I've skimmed through the books but I'm a little confused about powers. Unarmed monks for example get +3 Atk and 1d8 naturally. Is the +3 only added to rolls when you make a basic attack or does it get added to your abilities? For instance I use Drunken Monkey, it is only my D20 roll + Dex modifier to hit vs. Will, and whatever damage it does right? If so, do weapon proficiency bonus' add to abilities for other classes that use weapons or does that work the same way or does it count if the ability uses x[w] key?
[RPG] How do monk attacks work
dnd-4eimplementsmonk
Related Solutions
There exist many acceptable options as a Minotaur Battlemind multiclassed into Monk. While it's not a full hybrid, it's possible to strongly evoke monastic traditions in your action descriptions, your utility powers, your skills, and your paragon path. This makes you a charge-focused damage-dealing defender who can hold their own with most characters.
A bit of a discursive deconstruction here, riffing off my paper.
First: literature reserach. Do there exist any battlemind or monk hybrids?
No.
Do there exist any published multiclass builds that use either?
No, not really.
Now we... must be creative.
In general, when doing a risky combo like this, you can't afford to slip up too badly. Read both class guides battlemind monk to get a sense of appropriate powers. In all cases, take the mechanics of the powers and choose your description for yourself, starting with their name. Steal all names from ancient martial arts moves and be unusually aware of the environment and ways to perform acrobatic manoeuvres while establishing your battlemind as the centre of attention.
Narrative requirement: we must have a minotaur, involve the idea of "monk" and the idea of "battlemind."
Mechanical-functional requirement: we must function as a character.
Primus, there exist no mechanical options for hybrid stats, save for a joint (and unimportant secondary.) Monks are Dex/Wis or Dex/Str, Battleminds are Con/Wis or Con/Cha. Minotaurs are Str Con/Wis.
Monks have a huge reliance on their secondaries. Battleminds have less.
Therefore, is it possible to make a Con/X? battlemind that is heavily invested in monkishness?
Minotaurs are chargers, and there are a number of battlemind charge options that are ... not bad. Momentum Swing as a 3rd level give us an augment 2 charge, which really ties in nicely with a charge chassis (to be a striker) and the minotaur's natural gifts.
There are a number of excellent statless stances from the monk. Most notable being centered defense (utility/6) or other utilities. The monk's positioning utilities synergize wonderfully with the Battlemind's interrupts, especially if flavoured as monastic training rather than psionic power.
At 7, we'll choose forceful reversal as an indication of a judo or akido like form of literally turning the force of the enemy's attack on them, and focus a little more on forced movement.
While we won't choose a daily or encounter multiclass, the utility flavouring as well as the ki-focus should be a nice start. There's even a perfect monk paragon path: Soaring blade. Its abilities are constitution focused, and it gets bonus damage... equal to con... on all melee attacks at 16. Its bonus to acrobatics means that you can even pretend to be a monk somtimes when doing dexy stuff.
Conclusions
So, in heroic, we have a minotaur charger, focused on the augment 2 charger. Your weapon is the sword, echoing your paragon path. (Theme this as your monastic weapon) First feat is Monastic Disciple, to get your iron soul flurry of blows. Choose an appropriately monky theme. You'll want a very high strength to power your basic attacks, which... isn't very good from a theoretical perspective, but survivable.
Equipment is generally the charge chassis, which must be reflavoured not as ubermagicitems, but as monastic tricks to make your damage more interesting. I urge you to grab a book on aikido and Kenjutsu and theme all your attacks appropriatly. Throw in a hint of tai-chi, just becuase it's appropriate to explain your elemental effects.
You'll want to grab the utility multiclass into monk, and the monk PP.
That provides a solid defender who is focused on doing damage and is themed around being a "monk." Your heavy armor focus is a touch unfortunate, but my recommendation is to accept it, and just call it unusually heavy robes.
There are three issues here, I think: Keywords, the two different kinds of proficiency, and permission by omission.
But before I go into those, a word: As always there are explicit features/feats/enchantments which break the rules, and that's why we call D&D an "exception-based" system: it deals in rules which apply universally unless (until) exceptions are made, so there is no need to enumerate the possible exceptions. We simply assume the rule unless told otherwise in a particular instance.
Keywords
If a power has the weapon
keyword, and only if the power has the weapon
keyword, does a weapon enchantment (enhancement bonuses and other features) apply to that power. Ditto with the implement
keyword and implement enchantments.
Proficiency and the Proficiency Bonus
"Proficiency" means that you've had training in the use of a weapon or implement, but mechanically it means totally different things whether you're talking about a weapon or an implement.
Weapon Proficiency and the Proficiency Bonus
Proficiency with a weapon means that you can add that weapon's "proficiency bonus" to attack rolls. Only weapons have proficiency bonuses, they only apply to powers with the weapon
keyword, and they have nothing to do with whether enhancement bonuses can be applied (see below for that bit).
Implements, Enhancement Bonuses, and Permission by Omission
You need to be proficient with an implement in order to add its enhancement bonus to attacks and damage with implement powers. You do not need to be proficient with a weapon in order to add its enhancement bonus to attacks and damage with weapon powers, but you don't get its proficiency bonus to the attack roll. (In either case, you can only add the enhancement bonus of one item at a time to an attack unless you have a rules exception which says otherwise.)
I arrived at this conclusion because the magic implement rules say you need to be proficient for the enhancement bonus, but the magic weapon rules don't. Permission by omission is sloppy, but has solid precedent.
Best Answer
Monk's +3 unarmed proficiency bonus is only added to weapon attacks, not monk "Implement" attacks. Monks are confusing.
The difference is in the keyword of the power.
Drunken Monkey has the following keywords: Full Discipline, Implement, Psionic
The one we care about is "Implement"
Because monk attacks are implement attacks, they do not use weapon proficiency. Instead, they use
Half-Level + Dex Mod
for attack versus Will, and1d8 + Dexterity modifier damage
(note lack of half-level) for damage.To increase the attack mod, you need to invest in feats like "Ki Focus Expertise"
The
Melee Basic
attack on the other hand would have the weapon keyword. Therefore you would, on an opportunity attack, use+3 + Half Level + Strength Mod
versus AC.