a round. Monks usually channel their psionic energy through an item called a ki focus, which is a wooden practice weapon, prayer beads, a manual of lore, or some other object a monk studies or uses during training or meditation. After you attune yourself to a ki focus, you can use it as an implement when it is on your person (see the "Ki Focuses" sidebar).
When you wear or hold your ki focus, you can add its enhancement bonus to the attack rolls and the damage rolls of monk powers and monk paragon path powers that have the implement keyword. You can also add its enhancement bonus to the attack rolls and the damage rolls of weapon attacks you make using a weapon with which you're proficient.
You can also use a weapon with which you're proficient as an implement. When wielding the weapon as an implement, the weapon's characteristics - proficiency bonus, damage die, and weapon properties like defensive or high crit - are irrelevant to your implement powers.
If you have both a magic ki focus and a magic weapon, you choose before you use an attack power whether to draw on the magic of the ki focus or the weapon. Your choice determines which enhancement bonus, critical hit effects, and magic item properties and powers you can apply to that power. You can't, for example, use the enhancement bonus of your ki focus and the critical hit effect of your magic weapon with the same attack. Your monk powers are called disciplines. They rely on your physical training, mental focus, and mastery of psionic or divine magic to function. Disciplines ID_FMP_ROLE_3 Channeling energy within yourself, you fortify your body and sharpen your mind.
From high in forbidding mountains to the alleys of a city's meanest district, the ascetic warriors known as monks practice their art. By focusing on their minds and bodies, honing both to near perfection, they master a psionic fighting art that allows them to deliver a punch with the force of a giant's club and to absorb attacks as easily as a heavily armored knight. Monks tap into the psionic potential that rests within themselves, turning that energy further inward to fortify their bodies and sharpen their minds.
Perhaps you set out on this path to put a dark past behind you. Or your village was victimized one time too many by an evil lord or marauding beasts, and you now seek justice. No matter what your motivation, the path of the monk transforms you into a living weapon.
The road opens wide before you. With little more than a walking stick and perhaps a satchel of food, you are ready to take on whatever the world can throw at you. Your years of training taught you to turn your eye inward. Now it is time to look outward and test yourself against the world's dangers.
ID_FMP_CLASS_362 1 Choose a Flurry of Blows and become more resilient 1 ID_FMP_CLASS_FEATURE_1544, ID_FMP_CLASS_FEATURE_2360, ID_FMP_CLASS_FEATURE_2952, ID_CDJ_CLASS_FEATURE_SWIFT_WIND, ID_CDJ_CLASS_FEATURE_JADE_HAND, ID_CDJ_CLASS_FEATURE_LASHING_VINE, ID_CDJ_CLASS_FEATURE_RENDING_CLAW 1 Gain monk striker damage from a monastic tradition 1 ID_FMP_CLASS_FEATURE_2532, ID_FMP_CLASS_FEATURE_2533, ID_CDJ_CLASS_FEATURE_2150008, ID_CDJ_CLASS_FEATURE_2150009, ID_CDJ_CLASS_FEATURE_2150010, ID_CDJ_CLASS_FEATURE_2150011
Choose a Monastic Tradition option. You gain only the Flurry of Blows power or similar striker damage option associated with that option. The damage is triggered only when you hit with a monk power or monk paragon path power during your turn. You are considered to have that option for the purpose of meeting prerequisites.
ID_FMP_CLASS_FEATURE_1547, ID_FMP_CLASS_FEATURE_1548 ID_FMP_CLASS_FEATURE_1547, ID_FMP_CLASS_FEATURE_1548 ID_FMP_CLASS_FEATURE_1547, ID_FMP_CLASS_FEATURE_1548 ID_FMP_HYBRID_CLASS_609,1 Choose a style of unarmed attack. 1 ID_FMP_CLASS_FEATURE_1547, ID_CDJ_CLASS_FEATURE_2150004, ID_CDJ_CLASS_FEATURE_2150012 ID_FMP_HYBRID_CLASS_609,1 Choose a style of unarmored defense. 1 ID_FMP_CLASS_FEATURE_1548, ID_CDJ_CLASS_FEATURE_2150007, ID_CDJ_CLASS_FEATURE_2150013 1 Gain Monk Unarmed Strike +3 attack, 1d8 damage 1
You can make unarmed attacks with much greater effectiveness than most combatants can. When you make a weapon attack such as a melee basic attack, you can use the monk unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d8 damage. You must have a hand free to use your monk unarmed strike, even if you're kicking, kneeing, elbowing, or head-butting a target. Also, your monk unarmed strike can benefit from a magic ki focus if you have one (see "Implements" below).
ID_FMP_HYBRID_CLASS_609 1 Gain Monk Unarmed Strike +3 attack, 1d6 damage that scales at Tier 1
You can make unarmed attacks with greater effectiveness than most combatants. When you make a weapon attack such as a melee basic attack, you can use the monk unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d6 damage. You must have a hand free to use your monk unarmed strike, even if you're kicking, kneeing, elbowing, or head-butting a target. Also, your monk unarmed strike can benefit from a magic ki focus if you have one (see "Implements" below). The weapon damage increases to 1d8 at Paragon Tier and 1d10 at Epic Tier.
11 Gain Monk Unarmed Strike 1d8 damage 11 21 Gain Monk Unarmed Strike 1d10 damage 21 1 Gain a bonus to AC when wearing cloth or no armor. 11
You gain a +1 bonus to AC when wearing cloth armor or no armor at Level 1. This bonus increases to +2 at Paragon Tier and +3 at Epic Tier.
ID_FMP_CLASS_FEATURE_1543,1 Gain the Quick Strike power and scaling bonuses to speed. 1 ID_CDJ_POWER_2150001 At-Will ID_FMP_CLASS_362 ID_CDJ_POWER_2150001
The Swift Wind tradition grants its adherents the following benefits:
A +1 bonus to speed each tier starting at Level 1.
You become a Divine class instead of a Psionic class.
You may use any at-will Monk power that does not carry the Full Discipline keyword at the end of a charge in place of a melee basic attack.
ID_FMP_CLASS_FEATURE_2413,1 Gain Quick Strike power 1 ID_CDJ_POWER_2150001 At-Will ID_FMP_CLASS_362 ID_CDJ_POWER_2150001
You gain the Quick Strike power. You become a Divine class instead of a Psionic class. If you take the Swift Wind expanded tradition, you may use any at-will Monk power that does not carry the Full Discipline keyword at the end of a charge in place of a melee basic attack.
ID_FMP_CLASS_FEATURE_1543,1 Deal extra damage on a charge, critical hit, with combat advantage or against a weakened foe. 1 ID_CDJ_POWER_2150000 At-Will ID_FMP_CLASS_362 ID_CDJ_POWER_2150000
You gain the Practiced Form feature and can also use it to deal extra damage whenever you have combat advantage (except flanking), charge, deal a critical hit or hit a weakened foe.
You become a Martial class instead of a Psionic class. You also gain a +2 proficiency bonus to improvised weapon attacks.
ID_FMP_CLASS_FEATURE_2413,1 Deal extra damage on a charge, critical hit, with combat advantage or against a weakened foe. 1 ID_CDJ_POWER_2150000 At-Will ID_FMP_CLASS_362 ID_CDJ_POWER_2150000
You gain the Practiced Form feature and can also use it to deal extra damage whenever you have combat advantage (except flanking), charge, deal a critical hit or hit a weakened foe.
You become a Martial class instead of a Psionic class. If you take the Expanded Tradition hybrid talent, you also gain a +2 proficiency bonus to improvised weapon attacks.
ID_FMP_CLASS_FEATURE_1543,1 Deal extra damage to a target you have grabbed, an immobilized target, with combat advantage or against a weakened foe. 1 ID_CDJ_POWER_2150000 At-Will ID_FMP_CLASS_362 ID_CDJ_POWER_2150000
You gain the Practiced Form feature and can also use it to deal extra damage whenever you have combat advantage (except flanking), hit an enemy you have grabbed, or hit an immobilized or weakened foe.
You become a Martial class instead of a Psionic class. You also gain a +2 proficiency bonus to improvised weapon attacks.
ID_FMP_CLASS_FEATURE_2413,1 Deal extra damage to a target you have grabbed, an immobilized target, with combat advantage or against a weakened foe. 1 ID_CDJ_POWER_2150000 At-Will ID_FMP_CLASS_362 ID_CDJ_POWER_2150000
You gain the Practiced Form feature and can also use it to deal extra damage whenever you have combat advantage (except flanking), hit an enemy you have grabbed, or hit an immobilized or weakened foe.
You become a Martial class instead of a Psionic class.
ID_FMP_CLASS_FEATURE_1543,1 Deal extra damage to a target with combat advantage or that is marked. You may also apply your damage to an opportunity attack or readied action. 1 ID_CDJ_POWER_2150000 At-Will ID_FMP_CLASS_362 ID_CDJ_POWER_2150000
You gain the Practiced Form feature and can also use it to deal extra damage whenever you have combat advantage (except flanking), hit with an opportunity or readied attack, or hit a marked foe.
You become a Martial class instead of a Psionic class. You also gain a Weapon Style bonus feat.
ID_FMP_CLASS_FEATURE_2413,1 Deal extra damage to a target with combat advantage (except flanking) or that is marked. You may also apply your damage to an opportunity attack or readied action. 1 ID_CDJ_POWER_2150000 At-Will ID_FMP_CLASS_362 ID_CDJ_POWER_2150000
You gain the Practiced Form feature and can also use it to deal extra damage whenever you have combat advantage (except flanking), hit with an opportunity or readied attack, or hit a marked foe.
You become a Martial class instead of a Psionic class.
1 Gain Monk Unarmed Strike +2 attack, 1d10 damage and exra damage with improvised weapons 1
You can make unarmed attacks with incredible effectiveness. When you make a weapon attack such as a melee basic attack, you can use the monk unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the versatile and off-hand weapon properties and a +2 proficiency bonus, and it deals 1d10 damage. You must have a hand free to use your monk unarmed strike, even if you're kicking, kneeing, elbowing, or head-butting a target. Also, your monk unarmed strike can benefit from a magic ki focus if you have one (see "Implements" below).
In addition, attacks you make with a one-handed improvised weapon do 1d6 damage, and a two-handed improvised weapon does 1d10 damage. If your DM agrees, you can treat an improvised weapon as a similar simple or military weapon for the purpose of meeting the requirements for a power.
1 Gain four Monk-specific fighting stances 1 ID_CDJ_POWER_2150002,ID_CDJ_POWER_2150003,ID_CDJ_POWER_2150004,ID_CDJ_POWER_2150005
Postures are minor exploits you gain at 1st level. You can use guarding posture, fluid posture, ground-fighting posture, and non-violent posture as at-will powers.
1 Clubs gain the Off-hand and Heavy Thrown properties 1 ID_CDJ_FEAT_2150001 1 Sickles gain the Off-hand and Heavy Thrown properties 1 ID_CDJ_FEAT_2150001 1 Clubs gain the Versatile property and deal 1d10 damage. 1 ID_CDJ_FEAT_2150003 1 Spears gain the Versatile property and deal 1d10 damage. 1 ID_CDJ_FEAT_2150003 1 Clubs gain the Versatile property, a +3 proficiency bonus and deal 1d8 damage. 1 ID_CDJ_FEAT_2150005 1 Spears gain the Versatile property, a +3 proficiency bonus and deal 1d8 damage. 1 ID_CDJ_FEAT_2150005 1 Flails gain the Versatile property, a +3 proficiency bonus and deal 1d8 damage. 1 ID_CDJ_FEAT_2150005 1 Clubs gain the Off-hand property, a +3 proficiency bonus and deal 1d6 damage. 1 ID_CDJ_FEAT_2150008 1 Spears gain the Off-hand property, a +3 proficiency bonus and deal 1d6 damage. 1 ID_CDJ_FEAT_2150008 1 Flails gain the Off-hand property, a +3 proficiency bonus and deal 1d6 damage. 1 ID_CDJ_FEAT_2150008 1 Daggers gain the Off-hand property, a +3 proficiency bonus and deal 1d6 damage. 1 ID_CDJ_FEAT_2150008 Monk Monk "I am an unstoppable whirlwind; at least until this cask of wine runs out!" ID_CDJ_CLASS_FEATURE_2150025, ID_CDJ_CLASS_FEATURE_2150026, ID_CDJ_CLASS_FEATURE_2150027, ID_CDJ_CLASS_FEATURE_2150028 ID_CDJ_POWER_2150139,ID_CDJ_POWER_2150140,ID_CDJ_POWER_2150141 ID_CDJ_POWER_2150139,ID_CDJ_POWER_2150140,ID_CDJ_POWER_2150141
You become living proof that there is no defense against a truly unpredictable attack. When you fight with a tankard in each hand, and pause to refill them in the midst of a combat, you are not simply fooling your foes into thinking you are too soused to stand up straight. Inspired by the drunkard's muse, even you are surprised by the lethal and comical things you find yourself doing as you stagger and sway through melee.
11 Increase drink count by 2 as a standard action or 1 as a minor. 11
It's always a good time for a drink, but only drinks you take during battle increase your combat abilities. To make this easier, you can carry a wineskin, flagon, tankard, or other drinking container in your off-hand and still use that hand for other purposes, including making attacks. Whenever you roll initiative, your drink total resets to zero. You can increase your drink total by 2 if you spend a standard action doing nothing but drinking or by 1 if you spend a minor action the same way.
11 Gain a +2 shield bonus to AC, Reflex and Fortitude when you drink. 11
When you use a standard or minor action to drink, you gain a +2 shield bonus to your AC, Reflex, and Fortitude defenses, but can't use your off hand for any other tasks, until the start of your next turn.
11 Gain 1d4 temp HP per drink on an Action Point. 11
When you spend an action point to take an extra action, you can convert your accumulated drink total to gain temporary hit points. Each reduction in your drink total gives you 1d4 temporary hit points.
16 Gain a random benefit when you roll a critical hit. 16
The first time you score a critical hit in an encounter, roll 1d6 for your Drunken Inspiration. Your result is the number you rolled or your drink total, whichever is lower. Use any benefit up to your result from the table below:
1 or 2: Your drinking container is empty, but you can smash it against the target for 1d4 damage as a free action.
3: You and the target of your critical hit are both dazed.
4: You and the target of your critical hit both fall prone.
5: Switch places with the target of your critical hit.
6: You breathe in the target's face, dealing poison damage equal to twice your drink total.
Monk Monk "Peace is the way, unless there is no other." ID_CDJ_CLASS_FEATURE_2150029, ID_CDJ_CLASS_FEATURE_2150030, ID_CDJ_CLASS_FEATURE_2150031 ID_CDJ_POWER_2150142,ID_CDJ_POWER_2150143,ID_CDJ_POWER_2150144 ID_CDJ_POWER_2150142,ID_CDJ_POWER_2150143,ID_CDJ_POWER_2150144
You are committed to living and sustaining the peaceful way of life for all sentient beings. Your study is devoted to avoiding confrontation, but you understand that conflict is often the only method of bringing about true peace in these troubled times. Ancient texts and martial techniques have allowed you to extend your limbs exceptionally far, thus avoiding direct combat and keeping enemies of peace at bay. Eventually, not even gravity holds power over you.
11 Your unarmed melee basic has Reach. 11
Your unarmed attack has the Reach weapon property when you make a basic melee attack.
11 Gain +5 to defenses until you attack on an Action Point. 11
When you spend an action point to take an extra action, you receive a +5 bonus to all defenses that lasts until you attack or until the end of the encounter.
16 Your unarmed attack has the Reach weapon property when you use a power that grabs the target on a hit. 16
Your unarmed attack has the Reach weapon property when you use a power that grabs the target on a hit.
Monk Monk "Safety in numbers? It's an illusion. Watch." ID_CDJ_CLASS_FEATURE_2150032, ID_CDJ_CLASS_FEATURE_2150033, ID_CDJ_CLASS_FEATURE_2150034 ID_CDJ_POWER_2150145,ID_CDJ_POWER_2150146,ID_CDJ_POWER_2150147 ID_CDJ_POWER_2150145,ID_CDJ_POWER_2150146,ID_CDJ_POWER_2150147
You have studied many advanced methods of combat, focused specifically on dealing with multiple foes. Those who master these styles are called Masters of Flowers, because they seem almost to open like a blossom, bringing death to all who surround them.
11 Attack two enemies with an opportunity attack. 11
When you make an opportunity attack, you may also make a basic melee attack against one other adjacent foe. This second attack must be a basic attack, even if the opportunity attack takes some other form, such as with your Poison Petals ability.
11 Whenever you spend an action point, you may shift 2 before and/or after your extra action. 11
Whenever you spend an action point, you may shift 2 before and/or after your extra action.
16 Use an at-will power on opportunity attacks. 16
Once per round,when making an opportunity attack, you can use a martial artist at-will power that does not carry the Full Discipline keyword instead of a basic attack. This must be a melee attack, not an area attack, and it cannot include a charge.
Monk Monk "The victorious combatant never allows the foe an opportunity to strike back." ID_CDJ_CLASS_FEATURE_2150035, ID_CDJ_CLASS_FEATURE_2150036, ID_CDJ_CLASS_FEATURE_2150037 ID_CDJ_POWER_2150148,ID_CDJ_POWER_2150149,ID_CDJ_POWER_2150150 ID_CDJ_POWER_2150148,ID_CDJ_POWER_2150149,ID_CDJ_POWER_2150150
While you are no less skilled a combatant than other martial artists, you prefer to fight at a distance where possible. You have learned to channel your chi at range, rather than having to deliver it via fists and feet.
11 At-will monk powers can be used at ranged 4. 11
You may use any of your monk at-will melee powers that do not carry the Full Discipline keyword at a range of 4 squares. Using the power in this fashion transforms it into a ranged attack, which draws opportunity attacks as normal.
11 Add half your level as bonus damage to ranged attacks with an action point. 11
Whenever you spend an action point to gain an extra action, you also add half your level as bonus to damage on all ranged attacks until the start of your next turn.
16 Shift 3 in response to an enemy moving adjacent to you 1/encounter. 16
Once per encounter, as an immediate reaction, you can shift 3 in response to an enemy moving adjacent to you.
Monk Monk "This? This isn't a weapon. This is just my walking stick..." ID_CDJ_CLASS_FEATURE_2150038, ID_CDJ_CLASS_FEATURE_2150039, ID_CDJ_CLASS_FEATURE_2150040 ID_CDJ_POWER_2150151,ID_CDJ_POWER_2150152,ID_CDJ_POWER_2150153 ID_CDJ_POWER_2150151,ID_CDJ_POWER_2150152,ID_CDJ_POWER_2150153
You have mastered the art of combining your combat techniques with the use of clubs, staffs, and similar "cane" weapons. You often carry one disguised as a walking stick or some other innocent instrument, only to strike your foes down with when the need arises.
11 Use a club or staff in place of an unarmed attack; +1 attack bonus. 11
You can use a club or a staff when making monk attacks that require the use of your Monk Unarmed Strike and you gain a +1 class bonus to attack when doing so. (Exception: You cannot use a club or staff with the Raging Dragon Fist or Raging Dragon Stance powers.) You also gain a +1 shield bonus to AC.
11 Add half your level as bonus damage to ranged attacks with an action point. 11
As a free action, you can spend an action point to reroll one attack roll or damage roll you made using a club or staff. When you do this, you don't take an extra action from the action point.
16 Staff becomes a reach weapon. 16
When you fight with a staff, you can wield and whirl it in such a way as to make it function as a reach weapon. Further, you gain threatening reach once per round.
Monk or Assassin Monk or Assassin "You won't see me coming, won't hear my footsteps. Death walks unseen, and I am death." ID_CDJ_CLASS_FEATURE_2150041, ID_CDJ_CLASS_FEATURE_2150042, ID_CDJ_CLASS_FEATURE_2150043 ID_CDJ_POWER_2150154,ID_CDJ_POWER_2150155,ID_CDJ_POWER_2150156 ID_CDJ_POWER_2150154,ID_CDJ_POWER_2150155,ID_CDJ_POWER_2150156
You have mastered the art of combining your combat techniques with the use of clubs, staffs, and similar "cane" weapons. You often carry one disguised as a walking stick or some other innocent instrument, only to strike your foes down with when the need arises.
16 Roll stealth twice, use better result; lessen Stealth penalties. 16
Any time you make a Stealth check, you can roll twice and choose the higher result. Further, you suffer no penalties to Stealth for moving, or speaking (as long as you don't shout), and suffer only -5 when running, rather than the standard -10.
11 Turn invisible with an action point. 11
Any time you spend an action point, you also turn invisible until you attack, or until the end of your next turn.
11 Use a club or staff in place of an unarmed attack; +1 attack bonus. 11
You can use a dagger when making monk attacks that require the use of your Monk Unarmed Strike and you gain a +1 class bonus to attack when doing so. (Exception: You cannot use a dagger with the Raging Dragon Fist or Raging Dragon Stance powers.)
Your style of martial arts teaches you to take advantage of certain moments of combat. Now is one of those moments. At-Will Monk Feature Martial No Action You must have combat advantage against the target that is not gained from flanking You hit an enemy with a melee attack The triggering enemy You deal an extra 1d6 damage to the target.
Level 11: You deal an extra 2d6 damage to the target.
Level 21: You deal an extra 3d6 damage to the target. The damage dealt by Practiced Form may not be altered in any way except the Vicious Open Hand feat. This power can only be used once per turn. ID_FMP_CLASS_362 Feature In the blink of an eye, you slam a fist or a kick into your foe. At-Will Monk Feature Divine Minor Action Melee touch One creature Dexterity or Strength + 3 vs. AC 1d6 damage.
Level 11: 2d6 damage.
Level 21: 3d6 damage. You may include your implement enhancement bonus to the attack roll. The damage dealt by Quick Strike may not be altered in any way other than the Granite Fist feat. This power can only be used once per turn. ID_FMP_CLASS_362 Feature ID_CDJ_CLASS_FEATURE_2150001 You duck and weave, moving quickly and unpredictably. At-Will Monk Feature Martial, Stance Minor action Personal You must be wearing cloth or no armor. You gain a +1 power bonus to your speed. You can slip past one foe you can see. When you use a move action to walk, choose an adjacent enemy. Your movement does not grant opportunity attacks to this enemy. ID_FMP_CLASS_362 Feature ID_CDJ_CLASS_FEATURE_2150013 You keep your weight shifting from leg to leg, ready to dodge any attack. At-Will Monk Feature Martial, Stance Minor action Personal You must be wearing cloth or no armor. You gain a +2 armor bonus to your AC. You can choose to parry with your off hand at the start of your turn, before you take any move or standard actions. If you do, you gain a +2 shield bonus to AC and Reflex, but can not use your off hand for any other tasks until the start of your next turn. You cannot parry if you are wielding anything in your off hand. ID_FMP_CLASS_362 Feature ID_CDJ_CLASS_FEATURE_2150013 You rise to one knee to deliver a strike, and then roll onto your back to dodge. At-Will Monk Feature Martial, Stance Minor action Personal You must be wearing cloth or no armor. Being prone does not cause you to grant combat advantage when an enemy you have grabbed makes a melee attack against you, and your melee attack rolls against this enemy ignore the normal penalty for being prone. ID_FMP_CLASS_362 Feature ID_CDJ_CLASS_FEATURE_2150013 Your bearing displays a calm and self-assured potency that is reassuring to potential allies and unsettling to your foes. At-Will Monk Feature Martial, Stance Minor action Personal You must be wearing cloth or no armor. When you make one of the following skill checks, you use the better of the two listed ability modifiers to figure out your base skill check bonus: Endurance (Constitution or Wisdom), Diplomacy (Charisma or Wisdom), and Intimidate (Charisma or Strength). ID_FMP_CLASS_362 Feature ID_CDJ_CLASS_FEATURE_2150013 ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 Stepping in close, you deliver a short but agonizing kick to your foe's ankle. At-Will Monk Attack 1 Weapon, Divine Standard action Melee weapon One creature Dexterity vs. AC 1[W] + Dexterity modifier damage, and the target is slowed until the start of your next turn. Flying and swimming creatures are immune to the slow effect.
Level 21: 2[W] + Dexterity modifier damage. ID_FMP_CLASS_362 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 You unleash a series of blindingly fast punches, elbows, and kicks. At-Will Monk Attack 1 Implement, Divine You must use your Monk Unarmed Strike for this attack. Standard action Close burst 1 Each enemy in burst you can see Dexterity vs. Reflex Dexterity modifier damage.
Level 21: 1[W] + Dexterity modifier damage. ID_FMP_CLASS_362 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 Focusing your chi, you deliver a mighty open-handed thrust that staggers your enemy. At-Will Monk Attack 1 Implement, Divine You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Dexterity vs. Fortitude 1[W] damage, and push the target up to a number of squares equal to your Wisdom modifier.
Level 21: 1[W] + Dexterity modifier damage. ID_FMP_CLASS_362 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 You leap forward, launching yourself through the air to attack your foe. At-Will Monk Attack 1 Weapon, Divine Standard action Melee weapon One creature Dexterity vs. AC 1[W] damage.
Level 21: 2[W] damage. You may shift 2 before the attack, ignoring difficult terrain. ID_FMP_CLASS_362 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 Your arms whirl in an almost hypnotic array, striking at foes where they least expect. At-Will Monk Attack 1 Weapon, Divine Standard action Melee weapon One creature Wisdom vs. Reflex 1[W] + Wisdom modifier damage. Until the start of your next turn, enemies who begin their turn adjacent to you suffer Wisdom modifier damage.
Level 21: 2[W] + Wisdom modifier damage. ID_FMP_CLASS_362 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 You launch an awesome cascade of feints, rushes, and strikes. At-Will Monk Attack 1 Weapon, Martial Standard action Melee weapon One or two creatures Dexterity - 2 vs. AC, two attacks 1[W] damage per attack. If both attacks hit, you gain combat advantage against the target until the end of your next turn.
Level 21: 2[W] damage. ID_FMP_CLASS_362 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 You drive your heel into your opponent's knee, tearing his ligaments and reducing him to a painful hobble. At-Will Monk Attack 1 Weapon, Martial You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Dexterity 2 vs. Fortitude, two attacks The target is slowed until the end of your next round. If both attacks hit, you deal 1[W] damage to the target.
Level 21: 2[W] damage. ID_FMP_CLASS_362 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 There is no distinction between you and your weapon. Through endless hours of practice, you attack as one. At-Will Monk Attack 1 Weapon, Martial Standard action Melee weapon One creature Dexterity vs. AC 1[W] + Dexterity modifier damage.
Level 21: 2[W] + Dexterity modifier damage. You may use this power as a melee basic attack. ID_FMP_CLASS_362 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 You spot an opening in your enemy's guard, slip inside his reach, and establish a hold. At-Will Monk Attack 1 Weapon, Martial You must use your Monk Unarmed Strike for this attack. Standard action Melee 1 One creature Dexterity vs. Reflex, two attacks You grab the target. If both attacks hit, you deal 1[W] damage to the target.
Level 21: 2[W] damage. You sustain the grab. You cannot sustain this power if the grab has ended. You sustain the grab. Make two Dexterity vs. Fortitude attacks. If you hit, you can move up to half your speed and pull the target along with you. If both attacks hit, you deal 1[W] damage to the target. You cannot sustain this power if the grab has ended. ID_FMP_CLASS_362 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 You leap into the air and deliver a devastating kick to the foe with both feet, knocking him back. Encounter Monk Attack 1 Implement, Divine You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Dexterity vs. Fortitude 1[W] + Dexterity modifier damage, and the target is pushed 1 and knocked prone. You may use this power as a melee basic attack at the end of a charge. ID_FMP_CLASS_362 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_28,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_MINOR_ACTION,1 You launch into a sequence of abrupt and unpredictable moves, stepping this way and that, turning the area around you into a veritable storm of fists and feet. Encounter Monk Attack 1 Weapon, Stance, Divine Minor action Personal Any opponent who begins his or her turn within 2 squares of you suffers 1[W] damage. ID_FMP_CLASS_362 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 You drop and spin, kicking out and knocking your enemy's feet out from under him. Encounter Monk Attack 1 Implement, Divine You must use your Monk Unarmed Strike for this attack. Standard action Close burst 1 Each enemy in burst you can see Dexterity vs. Reflex The target knocked prone and slowed until the end of your next turn. ID_FMP_CLASS_362 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,1 Drawing on your inner anger, you allow your chi to blaze in your eyes, delivering a soul-chilling, intimidating stare. Encounter Monk Attack 1 Implement, Divine, Fear Standard action Ranged 6 One creature you can see Wisdom vs. Will The target is immobilized and takes a -2 penalty to all attack rolls until the end of your next turn. The target is slowed until the end of your next turn. ID_FMP_CLASS_362 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 You must be trained in Athletics. You must be trained in Athletics. You run and leap, adding momentum to your strike. Encounter Monk Attack 1 Weapon, Martial You must be trained in Athletics. Standard action Melee weapon One creature Dexterity vs. AC 2[W] + Dexterity modifier damage. You can use this power instead of a basic attack when you charge. Your movement during the charge ignores 1 square of difficult terrain. When you use this power as part of a charge, for every 5 points of your base Athletics bonus you can ignore one additional square of difficult terrain and add +1 to your damage roll. ID_FMP_CLASS_362 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 You capture your enemy's wrist and apply pressure in a direction it was not meant to bend. Encounter Monk Attack 1 Weapon, Martial You must use your Monk Unarmed Strike for this attack. Standard action Melee 1 One creature that you can grab Dexterity vs. Reflex 1[W] + Dexterity modifier damage and you grab the target. If you are grabbing the target and it makes a melee or close attack before the end of your next turn, you deal extra damage equal to your Dexterity modifier. You sustain the grab, and if you are grabbing the target and it makes a melee or close attack before the end of your next turn, you deal extra damage equal to your Dexterity modifier. You cannot sustain this power if the grab has ended. After grabbing the target or sustaining the grab, you can shift 1 and pull the target into an adjacent square. ID_FMP_CLASS_362 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 You spring forward, building momentum for an attack that drives into your foe and sends him reeling. Encounter Monk Attack 1 Weapon, Martial Standard action Melee weapon One creature Dexterity vs. AC 2[W] + Dexterity modifier damage, you push the target 1 square and can shift 1 square. ID_FMP_CLASS_362 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 Your first strike opens a cut above the enemy's eye, starting a trickle of blood that soon obscures his vision as you hammer away at the same spot with each successive blow. Encounter Monk Attack 1 Weapon, Martial Standard action Melee weapon One creature Dexterity vs. AC 1[W] + Dexterity modifier damage, you push the target 1 square and can shift 1 square. Repeat the attack against the target. On a hit, the target is blinded until the end of your next turn. On a miss, you can't sustain this power. ID_FMP_CLASS_362 1 Attack ID_FMP_CLASS_362 or Monk Attack 1 ID_FMP_CLASS_362 ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,ID_INTERNAL_CATEGORY_MISS,1 You lash out and grab your enemy's limbs even as he strikes at you. Daily Monk Attack 1 Implement, Divine Immediate interrupt Melee touch An enemy makes a melee attack against you The triggering enemy Dexterity vs. Reflex You grab the target, negating his attack in the process. Your attempt to grab the enemy bestows a -4 penalty on this attack against you. ID_FMP_CLASS_362 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,1 With an almost preternatural flexibility, you bend out of the way of an attack and lash out, redirecting the blow to a target of your choice. Daily Monk Attack 1 Implement, Divine Immediate interrupt Close burst 10 An enemy in burst makes a melee or ranged attack against you The triggering enemy Wisdom + 2 vs. Reflex Your enemy's attack is directed at another creature of your choice, rather than you. If the attack you redirect is a melee attack, the new target must be adjacent to you. If the attack you redirect is a ranged attack, the new target must be within 3 squares of you. If there is no appropriate secondary target in range, you can still avoid the initial attack. ID_FMP_CLASS_362 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,1 Anticipating your enemy's lunge, you redirect his momentum away from your vitals and towards the foot you have positioned to trip him. Daily Monk Attack 1 Martial, Weapon You must use your Monk Unarmed Strike for this attack. Immediate interrupt Melee touch An enemy misses you with a melee attack The triggering enemy Dexterity vs. Reflex 2[W] + Dexterity modifier damage, and you knock the target prone. You switch places with the target and then push the target a number of squares equal to 1 + your Wisdom modifier. ID_FMP_CLASS_362 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,1 You leap at your foe, slam into his chest with both feet, and let your momentum carry both of you to the ground. He suffers once when he hits the floor, and again when you land on top of him. Daily Monk Attack 1 Martial, Implement You must use your Monk Unarmed Strike for this attack. Standard action Melee 1 One creature Dexterity vs. Fortitude 3[W] + Dexterity modifier damage. Half damage. Both you and the target are knocked prone. If you are prone when you use this power, you do not take any penalty for making a melee attack while prone. ID_FMP_CLASS_362 1 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_22,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 You lick the blood trickling from the corner of your mouth, then twirl and whip your knuckles into your enemy's jaw. After the blow lands, you hold the pose and hiss menacingly. Daily Monk Attack 1 Martial, Weapon, Reliable You must use your Monk Unarmed Strike for this attack and be bloodied. Standard action Melee touch One creature Dexterity vs. AC 2[W] + Dexterity modifier damage, and you can spend a healing surge. ID_FMP_CLASS_362 1 Attack ID_FMP_CLASS_362 or Monk Utility 2 ID_FMP_CLASS_362 ID_FMP_CLASS_362 or Monk Utility 2 ID_FMP_CLASS_362 ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_FREE_ACTION,2 Reaching deep within your soul, you bring forth your chi to resist the conditions laid upon you. Encounter Monk Utility 2 Divine Free action Personal Gain an immediate save with a +2 power bonus against one condition or ongoing damage of your choice that a save can end. ID_FMP_CLASS_362 2 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,2 You tense and shift at the last moment, turning what might have been a fatal blow into a merely painful one. Daily Monk Utility 2 Divine Immediate reaction Personal An enemy scores a critical hit against you. The attack is only a normal hit. ID_FMP_CLASS_362 2 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_NO_ACTION,2 Your enemy should have paid attention to the hand he did not see. Encounter Monk Utility 2 Martial No action Personal You may use Acrobatics for your next Feint maneuver check instead of Bluff. ID_FMP_CLASS_362 2 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_NO_ACTION,2 A disciplined mind prepares the body to react correctly without a thought. Daily Monk Utility 2 Martial You roll initiative No action Personal Choose one of the following benefits: 1) You gain a power bonus to initiative checks until the end of the encounter and may reroll your check once if you dislike the result OR
2) You are not surprised ID_FMP_CLASS_362 2 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_FREE_ACTION,2 An unexpected tactic is hard to counter, even by those who know that you excel at doing the unexpected. Daily Monk Utility 2 Martial You make an Acrobatics check to perform an Acrobatic Stunt No action Personal If your Acrobatics check succeeds, you gain a +1 power bonus to your next attack roll before the end of your turn. This bonus increases by 1 for every 10 points by which your Acrobatics check exceeds the DC set for the stunt. ID_FMP_CLASS_362 2 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_FREE_ACTION,2 The sound of your blade leaving its sheath is very quiet, but it echoes loudly in the sudden silence that ensues. Encounter Monk Utility 2 Martial You roll an Intimidate check and dislike the result You must be not wielding a weapon (excluding the Monk Unarmed Strike). Free action Personal Draw a weapon and make an attack roll. You may substitute this attack roll for the result of the Intimidate check. The target of this Intimidate check receives no modifier to Will defense for being hostile or unfriendly, and you suffer no penalty if you can't speak a language the target understands. ID_FMP_CLASS_362 2 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,3 A series of swift grabs, twists, and blows land on your enemy's joints, crippling his ability to move. Encounter Monk Attack 3 Weapon, Divine You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Wisdom vs. AC 1[W] + Wisdom modifier damage and you grab the target. ID_FMP_CLASS_362 3 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,3 With a feral grin, you slip aside at the last second, allowing the sword to cleave past you and into the flesh of your attacker's own companion. Encounter Monk Attack 3 Divine, Implement Immediate interrupt Melee 1 An adjacent enemy makes a melee attack against you. The triggering enemy Wisdom + 2 vs. Reflex Your enemy's attack is directed at another adjacent creature of your choice, rather than you. If there is no appropriate secondary target in range, you can not use this power. ID_FMP_CLASS_362 3 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,3 With reflexes to shame the lightning, you twist in behind your enemy's strike and deliver a shot of your own. Encounter Monk Attack 3 Divine, Weapon Immediate reaction Melee 1 An adjacent enemy misses you with a melee attack. The triggering enemy Dexterity vs. AC 2[W] + Dexterity modifier damage. ID_FMP_CLASS_362 3 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,3 You leap into the air and slam into your foe with a devastating kick. Encounter Monk Attack 3 Divine, Weapon You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Dexterity vs. AC 1[W] + Strength Modifier + Dexterity modifier damage. You can either shift 2 or move 4 before the attack, and ignore difficult terrain when doing so. You can use this power as part of a charge, as though it were a basic attack. ID_FMP_CLASS_362 3 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,3 Drawing in a deep breath, gathering the force of your chi, you launch a semi-spiritual attack against a nearby foe. Encounter Monk Attack 3 Divine, Implement Standard action Ranged 5 One creature Dexterity vs. AC Choose a basic melee attack or one of your at-will martial artist melee powers; the target takes damage and effects as though you'd struck with that power. The power you choose can not have the Full Discipline keyword. ID_FMP_CLASS_362 3 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,3 With both hands low on your weapon's haft, you bend low and whirl it along the ground, hobbling your foes. Encounter Monk Attack 3 Weapon, Martial You must be wielding a weapon from the staff, polearm or spear group for this attack. Standard action Close burst 1 Each enemy in burst Dexterity vs. AC The target is slowed until the end of your next turn. Make a secondary, unarmed attack. One creature in burst Dexterity vs. AC 2[W] + Dexterity modifier damage. Add your Strength modifier to the damage. ID_FMP_CLASS_362 3 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,3 You half-step back to dodge your enemy's blow, then hit him before he can retreat. Encounter Monk Attack 3 Weapon, Martial You must be using your Monk Unarmed Strike for this attack. Immediate reaction Melee touch An adjacent enemy misses you with a melee attack. The triggering enemy Dexterity + 2 vs. AC 2[W] + Dexterity modifier damage. You may shift 1 before the attack. ID_FMP_CLASS_362 3 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,3 Your attack catches your opponent's limb and maneuvers him into a grapple. Encounter Monk Attack 3 Weapon, Martial You must be wielding a weapon from the axe, flail, light blade or mace group for this attack. Standard action One creature Melee weapon Dexterity vs. AC 1[W] + Dexterity modifier damage, you can slide the target 1 square into a square adjacent to you, and you grab the target. You can shift the target a number of squares equal to your Wisdom modifier. You can shift them through squares occupied by your allies or your enemies, as long as they end their movement in an unoccupied square adjacent to you. ID_FMP_CLASS_362 3 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,3 You smash your forehead into the bridge of your enemy's nose. Encounter Monk Attack 3 Weapon, Martial You must be using your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Dexterity vs. Fortitude 1[W] + Dexterity modifier damage and the target is dazed until the start of your next turn. If you are grabbed by the target, you can make an Athletics check to escape. ID_FMP_CLASS_362 3 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,5 With the speed of a flying arrow, you dash across the battlefield, leaving devastation in your wake. Daily Monk Attack 5 Weapon, Divine Standard action Personal Shift up to your full speed. You may make a basic attack against any and every foe you pass adjacent to during this shift. ID_FMP_CLASS_362 5 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,5 Hands raised into grasping talons, you leap upon your foe. Daily Monk Attack 5 Divine, Implement You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Dexterity vs. Reflex 2[W] + Dexterity modifier damage and the target is grabbed. You can either shift 2 or move 4 before the attack, and ignore difficult terrain when doing so. You can use this power as part of a charge, as though it were a basic attack. ID_FMP_CLASS_362 5 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,5 You run through a swift but hypnotic kata of moves and strikes, ending with a brutal attack. Daily Monk Attack 5 Divine, Weapon You must use your Monk Unarmed Strike for this attack. Standard action Melee weapon One creature Dexterity vs. AC 2[W] + Dexterity modifier damage. Make a secondary attck. Each enemy in close burst 3 you can see Wisdom vs. Will (implement) Target is dazed until the start of your next turn. If the primary attack hits, you may add your Dexterity modifier as a power bonus on the secondary attack against the primary target. ID_FMP_CLASS_362 5 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,6 You feel your body begin to move. With a swift surge of will and a shift of balance, you regain control. Encounter Monk Utility 6 Divine Immediate reaction Personal You are pushed, pulled or slid. Negate the triggering forced movement. You may then shift a number of squares equal to the distance you would have been moved. ID_FMP_CLASS_362 6 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_MINOR_ACTION,6 You slow your heartbeat and your breathing down to almost nothing, drawing upon your chi to remain alive. Daily Monk Utility 6 Divine Minor action Personal You appear, to all intents and purposes, to be dead. It requires close examination, and a Heal or Perception check with a DC equal to 5 + your Fortitude defense to determine otherwise. While using this power, your shallow breathing and slow heartbeat grant you a +4 to Fortitude defense against gaseous poisons (such as the cloudkill spell), and a +2 power bonus to save against any ongoing poison effects. ID_FMP_CLASS_362 6 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,6 You leap into action, striking like lightning, flowing like the wind. Encounter Monk Utility 6 Divine Standard action Personal You may shift 2 before and after your next attack as long as that attack occurs before the end of your next turn. This is in addition to any other movement you make. It does not, however, stack with any shift or movement granted by the attack power itself; you must elect to use one or the other. ID_FMP_CLASS_362 6 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,6 As the fireball blossoms overhead, you roll aside and flatten yourself into a slight depression on the cavern floor. Encounter Monk Utility 6 Martial You take damage from an attack that missed you Immediate interrupt Personal Shift 1 and fall prone. You take no damage, penalties or other conditions from the triggering attack. ID_FMP_CLASS_362 6 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,6 You calmly reach out and touch the wall as you plummet past, using friction to slow your descent. Daily Monk Utility 6 Martial You fall, are knocked prone or make an Acrobatics check Immediate interrupt Personal Until the end of the encounter you can add your Wisdom modifier as a power bonus to Acrobatics checks and subtract your level from falling damage while within melee range of a solid wall or creature. In addition, you may use an immediate interrupt to avoid falling prone and do not incur any movement penalties for making an Acrobatics check to Balance across slippery or narrow terrain. ID_FMP_CLASS_362 6 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MINOR_ACTION,6 The worst part of any injury is the suffering it causes. Suffering exists only in the mind, and thus you can alleviate it easily. Daily Monk Utility 6 Martial Minor action Personal You recover hit points equal to 1d6 + your level. ID_FMP_CLASS_362 6 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MOVE_ACTION,6 You must be trained in Acrobatics. You must be trained in Acrobatics. You slam into a door with your shoulder, knock it down, and roll through the doorway and back onto your feet. Encounter Monk Utility 6 Martial You must be trained in Acrobatics. Move action Personal You can move a number of squares up to your speed. During your move, you can make attempt to break down a door or other barrier in an adjacent square. If the door is not locked or otherwise held shut, this check automatically succeeds. If your check fails, you must end your movement. If your check succeeds, you can continue moving past the door or barrier. ID_FMP_CLASS_362 6 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,7 Joints and pressure points give beneath your vicious array of blows. Encounter Monk Attack 7 Implement, Divine You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Wisdom vs. Fortitude 1[W] + Wisdom modifier damage, and the target is weakened until the end of your next turn. ID_FMP_CLASS_362 7 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,7 You drive a swift knuckle or finger into your enemy's eyes. Encounter Monk Attack 7 Implement, Divine You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Dexterity vs. Fortitude 1[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn. Creatures with no eyes, or with more than two eyes, are immune to the blinding aspect of this power. ID_FMP_CLASS_362 7 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,7 As efficiently as if you had two minds guiding your actions, you launch a series of attacks against every adjacent foe. Encounter Monk Attack 7 Weapon, Divine Standard action Close burst 1 Each enemy in burst you can see Dexterity + 2 vs. AC 1[W] + Dexterity modifier damage. ID_FMP_CLASS_362 7 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,7 You must be trained in Intimidate. You must be trained in Intimidate. Your foe involuntarily steps back at the sound of your scream, clearing the way for you to charge. Encounter Monk Attack 7 Weapon, Martial You must be trained in Intimidate. You must charge as part of this attack. Standard action Melee touch One creature Dexterity vs. AC 2[W] + Dexterity modifier damage. You may shift 1 square prior to making your charge. If you are adjacent to the target, you may push it 1 square before you shift. You may add your Strength modifier to the damage roll. ID_FMP_CLASS_362 7 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,7 The enemy hit you, but to do so he had to come into grappling range. Encounter Monk Attack 7 Weapon, Martial You must use your Monk Unarmed Strike for this attack. Immediate reaction Melee touch An enemy hits you with a melee attack The triggering enemy Dexterity + 2 vs. Reflex 1[W] + Dexterity modifier damage and you grab the target. You may add your Wisdom modifier to the damage roll. ID_FMP_CLASS_362 7 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,7 You bring your cupped hands down over your enemy's eardrums, deafening him and enabling you to pull his head down to meet your uprushing knee. Encounter Monk Attack 7 Weapon, Martial You must use your Monk Unarmed Strike for this attack and have two free hands. Standard action Melee touch One creature Dexterity vs. Fortitude 1[W] + Dexterity modifier damage. If two attacks hit, you deal an extra 1[W] damage and the target is also deafened until the end of the encounter. If three attacks hit, the target is also dazed until the end of your next round. ID_FMP_CLASS_362 7 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,7 You lodge the point of your weapon in the enemy's armor, then use its shaft to vault into the air and deliver a flying knee to his chin. Encounter Monk Attack 7 Weapon, Martial You must be wielding a staff, spear or polearm. Standard action Melee weapon One creature Dexterity vs. AC 1[W] + Dexterity modifier damage. Make a secondary attack. Primary target Dexterity vs. AC, unarmed attack 1[W] + Dexterity modifier damage and the target is dazed until the end of your next turn. You may shift a number of squares equal to the reach of your weapon before or after the primary attack ID_FMP_CLASS_362 7 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_22,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_FREE_ACTION,5 You send your opponent to the ground, then follow him down, putting your full weight into your descending elbow. Daily Monk Attack 5 Martial, Reliable, Weapon You must use your Monk Unarmed Strike for this attack. Free action Melee touch You knock an enemy prone The prone target Dexterity vs. AC 3[W] + Dexterity modifier + Strength modifer damage. You are knocked prone. ID_FMP_CLASS_362 5 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_22,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,5 You must be trained in Intimidate. You must be trained in Intimidate. You seize the arm of one of your enemies and break it in three places. The others step back in horror. Daily Monk Attack 5 Martial, Reliable, Weapon, Fear Standard action Melee touch One creature Dexterity vs. AC 3[W] + Dexterity modifier damage. Make a secondary attack. All adjacent enemies who can see you Dexterity vs. Will You push the target 1 square. The fear keyword applies only to the secondary attack. Creatures that are immune to fear can still be affected by the primary attack. ID_FMP_CLASS_362 5 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,5 You get an arm bar on your foe, step across his center of gravity, and toss him over your hip. His quickness will determine whether he lands on his feet or on his head. Daily Monk Attack 5 Martial, Implement You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature you can grab Dexterity vs. Reflex 2[W] + Dexterity modifier damage and the target is knocked prone. Slide the target a number of squares equal to your Dexterity modifier. ID_FMP_CLASS_362 5 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,5 You throw everything you're carrying at your enemy. Weapons are easy to come by, worthy opponents are hard to find, and unworthy foes do not expect you to fight just as fiercely with empty hands. Daily Monk Attack 5 Martial, Weapon You must be wielding a weapon for this attack. Standard action Ranged 5 One creature Dexterity vs. AC 2[W] + Dexterity modifier damage, and the weapon you were wielding in your main hand is at the enemy's feet in their square. You may shift 1 before the attack. You also gain combat advantage against the target until the end of your next turn. If you are wielding an off-hand weapon, you can repeat the attack as a free action. ID_FMP_CLASS_362 5 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,9 After you thrust at the enemy in front of you and kick another circling around from the rear, they think better of trying to surround you. Daily Monk Attack 9 Martial, Weapon Standard action Melee touch Two creatures that are not adjacent to each other Dexterity vs. AC 2[W] + Dexterity modifier damage. Half damage. Enemies may not move into a flanking position around you until the start of your next turn. At least one of the attacks must be made unarmed. ID_FMP_CLASS_362 9 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_22,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,9 You break your weapon over your enemy's head. Daily Monk Attack 9 Martial, Reliable, Weapon Standard action Melee touch One creature Dexterity vs. AC 3[W] + Dexterity modifier damage. You can add your Strength modifier to your damage by breaking the weapon you used to make this attack, or by dealing damage to yourself equal to your Strength modifier if you used an unarmed attack. ID_FMP_CLASS_362 9 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_22,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,9 You land a hammer fist against the base of your enemy's neck. Daily Monk Attack 9 Martial, Reliable, Weapon You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Dexterity vs. AC 2[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn. ID_FMP_CLASS_362 9 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,9 You tighten your grip, squeezing the life from your foe. Daily Monk Attack 9 Divine, Implement You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature you have grabbed Dexterity vs. Fortitude 3[W] + Dexterity modifier damage, and sustain the grab without the need of a further minor action. Dexterity modifier damage, and sustain the grab without need of a further minor action. You can continue crushing, making the same attack round after round, until the target escapes the grab or you choose to let go. ID_FMP_CLASS_362 9 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_IMMEDIATE_REACTION,9 Like the thinnest stalk of bamboo, you snap back after bending away, slashing viciously at your attacker. Daily Monk Attack 9 Divine, Implement Immediate reaction Melee touch An enemy hits or misses you with a melee attack The triggering enemy Dexterity vs. Reflex 3[W] + Dexterity modifier damage. ID_FMP_CLASS_362 9 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,9 A resounding blow to the head, and your enemy crumples senseless to the ground. Daily Monk Attack 9 Divine, Implement You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Wisdom vs. Fortitude 2[W] + Wisdom modifier damage, and target falls unconscious (save ends). ID_FMP_CLASS_362 9 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_MINOR_ACTION,10 Propelled not merely by muscles but by your chi, you leap from the earth and seem briefly to take flight. Encounter Monk Utility 10 Divine Minor action Personal You gain a fly speed equal to your base movement. You must end your turn on a solid surface, or you fall. ID_FMP_CLASS_362 10 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_28,ID_INTERNAL_CATEGORY_STANDARD_ACTION,10 Drawing upon the depths of your chi, you surround your fists in an aura of blazing energy. Encounter Monk Utility 10 Divine, Stance; Cold, Fire, Lightning or Thunder Standard action Personal Your fists are surrounded by one of the following energy types (chosen when you activate this stance): cold, fire, lightning, or thunder. Any unarmed attacks or powers deal damage of that energy type, rather than normal damage, until you deactivate the stance.
Any critical hit you deal while this power is active does two additional dice of energy damage. The die type is the same as your unarmed attack. This does not stack with any extra critical hit damage granted by any magic item you use as an implement. ID_FMP_CLASS_362 10 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,10 Reaching out to the wall, you slow your plummet to an easily manageable fall. Encounter Monk Utility 10 Divine You fall Immediate reaction Personal You take no damage from the fall, and automatically land on your feet. You must be adjacent to a wall or other vertical surface to use this power to its fullest. If you are, you can fall any distance in this manner. If you are not adjacent to a wall, you can safely fall only 30 feet in this fashion before you begin falling normally once more. ID_FMP_CLASS_362 10 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,10 Merely shifting your weight can make all the difference between a solid blow and a glancing one, although doing so requires intense focus and reduces your ability to react to other threats. Encounter Monk Utility 10 Martial You are hit by an attack Immediate interrupt Personal You take half damage from the attack that just hit you. You are also dazed until the start of your next turn. ID_FMP_CLASS_362 10 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MINOR_ACTION,10 To speak with animals, let your body do the talking. To communicate with plants, empty your mind. Not surprisingly, these stratagems also work well on creatures that communicate with words. Daily Monk Utility 10 Martial Minor action Personal You can communicate with natural beasts and creatures that have the Plant keyword as if you shared a common language. You gain a +2 power bonus on Charisma-based skill checks, and negate any penalties for interacting with creatures with which you do not share a common language. All these benefits last until the end of the encounter. ID_FMP_CLASS_362 10 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_9,ID_INTERNAL_CATEGORY_MINOR_ACTION,10 For a few moments per day, you are able to achieve the perfection that the Masters of the South Wind were said to possess continually. Daily Monk Utility 10 Martial, Healing Minor action Personal Make a saving throw against one condition affecting you. Until the end of the encounter, add a power bonus equal to your Wisdom modifier whenever you make a saving throw against a power with the poison or necrotic keywords or make an Endurance check to resist disease. ID_FMP_CLASS_362 10 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_22,ID_INTERNAL_CATEGORY_MINOR_ACTION,10 You spring through the air by kicking off from any surfaces you contact, then roll to break your fall. Daily Monk Utility 10 Martial, Stance You must be wearing cloth or no armor. Minor action Personal You gain a +1 power bonus to your speed and a +2 power bonus to your AC and Reflex for the duration of this stance. For the duration of this stance, you gain a +3 power bonus to Athletics checks to climb or jump. If your long jump brings you into contact with a vertical surface, you can convert the remainder of your jump to vertical distance. If you end your jump in contact with a vertical surface, you may cling to it instead of falling or make another jump as if you had a running start. When you land on a level surface after jumping or making an Acrobatics check to reduce falling damage, you may shift 2 squares. ID_FMP_CLASS_362 10 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,13 A hideous bruise begins to grow where your fist struck the foe, the only outward sign of internal bleeding. Encounter Monk Attack 13 Weapon, Divine You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Dexterity vs. AC 3[W] + Dexterity modifier and ongoing 5 damage. ID_FMP_CLASS_362 13 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,13 Just as the approaching foe draws near, you step aside and deliver a devastating straight-arm to his throat. Encounter Monk Attack 13 Implement, Divine Immediate reaction Melee weapon An enemy moves, shifts, or charges from at least 2 squares away to a square adjacent to you. The triggering enemy Dexterity vs. Reflex 2[W] + Dexterity modifier damage and the target falls prone. ID_FMP_CLASS_362 13 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,13 Clutching a number of shuriken between your fingers, you unleash a literal cloud of steel. Encounter Monk Attack 13 Implement, Divine You must be wielding light thrown weapons Standard action Close blast 5 Each enemy in blast you can see Dexterity vs. Reflex 2[W] + Dexterity modifier damage. ID_FMP_CLASS_362 13 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_MINOR_ACTION,ID_INTERNAL_CATEGORY_MISS,13 You drop into a menacing stance, the strength of your chi blazing in your eyes, threatening all who would dare approach. Encounter Monk Attack 13 Implement, Divine, Fear Minor action Close burst 3 Each enemy in burst who can see you Wisdom vs. Will Target is immobilized and takes a -2 penalty to attack rolls until the end of your next turn. Target is slowed until the end of your next turn. You may make another Wisdom vs. Will attack as an immediate reaction against any enemy who enters the area before the end of your next turn. You can sustain the power only so long as you remain where you are. If you leave the square in which you activated the power, it ends. ID_FMP_CLASS_362 13 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,13 You grab the target's shoulders, fall back, and pull him down. The foot you planted in his gut hurls him through the air with the momentum of your fall. Encounter Monk Attack 13 Implement, Martial You must use your Monk Unarmed Strike for this attack and have both hands free. Standard action Melee 1 One creature Dexterity vs. Will You grab the target, and you and the target are both knocked prone. Slide the target 1 square and shift 1 square to remain adjacent to the target, then deal 2[W] + Dexterity modifier damage. The number of squares you can shift and slide the target is equal to your Wisdom modifier. ID_FMP_CLASS_362 13 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,13 You curl your fingers like claws and make a backhanded swipe across your foe's eyes. Encounter Monk Attack 13 Weapon, Martial You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Dexterity vs. AC 1[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn. ID_FMP_CLASS_362 13 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,13 Your attack results in an unmistakeable crunch. Encounter Monk Attack 13 Weapon, Martial Standard action Melee weapon One creature Dexterity vs. AC 3[W] + Dexterity modifier damage, and you can push the target 1 square. ID_FMP_CLASS_362 13 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,13 You support your body with your hands as you spin and kick out the legs of your foes. Encounter Monk Attack 13 Weapon, Martial You must use your Monk Unarmed Strike for this attack. Standard action Close burst 1 Each enemy in burst Dexterity vs. Fortitude, two attacks per target 1[W] + Dexterity modifier damage, and the target is slowed until the end of your next turn. If both attacks hit, the target is knocked prone. You can shift 1 square before making this attack. ID_FMP_CLASS_362 13 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,15 You dash past your foes, striking out against them as you run. Daily Monk Attack 15 Divine Standard action Personal Shift up to your full speed. You may make a basic or at-will melee attack against any and every foe you pass adjacent to during this shift, with an additional 1[W] damage. You do not gain the benefit of any extra movement normally allowed by an at-will power you choose to use. ID_FMP_CLASS_362 15 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_28,ID_INTERNAL_CATEGORY_MINOR_ACTION,15 You adopt a stance with arms outstretched, your body shifting side to side, ready to leap forth and then swiftly return to your original spot. Daily Monk Attack 15 Divine, Stance Minor action Personal You gain threatening reach with unarmed attacks. Actions that would draw an opportunity attack if they occurred adjacent to you now draw opportunity attacks if they occur within 2 squares. Any time you successfully hit a foe with an unarmed melee attack while maintaining this stance, you may also slide the foe a number of squares equal to your Constitution modifier (minimum 1). If you end a turn in another square besides the one in which you started the stance, the stance ends. ID_FMP_CLASS_362 15 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,15 A vicious jumping, spinning kick slams into every surrounding foe. Daily Monk Attack 15 Divine, Implement You must use your Monk Unarmed Strike for this attack. Standard action Close burst 1 Each enemy in burst Dexterity vs. Fortitude 2[W] + Dexterity modifier damage and the target is dazed until the end of your next turn. Half damage. ID_FMP_CLASS_362 15 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_22,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,15 Most enemies surrender within seconds rather than endure the excruciating pain caused by this grip. Daily Monk Attack 15 Martial, Reliable, Implement, Psychic You must use your Monk Unarmed Strike for this attack. Standard action Melee 1 One creature Dexterity vs. Reflex You grab the target and deal 2[W] + Dexterity modifier damage. Make a secondary attack against the target. Dexterity vs. Will Ongoing 10 psychic damage (save ends). If the target escapes from the grab, this ongoing damage ends immediately. Sustain the grab and repeat the attack against the target. You can't sustain this power if the grab has ended. The psychic keyword applies only to the secondary attack. Creatures that are immune to psychic damage can still be affected by the primary attack. The reliable keyword only applies to the unsustained primary attack. ID_FMP_CLASS_362 15 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_22,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,15 You hit so hard your weapon shatters in two, so you step back and hurl the pieces at your foes. Daily Monk Attack 15 Martial, Weapon, Reliable You must be wielding a weapon for this attack. Standard action Melee weapon One creature Dexterity vs. AC 3[W] + Dexterity modifier damage, and you can make a secondary ranged attack. One or two enemies within Ranged 5 of you Dexterity vs. AC, two attacks 1[W] + Dexterity modifier damage, and you gain combat advantage against the target until the end of your next round. The weapon you used to make the attack is destroyed. You can shift 1 square before making the secondary attack. ID_FMP_CLASS_362 15 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_FREE_ACTION,15 You reap the rewards of an especially well-placed blow. Daily Monk Attack 15 Martial Free action Melee touch You hit with an at-will or encounter attack power using an unarmed attack, and your attack roll exceeds the target's defense by 5 or more The target of the triggering attack takes extra damage equal to your Wisdom modifier and is stunned (save ends). ID_FMP_CLASS_362 15 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,15 Your enemies thought they had you down, so you let them know they should still fear you. Daily Monk Attack 15 Martial, Weapon, Fear You must be bloodied Standard action Melee weapon One creature Dexterity vs. AC 2[W] + Dexterity modifier damage. You can spend a healing surge and recover an additional 2d6 hit points. You gain combat advantage against each enemy who can hear you and is not immune to fear until the end of your next turn. ID_FMP_CLASS_362 15 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_28,ID_INTERNAL_CATEGORY_MINOR_ACTION,16 Channeling your chi downward, you grant yourself an incredibly light step. Daily Monk Utility 16 Divine, Stance Minor action Personal You can walk on water as though it were solid. You can also walk on walls, granting you a +10 power bonus to climbing-based Athletics checks and allowing you to climb at your normal speed regardless of the difficulty of the climb. ID_FMP_CLASS_362 16 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_28,ID_INTERNAL_CATEGORY_MINOR_ACTION,16 Channeling your chi downward, you grant yourself an incredibly light step. Encounter Monk Utility 16 Divine, Stance Minor action Personal When subject to a push, pull, or slide effect, you can reduce the distance of the forced movement by a number of squares equal to your Constitution modifier. ID_FMP_CLASS_362 16 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_MINOR_ACTION,16 The world seems to be moving through a thin layer of molasses or aboleth slime as you channel your chi into incredible bursts of speed. Daily Monk Utility 16 Divine Minor action Personal For the duration of the encounter, you gain a +2 power bonus to your speed, and you can run without granting combat advantage. ID_FMP_CLASS_362 16 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,16 The best defense is to be somewhere else. Daily Monk Utility 16 Martial You are hit by an attack. Immediate interrupt Personal You can shift a number of squares equal to 1 + your Wisdom modifier and you fall prone. ID_FMP_CLASS_362 16 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,16 You have trained your body and mind to act as one, so your reflexes automatically resist impulses that do not truly derive from your innermost self. Daily Monk Utility 16 Martial You are hit by an attack with the charm keyword or an attack against your Will defense. Immediate reaction Personal For the rest of the encounter, you gain a +2 power bonus to your Will defense, and whenever you roll a saving throw against effects with the charm keyword, you can roll twice and use the better result. ID_FMP_CLASS_362 16 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MOVE_ACTION,16 You keep at least one hand in contact with one target at all times so that you can feel what he is about to do before he knows it himself. Daily Monk Utility 16 Martial Move action Personal Mark one adjacent enemy until the start of your next turn. If an enemy marked with this power leaves a square adjacent to you, you can shift a number of squares equal to your speed plus your Wisdom modifier as long as you end your movement in a square adjacent to the enemy you have marked. When you are adjacent to an enemy marked with this power, you gain a +3 bonus to your defenses against that enemy's attacks. Repeat the power. ID_FMP_CLASS_362 16 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MINOR_ACTION,16 After years of meditation, you have learned to still your heartbeat and lower your body temperature. Pinching certain nerves lets you produce the same effect in others. Daily Monk Utility 16 Martial Minor action Melee touch Yourself, one willing ally, or one helpless creature The target is immobilized and blinded, and appears to be dead. The physical appearance of death is mimicked so completely that the target is indistinguishable from a corpse by any normal means. Repeat this power on a different target. You or a willing ally can use a free action to end the effect of this power on himself. The effects wear off automatically a number of minutes after you used this power equal to ten times your level. ID_FMP_CLASS_362 16 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 You lash out with a pair of strikes, pummeling the bandit with one while knocking his blade aside with the other. Encounter Monk Attack 17 Implement, Divine You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Dexterity vs. Reflex 2[W] + Dexterity modifier damage and target drops his weapon. The weapon may be in your hands or on the ground in a square up to your Constitution bonus squares away, at your option. ID_FMP_CLASS_362 17 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 You deliver a devastating flying kick against one foe and literally kick off him to launch a series of followups against other nearby targets. Encounter Monk Attack 17 Weapon, Divine You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Dexterity vs. AC 2[W] + Dexterity modifier damage. Shift 2 and make a secondary attack against a new target. One creature Dexterity vs. AC 2[W] + Dexterity modifier damage. Shift 2 and make a tertiary attack against a new target. One creature Dexterity vs. AC 2[W] + Dexterity modifier damage. Shift 1. You may shift 2 before the primary attack. You also ignore difficult terrain while shifting with this power. ID_FMP_CLASS_362 17 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 A swift grab, a twist at the waist, and your opponent finds herself sailing across the battlefield to land with a bonecrushing thump. Encounter Monk Attack 17 Implement, Divine You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Dexterity vs. Reflex 3[W] + Dexterity modifier damage, plus you slide the target up to your Constitution modifier (minimum 1) and the target falls prone. You can use this power as part of a charge in place of a basic attack. ID_FMP_CLASS_362 17 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 You must be trained in Athletics. You must be trained in Athletics. You toss lesser foes out of the way so that you can leap towards a worthier opponent. Encounter Monk Attack 17 Weapon, Martial You must be trained in Athletics. Standard action Close burst 1 Each enemy in burst Dexterity vs. AC 1[W] + Dexterity modifier damage, and you push the target 1 square. You can charge as a free action after making this attack. Your movement during the charge ignores difficult terrain, and you can charge through squares occupied by enemies who are your size or smaller. Add your Strength bonus to your damage with the charge, and your movement during the charge can include one square of flight for every 10 points of your base Athletics skill. ID_FMP_CLASS_362 17 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,17 You get a bar across your enemy's throat and lever it with your forearm to cut off his wind. Encounter Monk Attack 17 Implement, Martial You must use your Monk Unarmed Strike or a weapon from the axe, flail or mace group for this attack. Standard action Melee weapon One creature Dexterity vs. Fortitude 2[W] + Dexterity modifier damage and you grab the target. Sustain the grab and repeat the attack against the target. If the grab has ended, you can't sustain this power. The target suffers a penalty on its rolls to escape from your grab equal to your Wisdom modifier as long as you are sustaining this power. ID_FMP_CLASS_362 17 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,17 You take away your attacker's weapon and throw it at an enemy. If your foe isn't holding a weapon, you throw him instead. Encounter Monk Attack 17 Implement, Martial Immediate reaction Melee weapon You are hit by a melee attack. The triggering enemy You knock the creature that hit you prone. You can shift 1 and make a basic ranged attack with an improvised weapon against a target within 5 squares. If the triggering attack used a weapon, the attacker drops that weapon, and it lands on the ground in the square of the target of your ranged attack. If the triggering attack did not use a weapon, push the target to the nearest unoccupied square adjacent to the target of your ranged attack. ID_FMP_CLASS_362 17 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,19 With a twist of your body, you hurl one foe at another. Daily Monk Attack 19 Divine, Implement You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Dexterity vs. Reflex 3[W] + Dexterity modifier damage, plus you slide the target up to your Constitution modifier (minimum 1) and the target falls prone. If an obstacle (including a creature) arrests the slide, both the target and the obstacle take 2d6 damage and the target ends its movement in the square it occupied before it collided with the obstacle. If the obstacle is a creature the same size as the target, or smaller, it is also knocked prone. You slide the target a number of squares equal to your Constitution modifier (minimum 1); it does not fall prone and takes no damage from obstacles. ID_FMP_CLASS_362 19 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,19 The intimidation of your gaze, and the weight of your chi,overwhelm your opponent's soul, draining the vitality from him. Daily Monk Attack 19 Divine, Implement, Fear You must use your Monk Unarmed Strike for this attack. Standard action Ranged 6 One creature Wisdom vs. Will Target is immobilized and weakened (a separate save ends each condition). Target is slowed (save ends). ID_FMP_CLASS_362 19 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,ID_INTERNAL_CATEGORY_MISS,19 You feel the tug of your enemy's power. With a burst of chi-driven strength, you turn it against him. Daily Monk Attack 19 Divine, Implement You must use your Monk Unarmed Strike for this attack. Immediate interrupt Melee or Ranged You are subjected to forced movement The triggering enemy Wisdom vs. Will (ranged) or Dexterity vs. Fortitude (melee) You ignore the effect, and instead subject the enemy to a slide of equal distance. Reduce the distance of the forced movement by 1 square. ID_FMP_CLASS_362 19 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_FREE_ACTION,ID_INTERNAL_CATEGORY_MISS,19 By dropping your shoulder and shifting your weight, you deliver a second hit from a single thrust. Daily Monk Attack 19 Martial, Weapon You must use your Monk Unarmed Strike for this attack. Free action Melee touch You hit with an at-will or encounter attack power using an unarmed attack The triggering enemy Dexterity vs. AC 2[W] + Dexterity modifier damage, you push the target 1, and the target is dazed until the end of your next turn. Half damage, you push the target 1, and you gain combat advantage against the target until the end of your next turn. ID_FMP_CLASS_362 19 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_28,ID_INTERNAL_CATEGORY_MINOR_ACTION,19 You rise to one knee to deliver a strike, then roll onto your back to dodge. Daily Monk Attack 19 Martial, Stance You must be wearing cloth or no armor. Minor action Personal When you are prone, you gain a +2 power bonus to AC, any enemy that begins its turn adjacent to you is knocked prone as long as you are able to make opportunity attacks, and you do not grant combat advantage or suffer a penalty to melee attacks for being prone. When this stance is active, you can stand up as a free action after you hit with a melee attack. ID_FMP_CLASS_362 19 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,19 You dislocate your enemy's shoulder, gain control of his weapon, and use it against him. Daily Monk Attack 19 Martial, Implement You must use your Monk Unarmed Strike for this attack and have two free hands. Standard action Melee touch One creature Dexterity vs. Reflex The target must make a basic melee attack against a target of your choice. The target is weakened (save ends) and drops one weapon it is holding. You can choose to catch a dropped weapon in a free hand or have it land on the ground in your square or any adjacent square. ID_FMP_CLASS_362 19 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_FREE_ACTION,22 A moment's concentration, and the wisdom of the spirit world flows through you, allowing you to see beyond the realm of normal senses. Daily Monk Utility 22 Divine Free action Personal You roll initiative or when an enemy gains flanking on you For the duration of the encounter, you do not grant combat advantage from surprise or from being flanked (though other conditions or effects bestow combat advantage normally). ID_FMP_CLASS_362 22 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_28,ID_INTERNAL_CATEGORY_STANDARD_ACTION,22 Your entire body burns with the power of your chi. Encounter Monk Utility 22 Divine, Stance; Cold, Fire, Lightning or Thunder Standard action Personal Your body is surrounded by one of the following energy types (chosen when you activate this stance): cold, fire, lightning, or thunder. Any unarmed attacks or powers deal damage of that energy type, rather than normal damage until you deactivate the stance.
Any enemy that grabs you, or whom you grab, suffers 10 damage of the chosen energy type at the start of its turn each round the grab is maintained.
Any critical hit you deal while this power is active does four additional dice of energy damage. The die type is the same as your normal unarmed attack as a martial artist. This does not stack with any extra critical hit damage granted by any magic weapon or ki focus. ID_FMP_CLASS_362 22 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_MINOR_ACTION,22 You let your chi wash through you like a gentle rain, cleansing your body and soul. Daily Monk Utility 22 Divine Minor action Personal Spend a healing surge to heal your normal healing surge value plus your Wisdom modifier. In addition, immediately end any one ongoing condition or damage from which you suffer that a save can end, and make free saves against all others. ID_FMP_CLASS_362 22 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,22 You dodge a death ray, snatch an arrow from the air, and hurl it back at the attacker. Daily Monk Utility 22 Martial Immediate interrupt Melee touch You are hit by a ranged attack You take no damage from the attack that just hit you. If this power is triggered by an attack with the weapon keyword, and/or your DM agrees that the ranged attack involved a projectile that you could catch and throw, you can use the projectile as an improvised ranged weapon and make a basic ranged attack against a target within 5 squares as a free action. ID_FMP_CLASS_362 22 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_FREE_ACTION,22 With a touch, you set up vibrations inside your victim's body. When the vibrations stop, so will his heart. Daily Monk Utility 22 Martial Free action Melee touch Your unarmed attack drops a living creature below 0 hit points The target suffers no damage from the triggering attack. As a free action, you can instantly kill the target by commanding the quivering palm vibrations to stop. If you do not stop the vibrations within a number of days equal to your level after this power is triggered, the target is released from the quivering palm effect. ID_FMP_CLASS_362 22 Utility ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,22 You control your mind to such an extent that nothing is given away, even to those using extra-sensory perception. Daily Monk Utility 22 Martial Immediate interrupt You are the target of an Insight check, a Divination ritual, or an attack against your Will defense You gain a +2 power bonus to your Will defense for the rest of the encounter, and the triggering creature must make a Wisdom or Intelligence attack (its choice) against your Will defense. If the triggering creature hits, its triggering attack, skill check, or ritual proceeds normally. If the triggering creature misses, the attack, skill check, or ritual automatically fails, and it gains no information about you. ID_FMP_CLASS_362 22 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 You deliver a swift blow to a pressure point in your enemy's flesh, causing intense pain to flare through his body like an electric shock. Encounter Monk Attack 23 Implement, Divine You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Dexterity vs. Fortitude 3[W] + Wisdom modifier damage, and target is dazed until the end of your next turn and slowed (save ends). ID_FMP_CLASS_362 23 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 You rain a torrent of blades down on your foes so that they land edge-up in the earth. Encounter Monk Attack 23 Implement, Divine You must use a light thrown weapon for this attack. Standard action Close blast 5 Each enemy in burst you can see Dexterity vs. Reflex 4[W] + Dexterity modifier damage. Until the end of the encounter, the area becomes difficult terrain. ID_FMP_CLASS_362 23 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 The sway of your body and the twisting of your arms proves almost hypnotic, distracting your foe at the most opportune moments. Encounter Monk Attack 23 Implement, Divine Standard action Melee weapon One creature Dexterity vs. Will 3[W] + Dexterity modifier damage; the target grants combat advantage to all attacks and takes a -4 penalty to all attack rolls until the end of your next turn. ID_FMP_CLASS_362 23 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 Your flying knee lands under your opponent's chin, rocking him off his feet. Before he hits the ground, you twist and extend your knee into a roundhouse kick, sending him sprawling at the feet of his allies. Encounter Monk Attack 23 Implement, Martial You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Dexterity vs. Fortitude 3[W] + Dexterity modifier damage, and the target slides a number of squares equal to your Strength modifier. After moving, the target is knocked prone and enemies adjacent to it are slowed. Add your Strength modifier to your damage. ID_FMP_CLASS_362 23 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 You aim for the sound of your enemy's heartbeat. Encounter Monk Attack 23 Weapon, Martial Standard action Melee weapon One creature Dexterity vs. AC 4[W] + Dexterity modifier damage. You gain a +1 to your attack roll with this power for each size the target is larger than you. ID_FMP_CLASS_362 23 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 You grab your enemy's shoulders to vault over his head, shifting your grip as you go to take hold of his head and give it a brutal twist. Encounter Monk Attack 23 Implement, Martial You must use your Monk Unarmed Strike or a weapon from the flail group for this attack. Standard action Melee weapon One creature Dexterity vs. Reflex 3[W] + Dexterity modifier damage, you grab the target and the target is dazed until the end of your next round. Before the attack, you can fly to an unoccupied square on an opposite side or corner of the target and gain combat advantage against the target. Repeat the attack. You cannot sustain this power if the grab has ended. ID_FMP_CLASS_362 23 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,25 Like the hammer of the gods, your fist descends upon your enemy's skull. Daily Monk Attack 25 Divine, Implement You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Wisdom vs. Fortitude 3[W] + Wisdom modifier damage and the target is stunned (save ends). Half damage and the target is dazed until the end of your next turn. ID_FMP_CLASS_362 25 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,25 You wrap yourself about the foe, grabbing joins and striking pressure points, until it seems the entire world weighs upon his body in a knot of pain. Daily Monk Attack 25 Divine, Implement You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Wisdom vs. Fortitude 4[W] + Wisdom modifier damage, plus one of the following two results (your choice):
1) You grab the target.
2) The target is immobilized (save ends) and then slowed (saved ends) as an aftereffect. Half damage and the target is slowed (save ends). ID_FMP_CLASS_362 25 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,25 With a mighty cry, you slam a foot or fist into the earth, sending a wave of broken rock and sheer chi into your foes. Daily Monk Attack 25 Divine, Implement Standard action Close blast 3 Each creature in blast Wisdom vs. Reflex 3d10 + Wisdom modifier damage, plus you slide the target 1 and it falls prone. Half damage. The area becomes difficult terrain. ID_FMP_CLASS_362 25 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_22,ID_INTERNAL_CATEGORY_STANDARD_ACTION,25 Your weapon clashes against your foe's with tremendous force. His is knocked from his hand; yours shatters into a thousand lacerating splinters. Daily Monk Attack 25 Martial, Weapon, Reliable You must be wielding a weapon for this attack. Standard action Melee weapon One creature Dexterity vs. AC 2[W] + Dexterity modifier damage, and the target drops one weapon it is holding. You can choose to catch the dropped weapon in a free hand or have it land on the ground in your square or any square adjacent to you. You and an ally may each shift 1 square and you make a secondary attack. The primary target and all creatures adjacent to it Dexterity vs. Reflex 1[W] + Dexterity modifier damage, and you gain combat advantage against the target until the end of your next turn. The weapon you used to make this attack is destroyed. ID_FMP_CLASS_362 25 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_22,ID_INTERNAL_CATEGORY_STANDARD_ACTION,25 You grab your enemy's legs, swing him around, and use him to batter his allies. Daily Monk Attack 25 Martial, Weapon, Reliable You must use your Monk Unarmed Strike for this attack and have two hands free. Standard action Melee 1 One creature Dexterity vs. Reflex You grab the target and knock him prone. Make a secondary attack. All adjacent enemies Dexterity vs. AC 2[W] + Dexterity modifier damage, and you gain combat advantage against the target until the end of your next turn. You can shift 2 squares before making the secondary attack, ignoring difficult terrain. ID_FMP_CLASS_362 25 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_7,ID_INTERNAL_CATEGORY_STANDARD_ACTION,25 You release your pain in a blood-curdling scream as you strike, terrifying your foes. Daily Monk Attack 25 Martial, Weapon, Fear You must be bloodied. Standard action Melee weapon One creature Dexterity vs. AC 3[W] + Dexterity modifier damage, and you can spend a healing surge. You can spend a healing surge and recover an additional 4d6 hit points. Make a secondary attack. Each enemy who can hear you Dexterity vs. Will The target is immobilized until the end of your next turn. ID_FMP_CLASS_362 25 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 You deliver a devastating blow to the side of your adversary's head, knocking him briefly senseless. Encounter Monk Attack 27 Implement, Divine You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Wisdom vs. Fortitude 4[W] + Wisdom modifier damage, and target is stunned until the end of your next turn. ID_FMP_CLASS_362 27 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 After slamming into one foe with a flying kick, you shove off him like a springboard to continue your devastating assault against others. Encounter Monk Attack 27 Weapon, Divine You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Dexterity vs. AC 4[W] + Dexterity modifier damage. Shift 2 and make a secondary attack against a new target. One creature Dexterity vs. AC 4[W] + Dexterity modifier damage. Shift 2 and make a tertiary attack against a new target. One creature Dexterity vs. AC 4[W] + Dexterity modifier damage. Shift 1. You may shift 2 before the primary attack. You also ignore difficult terrain while shifting with this power. ID_FMP_CLASS_362 27 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 You leap, strike the foe in mid-air, kick off his chest, and hurl yourself at another enemy. Encounter Monk Attack 27 Weapon, Martial You must charge when you use this power. Standard action Melee weapon One creature Dexterity vs. AC 4[W] + Dexterity modifier damage, and the target is slowed until the end of your next turn. Your charge ignores difficult terrain and you may move through the squares of enemies who are your Size or smaller. Add your Strength bonus to your damage with the charge, and your movement during the charge can include one square of flight for every 10 points of your base Athletics skill. ID_FMP_CLASS_362 27 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 You get on your enemy's back, dig your fingers into his nerve clusters, and move his arms and legs at your whim. Encounter Monk Attack 27 Implement, Martial, Psychic You must use your Monk Unarmed Strike for this attack and have two free hands. Standard action Melee touch One creature you can grab Dexterity vs. Will You grab the target and it is dominated as long as it is grabbed. You deal psychic damage equal to your Wisdom modifier to the target when you hit. ID_FMP_CLASS_362 27 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,27 You strike a nerve cluster. Encounter Monk Attack 27 Implement, Martial You must use your Monk Unarmed Strike or a light blade for this attack. Standard action Melee weapon One creature Dexterity vs. target's non-AC defense of your choice 1[W] + Dexterity modifier damage. The target suffers one of the following until the end of your next turn, depending on which defense you targeted: weakened (Fortitude), stunned (Will), or blinded and dazed (Reflex). ID_FMP_CLASS_362 27 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,29 Channeling the fullest extent of your chi, you deliver a vicious strike that sets up a sequence of reverberations in the body and heart of the enemy. Daily Monk Attack 29 Divine, Implement You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Wisdom vs. Fortitude 5[W] + Wisdom modifier damage and ongoing 10 damage (save ends). Once, at any point after the target saves against the ongoing damage, but before the end of the encounter, you can give a mental command for the vibrations to cease, throwing his body into further turmoil. This is a free action. The target once again suffers ongoing 10 damage (save ends). ID_FMP_CLASS_362 29 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,29 You leap into the air, flipping over the heads of your enemies to land beyond them, slamming down with a vicious punch or kick as you pass overhead. Daily Monk Attack 29 Divine, Weapon Standard action Melee weapon One creature Dexterity vs. AC 6[W] + Dexterity modifier damage. You may shift up to 4 squares and make the attack at any point during the shift, ignoring difficult terrain and move through enemies's squares. ID_FMP_CLASS_362 29 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_7,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,29 You chart a trajectory for your strike that passes through the enemy's eye socket and ends four inches behind his forehead. Daily Monk Attack 29 Martial, Implement Standard action Melee weapon One creature Dexterity vs. Reflex 2[W] + Dexterity modifier damage, and the target is blinded until the end of the encounter and stunned (save ends). Half damage, and the target is blinded and stunned (save ends both conditions). The target is dazed (save ends). ID_FMP_CLASS_362 29 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_22,ID_FMP_CATEGORY_7,ID_INTERNAL_CATEGORY_STANDARD_ACTION,29 You wrap your knees around your foe's massive neck as you look for a nerve cluster near the surface. Daily Monk Attack 29 Martial, Reliable, Implement You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Dexterity vs. Reflex 5[W] + Dexterity modifier damage and you grab the target. While you are grabbing the target, it is not immobilized, but you are invisible to the target, and it cannot target you with a melee or ranged attack. You sustain the grab. If the grab has ended, you can't sustain this power. You sustain the grab and repeat the attack. If the grab has ended, you can't sustain this power. ID_FMP_CLASS_362 29 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_362,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_7,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,29 This deadly nerve strike is most easily mastered by evil monks willing to practice it on hapless victims. Daily Monk Attack 29 Martial, Psychic, Implement You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Dexterity vs. Will 7[W] + Dexterity modifier psychic damage. The target is helpless (save ends). The target is dazed (save ends). This occurs as an Aftereffect on a miss. ID_FMP_CLASS_362 29 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_CDJ_PARAGON_PATH_2150001,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 Drunken Master You jab at your foe's face, and then woozily collapse against him, rolling your shoulders in a twisting circle that brings you around his back and strikes him multiple times. Encounter Drunken Master Attack 11 Martial, Weapon You must use your Monk Unarmed Strike for this attack. Standard action Melee touch One creature Dexterity vs. AC 1[W] + Dexterity modifier damage, and you switch places with the target and make a secondary attack against the target. Dexterity vs. AC, two attacks 1[W] + Dexterity modifier damage per attack. ID_CDJ_PARAGON_PATH_2150001 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_CDJ_PARAGON_PATH_2150001,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_FREE_ACTION,12 Drunken Master When in need of healing, others reach for an alchemist's brew, but you prefer a distiller's. Daily Drunken Master Utility 12 Martial Free action Personal You increase your drink total. You spend a healing surge. Instead of the hit points you would normally regain, you regain 25 hit points and make one saving throw against an effect that can be ended by a save. ID_CDJ_PARAGON_PATH_2150001 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_CDJ_PARAGON_PATH_2150001,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 Drunken Master The first gulp is for you. The second is to spew in your enemy's eyes after you stagger into range. Daily Drunken Master Attack 20 Martial, Implement You must be carrying a drinking container. Standard action Close burst 1 One creature in burst Dexterity vs. Fortitude The target is blinded (save ends), and you make a secondary attack against the target. Dexterity vs. AC 3[W] + Dexterity modifier damage. The target is blinded until the end of your next turn. Before the attack, you may shift 1 and increase your drink count by 1. ID_CDJ_PARAGON_PATH_2150001 20 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_CDJ_PARAGON_PATH_2150002,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 Long Hand Acolyte Your arms fly out and deliver a crushing blow to the bewilderment of both your enemies and friends. Encounter Long Hand Acolyte Attack 11 Martial, Weapon You must use your Monk Unarmed Strike for this attack. Standard action Melee 3 One creature Dexterity vs. AC 3[W] + Dexterity modifier damage. ID_CDJ_PARAGON_PATH_2150002 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_CDJ_PARAGON_PATH_2150002,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,12 Long Hand Acolyte You throw yourself at the ground and miss. Encounter Long Hand Acolyte Utility 12 Martial Standard action Personal You gain a fly speed equal to your speed until the end of your turn. You must land on solid ground at the end of your turn or you float harmlessly to the ground. Repeat the power. ID_CDJ_PARAGON_PATH_2150002 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_CDJ_PARAGON_PATH_2150002,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,20 Long Hand Acolyte While you're floating, you can more effectively end the combat by shooting out your foot. Daily Long Hand Acolyte Attack 20 Martial, Weapon You must use your Monk Unarmed Strike for this attack. Standard action Melee 3 One creature Dexterity vs. AC 5[W] + Dexterity modifier damage. You gain a speed of fly 4 (hover) until the end of the encounter. ID_CDJ_PARAGON_PATH_2150002 20 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_CDJ_PARAGON_PATH_2150003,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 Master of Flowers Spinning and swinging, you lash out against everyone nearby. Encounter Master of Flowers Attack 11 Divine, Weapon Standard action Close burst 1 Each enemy in burst you can see Dexterity vs. AC 1[W] + Dexterity modifier damage, and you may shift 1 after making this attack. ID_CDJ_PARAGON_PATH_2150003 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_CDJ_PARAGON_PATH_2150003,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,12 Master of Flowers With an impossible twist, you dodge an attack that you should never have seen coming. Encounter Master of Flowers Utility 12 Divine Immediate interrupt Personal You take an action that draws an opportunity attack You do not draw the opportunity attack. You can only avoid one attack in this manner; if your action draws attacks from multiple foes, all but the first occur as normal. ID_CDJ_PARAGON_PATH_2150003 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_CDJ_PARAGON_PATH_2150003,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,20 Master of Flowers Calling upon your deepest reserves, you lash out viciously at all the foes swarming you. Daily Master of Flowers Attack 20 Divine, Weapon You must use your Monk Unarmed Strike for this attack. Standard action Close burst 1 Each enemy in burst you can see Dexterity vs. AC 2[W] + Dexterity modifier damage, and each target takes a -2 penalty to all defenses and on opportunity attack rolls (save ends). ID_CDJ_PARAGON_PATH_2150003 20 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_CDJ_PARAGON_PATH_2150004,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_FREE_ACTION,11 Master of the Four Winds So powerful was your prior blow, your foe rocks back and offers you the opportunity for a second strike. Encounter Master of the Four Winds Attack 11 Divine, Weapon You must use your Monk Unarmed Strike for this attack. Free action Melee touch You score a critical hit with a power that requires an unarmed attack The triggering enemy Dexterity vs. AC 2[W] + Dexterity modifier damage, and you can shift 3. ID_CDJ_PARAGON_PATH_2150004 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_CDJ_PARAGON_PATH_2150004,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_MINOR_ACTION,12 Master of the Four Winds You channel all your power into your hands and hurl it at your foes. Encounter Master of the Four Winds Utility 12 Divine Minor action Personal The next encounter or daily monk power you use, as long as it's normally a melee attack that does not carry the Full Discipline keyword, can instead be made as a ranged attack with a range of 8. Even if the attack normally affects more than one target, you can only target a single foe when it's used in this manner. ID_CDJ_PARAGON_PATH_2150004 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_CDJ_PARAGON_PATH_2150004,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 Master of the Four Winds A thrust of your fingers, and a lance of power plunges into your enemy's gut. Daily Master of the Four Winds Attack 20 Divine, Implement You must use your Monk Unarmed Strike for this attack. Standard action Ranged 10 One creature Dexterity vs. Fortitude 3[W] + Dexterity modifier damage. If the target does not move at least 1 square further away from you on its next turn than it was at the end of your own turn, it takes an additional 2[W] damage. Half damage. ID_CDJ_PARAGON_PATH_2150004 20 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_CDJ_PARAGON_PATH_2150005,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 Master of the Wizened Cane You spin and whirl, striking about you with both sides of your staff. Encounter Master of the Wizened Cane Attack 11 Divine, Weapon You must be wielding a staff or two clubs for this attack. Standard action Close burst 2 All enemies in burst you can see Dexterity vs. AC 1[W] + Dexterity modifier damage and you push the target 1 square. On a critical hit, the target is also knocked prone. ID_CDJ_PARAGON_PATH_2150005 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_CDJ_PARAGON_PATH_2150005,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_MINOR_ACTION,12 Master of the Wizened Cane You spin your weapons in powerful arcs, building unbelievable momentum. Encounter Master of the Wizened Cane Utility 12 Divine Minor action Personal Until the end of the encounter, your club damage die is d8 instead of d6, and your quarterstaff damage die is d10 instead of d8. ID_CDJ_PARAGON_PATH_2150005 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_CDJ_PARAGON_PATH_2150005,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 Master of the Wizened Cane Your foe reels beneath a torrent of wooden blows. Daily Master of the Wizened Cane Attack 20 Divine, Implement You must be wielding a staff or two clubs for this attack. Standard action Melee weapon One creature Dexterity vs. Reflex 3[W] + Dexterity modifier damage The target falls prone. ID_CDJ_PARAGON_PATH_2150005 20 Attack ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_CDJ_PARAGON_PATH_2150006,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 Unseen Ninja Taking a moment to orient yourself, you strike at your foe's most vulnerable spot. Encounter Unseen Ninja Attack 11 Divine, Weapon Standard action Melee weapon One creature against whom you have combat advantage Dexterity vs. AC 2[W] + Dexterity modifier and ongoing 10 damage (save ends) ID_CDJ_PARAGON_PATH_2150006 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_CDJ_PARAGON_PATH_2150006,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_28,ID_INTERNAL_CATEGORY_MINOR_ACTION,12 Unseen Ninja With intense spiritual focus, you attune yourself to the wall before you, passing directly through the stones. Daily Unseen Ninja Utility 12 Divine, Stance Minor action Personal You gain the phasing ability. ID_CDJ_PARAGON_PATH_2150006 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_CDJ_PARAGON_PATH_2150006,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 Unseen Ninja You slip up behind your target, drawing your blade across his throat, or crushing his carotid with your bare hand. Daily Unseen Ninja Attack 20 Divine, Weapon You must use your Monk Unarmed Strike for this attack. Standard action Melee weapon One creature Dexterity vs. AC 4[W] + Dexterity modifier damage, plus ongoing 10 damage (save ends). On a critical hit, cause ongoing 20 damage (save ends). Half damage. ID_CDJ_PARAGON_PATH_2150006 20 Attack Crushing Fist Class Feature 0 0 0 1d6 3 Improvised Melee One-Handed Off-hand Unarmed Off-hand 1 ID_FMP_CLASS_362
You can make unarmed attacks with much greater effectiveness than most combatants. When you make a weapon attack such as a melee basic attack, you can use the monk unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d8 damage. You must have a hand free to use your monk unarmed strike, even if you're kicking, kneeing, elbowing, or head-butting a target. Also, your monk unarmed strike can benefit from a magic ki focus if you have one.
*UPDATE* The rules for monk unarmed strikes has changed since the playtest. Your unarmed strike no longer can be enchanted, nor does it function as an implement. Talk with your DM about updating your character. A suggested resolution is to sell your enchanted unarmed strike and then purchase a Ki Focus in its place.
Monk, Unarmed Combatant class feature or Punishing Fist class feature Monk, Unarmed Combatant class feature or Punishing Fist class feature Heroic Unarmed strike improves to +3, 1d10
Your monk unarmed strike becomes a +3 proficiency bonus weapon dealing 1d10 damage.
ID_INTERNAL_CATEGORY_MULTICLASS_MONK,ID_INTERNAL_CATEGORY_MULTICLASS,ID_INTERNAL_CATEGORY_CLASS-SPECIFIC_MULTICLASS Dex 13; ~MULTICLASS or Unlimited Multiclass or Monk CountsAsClass; !ID_FMP_CLASS_362; !ID_FMP_HYBRID_CLASS_609 Dex 13 Heroic Monk: Skill training, one Flurry of Blows power 1/encounter Multiclass Monk
You gain training in one skill from the monk's class skills list and can wield monk implements.
Choose one of the monk's striker damage features. You can use that power once per encounter.
If you choose Practiced Form, select one of the following options for applying the damage, but you do not count as having the associated class feature:
Jade Hand: Whenever you charge, deal a critical hit or hit a weakened foe
Rending Claw: Whenever you hit with an opportunity or readied attack, or hit a marked foe.
Lashing Vine: Whenever you hit an enemy you have grabbed, or hit an immobilized or weakened foe.
Monk, Centered Breath class feature or Iron Soul class feature or Stone Fist class feature Monk, Flurry of Blows class feature Heroic Attack from 2 squares away when using spear with Flurry of Blows
When your flurry of blows power is triggered by an attack that you make with a spear, one target of that power can be up to 2 squares away from you.
Monk, Centered Breath class feature or Iron Soul class feature or Stone Fist class feature Monk, Flurry of Blows class feature Heroic +2 to Flurry of Blows damage when wielding club
While you are wielding a club, you gain a +2 bonus to damage dealt by your Flurry of Blows power.
11th level, monk, Centered Breath class feature or Iron Soul class feature or Stone Fist class feature; Paragon Tier 11th level, monk, Flurry of Blows class feature Paragon Single target of your Flurry of Blows takes extra damage
Whenever you target only one creature with your Flurry of Blows power, the creature takes 2 extra damage. The extra damage increases to 4 at 21st level.
11th level, monk, Centered Breath class feature or Iron Soul class feature or Stone Fist class feature; Paragon Tier 11th level, monk, Flurry of Blows class feature Paragon Throw dagger or shuriken to add one more target on your Flurry of Blows attack
When you use your Flurry of Blows power, you can add a single target within 5 squares of you by throwing a dagger or a shuriken that you have in hand. Doing so doesn't provoke opportunity attacks.
Eladrin, monk, Centered Breath class feature or Iron Soul class feature or Stone Fist class feature Eladrin, monk, Flurry of Blows class feature Heroic
While wielding a longsword, you gain a +1 bonus to attack rolls using monk implement attack powers.
As well, if you wield the longsword in two hands, add +1 to the damage dealt by the power granted by your Flurry of Blows class feature.
Revenant, monk, Centered Breath class feature or Iron Soul class feature or Stone Fist class feature Revenant, monk, Flurry of Blows class feature Heroic
Whenever you use your Flurry of Blows power, you can choose to forgo dealing damage to negate the target's resistance to necrotic damage (if any) until the end of your next turn.
Monk, Centered Breath class feature or Iron Soul class feature or Stone Fist class feature Monk, Flurry of Blows class feature Heroic Target one enemy within 10 squares with Flurry of Blows and sling
When you use your Flurry of Blows power and you have a sling in hand, you can replace one normal target of that power with one creature within 10 squares of you. This does not provoke opportunity attacks.
Half-orc, furious assault racial power, monk, Centered Breath class feature or Iron Soul class feature or Stone Fist class feature Half-orc, furious assault racial power, monk, Flurry of Blows class feature Heroic Flurry of Blows deals extra damage with furious assault When your furious assault and your Flurry of Blows power are triggered by the same hit, one target of your Flurry of Blows power takes extra damage equal to your Strength modifier. ID_INTERNAL_INTERNAL_FOULBORN_BLOODLINE Foulborn Heritage, monk, Centered Breath class feature or Iron Soul class feature or Stone Fist class feature; !bloodline or Foulborn Bloodline Foulborn Heritage, monk, Flurry of Blows class feature Heroic Flurry of Blows can impose -2 to attacks Foulborn Bloodline
When you use your Flurry of Blows power, you can forego the normal effect to have the target take a -2 penalty to attack rolls until the end of your next turn.
ID_INTERNAL_INTERNAL_ELAN_BLOODLINE Elan Heritage, monk, Centered Breath class feature or Iron Soul class feature or Stone Fist class feature; !bloodline or Elan Bloodline Elan Heritage, monk, Flurry of Blows class feature Heroic Flurry of Blows deals psychic damage and ignores insubstantial Elan Bloodline
You can deal psychic damage with your Flurry of Blows power. When you do, the power deals full damage to insubstantial creatures.
ID_INTERNAL_INTERNAL_ELAN_BLOODLINE 11th level, Elan Heritage, Centered Breath class feature or Iron Soul class feature or Stone Fist class feature; Paragon Tier; !bloodline or Elan Bloodline 11th level, Elan Heritage, Flurry of Blows class feature Paragon Target Will on next attack after Flurry of Blows Elan Bloodline
When you damage an enemy using your Flurry of Blows power, your next attack against that enemy made before the end of your next turn can target Will instead of the defense normally targeted.
Heroic Make clubs or sickles Off-Hand and Heavy Thrown
Choose one of the following weapons: club or sickle. While you are wielding your chosen weapon, it has the off-hand and heavy thrown weapon properties. This replaces its normal weapon properties. You can take this feat more than once. Each time you choose this feat, choose another weapon.
Hurling Weapon Style Hurling Weapon Style Heroic Make clubs or sickles Off-Hand and Heavy Thrown ID_CDJ_FEAT_2150001
Choose one of the following weapons: club or sickle. While you are wielding your chosen weapon, it has the off-hand and heavy thrown weapon properties. This replaces its normal weapon properties. You can take this feat more than once. Each time you choose this feat, choose another weapon.
Heroic Make clubs or spears deal 1d10 damage and become Versatile
Choose one of the following weapons: club or spear. While you are wielding your chosen weapon, it deals 1d10 damage and gains the Versatile property. This replaces its normal weapon properties. You can take this feat more than once. Each time you choose this feat, choose another weapon.
Mighty Versatile Weapon Style Mighty Versatile Weapon Style Heroic Make clubs or spears deal 1d10 damage and become Versatile ID_CDJ_FEAT_2150003
Choose one of the following weapons: club or spear. While you are wielding your chosen weapon, it deals 1d10 damage and gains the Versatile property. This replaces its normal weapon properties. You can take this feat more than once. Each time you choose this feat, choose another weapon.
Heroic Give clubs, flails or spears +3 proficiency bonus and become Versatile
Choose one of the following weapons: club, flail or spear. While you are wielding your chosen weapon, it has a +3 proficiency bonus, deals d8 damage and gains the Versatile property. This replaces its normal weapon properties. You can take this feat more than once. Each time you choose this feat, choose another weapon.
Precise Versatile Weapon Style Precise Versatile Weapon Style Heroic Give clubs, flails or spears +3 proficiency bonus, d8 damage and become Versatile ID_CDJ_FEAT_2150005
Choose one of the following weapons: club or spear. While you are wielding your chosen weapon, it has a +3 proficiency bonus, deals d8 damage and gains the Versatile property. This replaces its normal weapon properties. You can take this feat more than once. Each time you choose this feat, choose another weapon.
Precise Versatile Weapon Style II Precise Versatile Weapon Style II Heroic Give clubs, flails or spears +3 proficiency bonus, d8 damage and become Versatile ID_CDJ_FEAT_2150005
Choose one of the following weapons: club or spear. While you are wielding your chosen weapon, it has a +3 proficiency bonus, deals d8 damage and gains the Versatile property. This replaces its normal weapon properties. You can take this feat more than once. Each time you choose this feat, choose another weapon.
Heroic Give clubs, daggers, flails or spears +3 proficiency bonus, d6 damage and become Off-hand
Choose one of the following weapons: club, dagger, flail or spear. While you are wielding your chosen weapon, it has a +3 proficiency bonus, deals d6 damage and gains the Off-hand property. This replaces its normal weapon properties. You can take this feat more than once. Each time you choose this feat, choose another weapon.
Off-hand Weapon Style Off-hand Weapon Style Heroic Give clubs, daggers, flails or spears +3 proficiency bonus, d6 damage and become Off-hand
Choose one of the following weapons: club, dagger, flail or spear. While you are wielding your chosen weapon, it has a +3 proficiency bonus, deals d6 damage and gains the Off-hand property. This replaces its normal weapon properties. You can take this feat more than once. Each time you choose this feat, choose another weapon.
Off-hand Weapon Style II Off-hand Weapon Style II Heroic Give clubs, daggers, flails or spears +3 proficiency bonus, d6 damage and become Off-hand
Choose one of the following weapons: club, dagger, flail or spear. While you are wielding your chosen weapon, it has a +3 proficiency bonus, deals d6 damage and gains the Off-hand property. This replaces its normal weapon properties. You can take this feat more than once. Each time you choose this feat, choose another weapon.
Off-hand Weapon Style III Off-hand Weapon Style III Heroic Give clubs, daggers, flails or spears +3 proficiency bonus, d6 damage and become Off-hand
Choose one of the following weapons: club, dagger, flail or spear. While you are wielding your chosen weapon, it has a +3 proficiency bonus, deals d6 damage and gains the Off-hand property. This replaces its normal weapon properties. You can take this feat more than once. Each time you choose this feat, choose another weapon.
Heroic Give quarterstaff +3 proficiency bonus, d10 damage and remove all weapon properties
While you are wielding a quarterstaff, it has a +3 proficiency bonus, deals d10 damage and has no properties. This replaces its normal weapon properties.
Heroic Give quarterstaff +2 proficiency bonus, 2d6 damage and remove all weapon properties
While you are wielding a quarterstaff, it has a +2 proficiency bonus, deals 2d6 damage and has no properties. This replaces its normal weapon properties.
Monk, Jade Hand class feature or Lashing Vine class feature or Rending Claw class feature Monk, Jade Hand or Lashing Vine or Rending Claw Heroic Your Practiced Form damage dice increases to d8s instead of d6s
The damage dice used for your Practiced Form damage increase from d6s to d8s.
Dex 17, Str 15 or Wis 15; Paragon tier Dex 17, Str 15 or Wis 15 Paragon Unarmed attacks gain high-crit property.
Your unarmed attacks and improvised weapon attacks gains the high-crit property.
Monk, Dex 15 Monk, Dex 15 Paragon Stand up as a free action 1/encounter when you hit.
Once per encounter, after you hit with an unarmed attack you can stand up as a free action.
Monk, Swift Wind class feature Monk, Swift Wind Heroic Your Quick Strike damage dice increases to d8s instead of d6s
The damage dice used for your Quick Strike damage increase from d6s to d8s.
ID_INTERNAL_CATEGORY_MULTICLASS_MONK,ID_INTERNAL_CATEGORY_MULTICLASS,ID_INTERNAL_CATEGORY_CLASS-SPECIFIC_MULTICLASS Dex 13; ~MULTICLASS or Unlimited Multiclass or Monk CountsAsClass; !ID_FMP_CLASS_362; !ID_FMP_HYBRID_CLASS_609 Dex 13 Heroic Monk: Skill training, Swift Wind Charge 1/encounter Multiclass Monk
You gain training in one skill from the monk's class skills list.
Once per encounter, you can use the Swift Wind Charge ability. This allows you to use an at-will power that you know at the culmination of a charge rather than relying on a basic attack.
In addition, you can wield monk implements.