Play test : LE MOINE (version officiel)
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Play test : LE MOINE (version officiel)
J'ai réussi à chopper la classe du moine pour toi Van !!
PLAY TEST
Monk
“You fight well, but without
discipline and focus,
you will fail.”
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 well as a heavily armored knight. Monks tap
into the psionic potential that rests within their bodies
and minds, 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 maybe 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.
CLASS TRAITS
Role: Striker. You typically eschew weapons in
favor of unarmed attacks, and you avoid armor in
favor of maneuverability and agility. No one 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. Depending on your
choice of class features and powers, you might
lean toward controller as a secondary role.
Power Source: Psionic. Your intense focus,
constant training, and exceptional talent combine
to allow you to harness the psionic power within
yourself.
Key Abilities: Dexterity, Strength, Wisdom
Armor Proficiencies: Cloth
Weapon Proficiencies: Club, dagger, quarterstaff,
shuriken, sling, spear
Implements: Monk weapons
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: From the class skills list below,
choose four trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str),
Diplomacy (Cha), Endurance (Con), Heal (Wis),
Insight (Wis), Perception (Wis), Stealth (Dex),
Thievery (Dex)
Class Features: Monastic Tradition, Unarmed
Combatant, Unarmored Defense
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 many years of training taught
you to turn your eye inward. Now it is time to look
outward and test yourself against the world and its
dangers.
PLAY TEST
Monk
“You fight well, but without
discipline and focus,
you will fail.”
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 well as a heavily armored knight. Monks tap
into the psionic potential that rests within their bodies
and minds, 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 maybe 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.
CLASS TRAITS
Role: Striker. You typically eschew weapons in
favor of unarmed attacks, and you avoid armor in
favor of maneuverability and agility. No one 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. Depending on your
choice of class features and powers, you might
lean toward controller as a secondary role.
Power Source: Psionic. Your intense focus,
constant training, and exceptional talent combine
to allow you to harness the psionic power within
yourself.
Key Abilities: Dexterity, Strength, Wisdom
Armor Proficiencies: Cloth
Weapon Proficiencies: Club, dagger, quarterstaff,
shuriken, sling, spear
Implements: Monk weapons
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: From the class skills list below,
choose four trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str),
Diplomacy (Cha), Endurance (Con), Heal (Wis),
Insight (Wis), Perception (Wis), Stealth (Dex),
Thievery (Dex)
Class Features: Monastic Tradition, Unarmed
Combatant, Unarmored Defense
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 many years of training taught
you to turn your eye inward. Now it is time to look
outward and test yourself against the world and its
dangers.
Dernière édition par Douga le Jeu 18 Fév - 0:06, édité 1 fois
Douga- Admin
- Messages : 899
Date d'inscription : 01/02/2010
Age : 43
Localisation : Dans son antre
Re: Play test : LE MOINE (version officiel)
Monk Class Features
Monks have the following class features.
Monastic Tradition
Monks train in a number of traditional techniques,
with each monastery focusing on a specific style. Each
monk chooses a Monastic Tradition, which provides a
Flurry of Blows power and a defensive benefit.
Your training and use of psionic magic allow you
to strike with incredible speed, represented by the
Flurry of Blows class feature. Each Monastic Tradition
teaches a different version of Flurry of Blows. Your
tradition also helps you focus your body or mind to
become more resilient to attacks.
This playtest presents the Centered Breath
tradition.
Centered Breath
The Centered Breath tradition focuses on honing your
mental awareness to better harness psionic magic.
This tradition teaches that only by controlling yourself
can you control your environment. The tradition’s
adherents are typically ascetics, whose monasteries
stand in quiet corners of the world, where the monks
can train and study without distraction. In some of
these monasteries, speech is forbidden except for one
hour each day.
Flurry of Blows: You gain the centered flurry of
blows power (see page 68).
Mental Equilibrium: You gain a +1 bonus to Fortitude.
This bonus increases to +2 at 11th level and +3
at 21st level.
Unarmed Combatant
You can make unarmed attacks with much greater
effectiveness than most combatants. When you make
an unarmed 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,
a reach of 1, and a +3 proficiency bonus, and the
weapon damage die is 1d8. You must have a hand
free to use your monk unarmed strike, even if you’re
kicking, kneeing, elbowing, or head-butting a target.
The Enchant Magic Item ritual (Player’s Handbook,
page 304) can be used to turn your monk unarmed
strike into a magic weapon. For example, through
that ritual, you could have a +1 flaming monk unarmed
strike.
Unarmored Defense
While you are wearing cloth armor or no armor and
aren’t using a shield, you gain a +2 bonus to AC.
Monk Weapons
Some of your powers might require you to attack
with a monk weapon. The following weapons count
as monk weapons: unarmed attacks, clubs, daggers,
quarterstaffs, and spears.
Monks have the following class features.
Monastic Tradition
Monks train in a number of traditional techniques,
with each monastery focusing on a specific style. Each
monk chooses a Monastic Tradition, which provides a
Flurry of Blows power and a defensive benefit.
Your training and use of psionic magic allow you
to strike with incredible speed, represented by the
Flurry of Blows class feature. Each Monastic Tradition
teaches a different version of Flurry of Blows. Your
tradition also helps you focus your body or mind to
become more resilient to attacks.
This playtest presents the Centered Breath
tradition.
Centered Breath
The Centered Breath tradition focuses on honing your
mental awareness to better harness psionic magic.
This tradition teaches that only by controlling yourself
can you control your environment. The tradition’s
adherents are typically ascetics, whose monasteries
stand in quiet corners of the world, where the monks
can train and study without distraction. In some of
these monasteries, speech is forbidden except for one
hour each day.
Flurry of Blows: You gain the centered flurry of
blows power (see page 68).
Mental Equilibrium: You gain a +1 bonus to Fortitude.
This bonus increases to +2 at 11th level and +3
at 21st level.
Unarmed Combatant
You can make unarmed attacks with much greater
effectiveness than most combatants. When you make
an unarmed 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,
a reach of 1, and a +3 proficiency bonus, and the
weapon damage die is 1d8. You must have a hand
free to use your monk unarmed strike, even if you’re
kicking, kneeing, elbowing, or head-butting a target.
The Enchant Magic Item ritual (Player’s Handbook,
page 304) can be used to turn your monk unarmed
strike into a magic weapon. For example, through
that ritual, you could have a +1 flaming monk unarmed
strike.
Unarmored Defense
While you are wearing cloth armor or no armor and
aren’t using a shield, you gain a +2 bonus to AC.
Monk Weapons
Some of your powers might require you to attack
with a monk weapon. The following weapons count
as monk weapons: unarmed attacks, clubs, daggers,
quarterstaffs, and spears.
Douga- Admin
- Messages : 899
Date d'inscription : 01/02/2010
Age : 43
Localisation : Dans son antre
Re: Play test : LE MOINE (version officiel)
Implements
Monks wield monk weapons as implements, channeling
psionic energy through them. When you wield a
magic monk weapon as an implement, 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. Without
an implement, you can still use these powers. If you
score a critical hit with a magic monk weapon when using it as an implement, you use the weapon’s critical
hit effect. You don’t use a monk weapon’s proficiency
bonus when wielding the weapon as an implement.
Creating a Monk
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.
Centered Breath Monk
You search for the flow of energy within yourself, the
world, and each battle. Calmly anticipating your enemy’s
attacks, you move swiftly across the battlefield
and excel at projecting your psionic energy outward
to control your enemies and foil their plans. Dexterity
should be your highest score, Wisdom should be your
second, and Strength can be your third, since you
will probably want to select a mix of powers that use
Wisdom and Strength.
Suggested Class Feature: Centered Breath
Suggested Feat: Focused Expertise
Suggested Skills: Acrobatics, Athletics, Insight,
Perception
Suggested At-Will Powers: dancing cobra, five
storms
Suggested Encounter Power: drunken monkey
Suggested Daily Power: masterful spiral
New Feat
The Centered Breath monk uses a new feat, Focused
Expertise.
Focused Expertise
Benefit: Choose a weapon that you can wield
as an implement. You gain a +1 bonus to attack
rolls with any implement or weapon power you use
through that weapon. The bonus increases to +2 at
15th level and +3 at 25th level.
Special: You can take this feat more than once.
Each time you take this feat, choose a different
weapon that you can wield as an implement. This
bonus is not cumulative with the one provided by
Implement Expertise or Weapon Expertise.
Monks wield monk weapons as implements, channeling
psionic energy through them. When you wield a
magic monk weapon as an implement, 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. Without
an implement, you can still use these powers. If you
score a critical hit with a magic monk weapon when using it as an implement, you use the weapon’s critical
hit effect. You don’t use a monk weapon’s proficiency
bonus when wielding the weapon as an implement.
Creating a Monk
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.
Centered Breath Monk
You search for the flow of energy within yourself, the
world, and each battle. Calmly anticipating your enemy’s
attacks, you move swiftly across the battlefield
and excel at projecting your psionic energy outward
to control your enemies and foil their plans. Dexterity
should be your highest score, Wisdom should be your
second, and Strength can be your third, since you
will probably want to select a mix of powers that use
Wisdom and Strength.
Suggested Class Feature: Centered Breath
Suggested Feat: Focused Expertise
Suggested Skills: Acrobatics, Athletics, Insight,
Perception
Suggested At-Will Powers: dancing cobra, five
storms
Suggested Encounter Power: drunken monkey
Suggested Daily Power: masterful spiral
New Feat
The Centered Breath monk uses a new feat, Focused
Expertise.
Focused Expertise
Benefit: Choose a weapon that you can wield
as an implement. You gain a +1 bonus to attack
rolls with any implement or weapon power you use
through that weapon. The bonus increases to +2 at
15th level and +3 at 25th level.
Special: You can take this feat more than once.
Each time you take this feat, choose a different
weapon that you can wield as an implement. This
bonus is not cumulative with the one provided by
Implement Expertise or Weapon Expertise.
Douga- Admin
- Messages : 899
Date d'inscription : 01/02/2010
Age : 43
Localisation : Dans son antre
Re: Play test : LE MOINE (version officiel)
Dernière édition par Douga le Jeu 18 Fév - 3:02, édité 1 fois
Douga- Admin
- Messages : 899
Date d'inscription : 01/02/2010
Age : 43
Localisation : Dans son antre
Re: Play test : LE MOINE (version officiel)
Et maintenant tu traduis tout, parce qu'il a pas un super niveau en anglais.
Brsrkr- Maître Floodeur
- Messages : 268
Date d'inscription : 02/02/2010
Re: Play test : LE MOINE (version officiel)
Démerde a li ^^
Douga- Admin
- Messages : 899
Date d'inscription : 01/02/2010
Age : 43
Localisation : Dans son antre
Re: Play test : LE MOINE (version officiel)
euh...j arrive pas a decaler vers la droite , me manque tout un passage...exemple drunken monkey , j vois pas la moitié du texte
lechaotique- Vétéran
- Messages : 126
Date d'inscription : 01/02/2010
Age : 49
Localisation : paris
Re: Play test : LE MOINE (version officiel)
Control-molette bas fait un zoom-out sur le navigateur, tu veras mieux.
Sinon tu fais clic droit -> afficher l'image, ça l'ouvre dans un autre onglet.
Sinon tu fais clic droit -> afficher l'image, ça l'ouvre dans un autre onglet.
Brsrkr- Maître Floodeur
- Messages : 268
Date d'inscription : 02/02/2010
Re: Play test : LE MOINE (version officiel)
ha ? je vois tout moi et il y a encore beaucoup d'espace de chaque coté ... bizarre
Douga- Admin
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Date d'inscription : 01/02/2010
Age : 43
Localisation : Dans son antre
Re: Play test : LE MOINE (version officiel)
Je cherchais à comprendre en fait y'a plus la classe du Moine en DD4 ? dans le player !
Re: Play test : LE MOINE (version officiel)
Ouais c'est quand dans le dernier manuel des joueurs, c'est à dire le 3 que le moine est là ...
Mais laisses tomber quoi, trop de bouquins, trop de tunes à dépenser pour tout avoir ... ca m'a saoulé, en plus les joueurs sont pas fans de cette edition ...
Mais laisses tomber quoi, trop de bouquins, trop de tunes à dépenser pour tout avoir ... ca m'a saoulé, en plus les joueurs sont pas fans de cette edition ...
Douga- Admin
- Messages : 899
Date d'inscription : 01/02/2010
Age : 43
Localisation : Dans son antre
Re: Play test : LE MOINE (version officiel)
Te reste plus à la limite de trouver une table de conversion - bien comme il faut - et de n'acheter que les scénars, il doit y en avoir de bons quand même!
Mais je n'ai joué qu'une ou deux fois à la 4.0, mais dans mon souvenir, çà ne m' avait pas emballé, mais étant un peu dinosaure, j'avais déjà eu du mal avec les versions précédentes j'ai du mettre une bonne année à quitter Ad&D!
Mais je n'ai joué qu'une ou deux fois à la 4.0, mais dans mon souvenir, çà ne m' avait pas emballé, mais étant un peu dinosaure, j'avais déjà eu du mal avec les versions précédentes j'ai du mettre une bonne année à quitter Ad&D!
Re: Play test : LE MOINE (version officiel)
J'ai acheté un scenar de la 4e et il est pas terrible du tout ! C'etait un donjon avec que des bastons ... un vulgaire PMT !
Douga- Admin
- Messages : 899
Date d'inscription : 01/02/2010
Age : 43
Localisation : Dans son antre
Re: Play test : LE MOINE (version officiel)
Oui, malheureusement côté scénarii, ils ont pas sorti mieux que ceux sortis sous la 2.0, ainsi que ceux liés à Ravenloft de l'époque, Le temple du Mal élémentaire, shadowdale, Tantras, Waterdeep etc...
Re: Play test : LE MOINE (version officiel)
Tu as oublié "Retour à la tombe des horreurs" qui est fameux, ou les joueurs vont dans le plan d'un demie-liche. Extra
Douga- Admin
- Messages : 899
Date d'inscription : 01/02/2010
Age : 43
Localisation : Dans son antre
Re: Play test : LE MOINE (version officiel)
Oui j'avais joué au scénario original, dans mon souvenir assez mortel avec ces pièges de partout, d'ailleurs je recherche les 1001 pièges de Greemtooth <-- pas très sûr de l'orthographe, il était très bien ce bouquin avec plein de boomchtatrap
Re: Play test : LE MOINE (version officiel)
Je l'ai en pdf
Faut que j'y pense en aout ^^
Faut que j'y pense en aout ^^
Douga- Admin
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Date d'inscription : 01/02/2010
Age : 43
Localisation : Dans son antre
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