Monk: Difference between revisions
(adapt to adept) |
|||
Line 3: | Line 3: | ||
While they spend a great deal of time training in what appears to be the ways of combat from an onlooker this is not the case. A monks training is a molding on oneself into a truly centered form. | While they spend a great deal of time training in what appears to be the ways of combat from an onlooker this is not the case. A monks training is a molding on oneself into a truly centered form. | ||
'''Armor:''' Monks rely on speed and dexterity to avoid hits rather than soaking the impact of a strike. While they can wear up to Medium Armor, more advanced Monks will wear lighter armor as they become more | '''Armor:''' Monks rely on speed and dexterity to avoid hits rather than soaking the impact of a strike. While they can wear up to Medium Armor, more advanced Monks will wear lighter armor as they become more adept in their arts. | ||
'''Weapon Proficiencies:''' Monks are skilled with the following weapons: Brawl, Short Weapon, Medium Weapon, Staff, and Thrown. | '''Weapon Proficiencies:''' Monks are skilled with the following weapons: Brawl, Short Weapon, Medium Weapon, Staff, and Thrown. |
Revision as of 21:06, 27 September 2024
Monks are a specialized melee class focused on honing their body as a balanced weapon. They have mastered the ability to fight and survive with the barest of means. While they are capable of standing the front line in a fight they also have the flexibility to be very mobile taking advantage of an ever-changing battle field.
While they spend a great deal of time training in what appears to be the ways of combat from an onlooker this is not the case. A monks training is a molding on oneself into a truly centered form.
Armor: Monks rely on speed and dexterity to avoid hits rather than soaking the impact of a strike. While they can wear up to Medium Armor, more advanced Monks will wear lighter armor as they become more adept in their arts.
Weapon Proficiencies: Monks are skilled with the following weapons: Brawl, Short Weapon, Medium Weapon, Staff, and Thrown.
Class Features
Unarmed Combat: Monks are trained in the art of fighting without weapons, and therefore do not suffer the drawbacks of not being able to use Combat Techniques with Brawling weapons. Additionally, Monks can use up to Medium length Brawl weapons.
Meditation: Reaching a state of harmony takes years of practice and constant work to maintain. Each reset the character will gain a pool of Chi points that they can use to power a few abilities. A character begins with 2 Chi each reset at 1st level and gain 1 additional Chi every 3 character levels after that, (IE. 1st, 4th, 7th, and so on.). They can use their Chi for the following:
1 Chi- Gain Fast Healing 5 for 1 hour or module, while not in combat.
1 Chi- Gain a reflexive Evade, this will be triggered on the first attack it would work on and cannot be stacked with itself.
2 Chi- Increase Dexterity Armor by 10 points, this goes over class maximum, for 5 minutes or 1 Encounter.
2 Chi- Increase Flurry by an additional 1 for 5 minutes or 1 Encounter.
3 Chi- Can Natural Stabilize a target with no counted action, within melee reach.
Perfect Harmony: Monks spend countless hours practicing both combat and meditation. With this effort comes a level of unmatched focus, allowing them to quickly enter a focused combat stance. This grants the character a +1 to their Flurry limit with Brawl weapons, and Immunity to Berserk.
Monk: Basic Skills | ||
---|---|---|
Skill | Cost | Prerequisite |
Focus +1 | 20 | |
Focus +2 | 20 | Focus +1 |
Focus +3 | 20 | Focus +2 |
Knowledge (History) | 3 | |
Survival | 3 | |
Energy (1-16) | 1 | |
Energy (17-32) | 2 | |
Energy (33-36) | 3 | |
Combat Techniques | ||
Skill | Cost | Usage Cost |
Bracing Block | 2 | 1 Energy |
Clarity | 2 | 1 Energy |
Disarm | 2 | 1 Energy |
Center Self | 2 | 1 Energy |
Elemental Strike | 3 | 2 Energy |
Evade | 3 | 2 Energy |
Maim Limb | 3 | 2 Energy |
Roundhouse | 3 | 2 Energy |
Catch | 6 | 3 Energy |
Choke Hold | 6 | 3 Energy |
Sweep | 6 | 3 Energy |
Paralyzing Strike | 6 | 3 Energy |
High Block | 7 | 4 Energy |
True Strike | 7 | 4 energy |
Unbound | 7 | 4 Energy |
Ricochet | 7 | 4 Energy |
Monk: Advanced Skills | ||
Skill | Cost | Prerequisite |
Abundant Leap | 2 | |
Bending Reed | 6 | |
Chi Strike | 4 | |
Iron Body | 5 | |
One Body, One Mind | 15 | Focus +1 |
One With the World | 3 | |
Peaceful Minded | 8 |
Monk Skills
Abundant Leap (Mastery) This skill allows the character to make almost super natural performances of athletic prowess. When activated the character can perform the Feat of Strength(Jump) as though they had an additional +4 Base Strength. Additionally, this can be used to block an opponent attempting to leave an encounter using Flee.
Bending Reed (Mastery) By focusing the chi in their body, a Monk can lessen the impact of weaker blows. This skill grants the character Threshold 5, lasting for 5 Minutes or one Encounter.
Bracing Block This skill duplicates Weapon Ward with the exception that it can only be used to defend Brawl weapons; this will also work as a defense from Maim Limb with Brawl weapons.
Catch This skill allows the character to defend against a single physical ranged attack (Ranged Weapon Attack, Bomb, Vial, or Natural Delivery attack). This defense ends the attack and does not allow the character the ability to do anything with the negated attack. This skill can only be used with Brawl weapons.
Center Self Through meditation the monk has learned to relieve their physical form of harm. Using this skill is a 3 counted action, at the end of which the character is healed for 10 Body Points.
Chi Strike The skill allows the character to deliver their Brawl damage and effects with packets, for the up to 5 minutes or one Encounter. This ability does not function with the Choke Hold skill.
Choke Hold This attack allows the character to attempt to subdue a target with a quick attack. This attack is delivered as “Binding Strike Silence” and follows the normal rules for Binding Strike. This attack requires a 3 count to complete at the end of which the target will become Unconscious. This attack can only be delivered with Brawl weapons.
Clarity This skill allows the character to briefly harden their minds and Resist the following effects: Charm, Command, Sleep, and Terror.
Disarm This skill causes a targeted hand-held item to become unusable for five seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack can either be a legal weapon strike or can hit the item to be affected. This skill can only be used with Brawl weapons.
Evade This skill allows the character to negate any attack with a numerical damage as part of the call, excluding attacks with the Massive, or Surprise Modifiers.
Elemental Strike When this skill is activated the character will gain a 4 Blade effects that have +5 Temporary Weapon Damage bonus and the choice of Fire/Stone/Water/Wind. These must be used on the attacks following the skills activation, and each of these Blade effects lasts until a legal weapon blow is landed. This skill can only be used with Brawl weapons.
Focus + X This skill increases the characters Base Weapon Damage with all weapons they are proficient with. Focus is purchased per hand and does not stack when using a two-handed weapon. Ambidexterity may never be used to stack it over your class maximum.
High Block This skill will allow the character to defend against a single attack delivered with a melee weapon, regardless of the Delivery Type. This skill can only be used with Brawl weapons.
Iron Body This skill gives the character 5 points of Dexterity Armor. This skill can be purchased a maximum of 4 times.
Maim Limb This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim ”, which the attacker chooses which limb is affected, and land a legal weapon blow. This attack is a single swing hit or miss and can only be performed with a melee weapon.
One Body, One Mind This skill allows the character to balance their fighting prowess with Brawl weapons; this allows their Focus bonus damage to apply to both hands equally.
One with the World (Mastery) This skill grants the character the abilities of Blindsight and Immune to Daze for 5 minutes or one Encounter. This skill is Passive once activated.
Paralyzing Strike This attack is delivered with the call “Paralyzing Strike” and a single weapon swing hit or miss. This will cause and affected target to become Paralyzed.
Peaceful Minded By releasing your positive Chi you can temporarily soothe your would be foes, causing them to drift and ignore your party as you skirt past them, this allows your party of up to 10 players to move past the encounter without engaging. This skill only works when dealing with living creatures.
Ricochet This skill allows the character to defend against a single ranged attack by diverting it to a new target in melee weapon range with you. When used, announce “Ricochet Voice ”
Roundhouse This skill allows the character to use the Cleave ability, allowing the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls “Cleave”. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with Burst or Double Attack.
Sweep This skill allows the character to force aside nearby foes. This can only be used with Great or Brawl weapons, and only when the character is stationary, though they may move immediately after its use. This skill forces all targets within melee weapon range of the user to back away 10 feet and prevent them from approaching the user for 5 seconds. This does not prevent the affected targets from fighting, only from them approaching the character for the 5 seconds.
True Strike This skill allows the character to imbue their Brawl weapons with devastating power. When activated, their next 4 weapon swings that land legal blows, gain+15 Temporary Weapon Damage, the Flavor Ward, and the Critical Modifier.
Unbound This special defense allows the character to escape from all forms of movement impairing effects, including Binding and Contain effects, currently affecting them, instantly ending their duration; though it does not work on Petrify.
Monk Powers
Extended Martial Training - This power allows the character to treat all of their Class Weapon Proficiencies as Brawl weapons.
Martial Style - With extensive training the character has mastered a favored style in which they fight. By specializing on this style they are granted a static bonus.
· Mantis Style- Grants 1 Additional swing to their Flurry limit.
· Crane Style- Grants 10 points of Dexterity Armor.
· Bull Style- Grants +1 Damage with Brawl weapons.
Merciful Strike [Brawl prerequisite) - This power allows the character to add the “Padded” flavor to their melee weapon attacks. A character brought to 0 body with the 'Padded' damage type will not enter their bleed out count and is instead considered Unconscious. Armor dealt padded damage is reduced in value as normal but it not considered 'breached' if it is reduced to 0.
Monk Heroic Powers
Diamond Skin - Through dedication to the arts you have pushed your body to the edges of control, able to shrug off small amounts of magic. This Power automatically Resists the next three spells or effects with the Magic Delivery Type that affect the character, beneficial or hostile. This Power can be used twice each reset.
Focus Zen - This Power allows the character to channel their inner focus and still mind to other targets. This Power functions as “Arcane Break Enchantments”, and can be used once each reset.