Monk
Table of contents
- Vitality Gen Dice is 1d20, +1d8 per level
- Soul Gen Dice is 1d8, +1d6 per level
- Power Gen Dice is 1d12, +1d8 per level
- Monks use their bodies as weapons, therefore they don't need actual weapons
- Can use gloves, gauntlets, as well as nunchucks, katanas, and rods with no penalties
- Monks can only wear light armor and can't use shields
You have dedicated your life to perfecting your body as both a weapon and a shield. You are not the initial heavy-hitter or the tank, but you will be the last one standing.
The Monk Profession is all about fine tuning ones body as the perfect weapon.
Effects on Weapon Usage
Monks use their bodies as weapons, therefore they don't need actual weapons. They can use anything that would add to their punching or kicking, such as gloves, gauntlets, as well as nunchucks, katanas, and rods. While a monk will learn to use other weapons, they will require the weapon's related proficiency skill to use them.
Effects on Armor Usage
Monks can only wear light armor and can't use shields.
Effects of Leveling Up
The following table shows what you get for leveling up no matter your profession:
Upon Reaching Level | You Get The Following |
---|---|
1 | 1d6 points to place in your stat traits (not the stats); 2 profession skills, 2 non profession skills, 1 spell |
2 | 1d6 stat points that you can place in your stats; 1d4 points to place in any stat trait you desire, 1 profession skills, 1 non profession skill |
3 | 1d4 points to place in your stat traits; 1 profession skills, 1 non profession skill, 1 spell |
4 | 1 profession skills, 1 non profession skill, 1 extra support action |
5 | 1d6 stat points that you can place in your stats; 1d4 points to place in your stat traits, 1 profession skills, 1 non profession skills, 1 spell |
6 | 2 skills of your choice, profession or non profession; 1 extra move action |
7 | 1d6 points to place in your stat traits |
8 | 1d4 stat points, 1d4 trait points, 1 spell |
9 | 2 stat trait points, 2 skills profession or non profession |
10 | 1d6 stat points, 1d8 stat trait points, 1 profession skills, 1 non profession skills, 1 spell, 1 extra attack action |
11 | 1d4 stat trait points |
12 | 2 skills of choice, profession or non profession |
13 | 1d4 stat points, 2 stat trait points, 1 spell |
14 | 2 stat trait points, 1 skill of choice, 1 extra support action |
15 | 1d6 stat points, 1d8 stat trait points, 1d4 skills of choice, 1 spell |
16 | 2 skills of choice |
17 | 1d4 stat trait points, 1 extra move action |
18 | 1d4 skills of choice, 1d4 spells |
19 | 1 extra attack |
20 | 1d10 stat points, 1d10 stat trait points, 1d4 skills of choice, 1d4 spells, 1 extra action of choice (attack, move, or support) |
You also get the following bonuses for leveling up your Monk
Level | Monk Bonuses for Level |
---|---|
2 | +2 to Melee Power; +1 to Brace, Physical Evade, and Acrobactics; 1 Ability |
4 | +2 to Melee Power; +1 to Endure and Athelitcs; 1 Ability |
6 | +1 to Melee Power; +1d10 to Strength; 1 Ability; +2 to Vitality Save |
8 | + 1d6 to Melee Power; +2 to Critical; ; +1d8 to Acrobatics; +2 to Physical Evade; 1 Ability |
10 | +1 to Melee Power; +1d10 to Fortitude; +1 to Endure, Brace, Acrobatics, Physical Evade, Magical Evade, and Athletics; 2 Abilities; +1 to Soul Save |
14 | +1 to all S[eed traits; 1d4 abilities; +2 to Power Save |
18 | +1d10 to Speed; +1d6 to Strength; +2 to Critical |
20 | +1 to all Strenght traits; 1d4 abilities |
Skills
A monk trains to use their bodies as weapons.
Skill | Stat Cost | Range | Area | Duration | Effects | Success Roll |
---|---|---|---|---|---|---|
Chi Acrobatics | 2 Soul | self | self | 1d4 Rounds | Increase your Acrobatics by your Focus score. Must have Mediatation. | Focus -2 |
Chi Defense | 2 Soul | self | self | 1d4 rounds | Add your Focus Score to your Defense. Must have Meditation. | Focus -1 |
Chi Drain | 2 Soul | 1 space | 1 target | 1d4 rounds | Your physical attack will drain your focus score worth of Vitality from the target to restore your Vitality, if you manage to hit the target's Vitality. Must have Chi Heal. | Focus -2 |
Chi Energy | 4 Soul | around user | 3x3 spaces | 1d4 rounds | Your inner chi expands outwards creating an aura around you. Anyone who enters the aura, friend or foe, will be have 1d6 Power restored each round that they are in the area of effect. Must have Chi Heal. | Focus -3 |
Chi Guard | 2 Soul | move range | 1 ally | instant | Imediately lessen the damage dealt to your ally by your Focus Score. Must have Chi Defense. | Focus -1 |
Chi Heal | 2 Soul | self | self | instant | Heal your Vitality by your Focus score. Must have Chi Defense. | Focus -2 |
Chi Runic Defense | 3 Soul | self | self | 1d4 rounds | Decrease magical damage received by Focus score. Must have Chi Defense. | Focus -2 |
Critical Chi | 2 Soul | self | self | 1d4 rounds | Your critical hits always add your focus score to the attack. Must have Inner Chi. | Focus -1 |
Extra Attack | 6 Power | self | self | instant | You can make an extra attack with your attack action. Must have Powered Blow. | sleight of hand -3 |
Eye Gouger | 4 Power | 1 space | 1 target in front | instant | With this attack you attempt to blind the target for 1d4 rounds. You do normal damage. Must have Focused Punch. | Hit Chance |
Flip Kick | 6 Power | 1 space | 1 target in front, in direction you are flipping | instant | With this skill you flip into the air, kicking as you do so. This kicks the target upwards and backwards your move range. The target is knocked out for 1d3 rounds and dazed for the following 1d3 rounds. Must have Roundhouse Kick. | Acrobatics -5 |
Focused Kick | 2 Power | 1 space | 1 target in front of you | instant | Kick adding double focus to your melee power. | Focus |
Focused Punch | 2 Power | 1 space | 1 target in front | instant | Punch adding double Focus to your Melee Power. | Focus |
Haymaker | 6 Power | 1 space | 1 target in front | instant | This powerful punch knocks the target out for 1d4 rounds and back 1d4 spaces. It does instant crit damage. Must have Uppercut. | Athletics -4 |
Inciteful Energy | 4 Soul | around user | 3x3 spaces | 1d4 rounds | Anyone in the area of effect, friend or foe, will receive the berserk status for the duration that they are in the area of effect + 1 round. This causes them to do double damage but prevents them from using spells. Must have Chi Energy. | Focus -3 |
Increased Offense | 1d10 Power | weapon range | 1 target | instant | This skill allows you to increase your melee power by the power you rolled to spend into your attack. | Melee |
Inner Chi | 2 Soul | self | self | 1d4 rounds | This skill allows you to increase your Melee Power by your Focus score. Must have Meditation. | Focus -1 |
Meditation | N/A | self | self | 1 minute | This skill allows you to get 1 hours worth of rest in one minute, allowing you to restore your Vitality, Soul, and Power by one roll of Gen Dice. This cannot be used inside of battle. | Focus |
Ninja Run | 4 Power | move range | self | instant | With this skill you can run across water and up walls, but only for the duration of your movement range. Must have Inner Chi. | Athletics -2 |
Pin Target | 4 Power | jump range | 1 target | 1 round | With this skill you jump onto the target pinning the target to the ground. The target is unable to move or act during this time. The target can make an atheltics check, with your atheltics being a penalty. You also must spend an entire round of not acting to hold this target down. Once the target is free or the round is over, you must make a focus check to not lose the next round. | Athletics -2 |
Power Rush | 3 Power | Move Range | 1 target | instant | This skill allows you to spend any unused move into your attack as straight damage increase. You do have to move to use this skill so you cannot spend all of your move. Must have Increased Offense. | Athletics |
Powered Blow | 6 Power | weapon range | 1 target | instant |
You use this skill with Power Rush to do one of three attacks decided by a 1d3.
|
Athletics |
Powered Hit | Spent Power | 1 space | 1 target | instant | This skill allows you to spend power into your hit to do more damage. You can add 1 to your Melee Power for every 1 point of power you spend into your attack with this skill. Must have Vitality Empowerment. | Athletics -1 |
Rage Attack | 6 Power | 1 space | 1 target | instant | With this attack you go into rage and can hit 1d4 +1 times. You cannot crit with this attack. After the attack you are berserk for 1d4 rounds. Must have Powered Blow. | sleight of hand -4 |
Roundhouse Kick | 5 Power | 1 space | all targets around you | instant | This move allows you to kick in a circle, hitting anyone and everyone next to you on any side. Must have Split Kick. | Acrobatics -3 |
Split Kick | 4 Power | 1 space | 1 target to the left and 1 target to the right | instant | This move allows you to jump in the air and kick the target to the left and to the right. Must have Focused Kick. | Acrobatics -2 |
Uppercut | 5 Power | 1 space | 1 target infront of you | instant | With this skill you perform an uppercut. This increases the attack by an extra melee power. If you crit you knock the target out for 1d3 rounds. Must have Eye Gouger. | Athletics -2 |
Vitality Empowerment | 2 Soul | self | self | 1d4 rounds | This empowers your Vitality by 1d10. | Survival |
Abilities
A monk can learn the following abilities. You get to start with 1 ability. Abilities are profession specific, you cannot learn the following abilities if you are not of this profession. You learn abilities as you grow in levels.
Ability | Effects |
---|---|
Agile Speed | With this ability you will add your acrobatics score to your move score each time you move. Must have Ninja Acrobatics. |
Bare Defense | Uses your Defense Score as Physical and Magical armor only as long as you are unarmored. |
Chi Element | Your unarmed attacks now take on your elemental properties. You will now deal 20% more damage to elements you are strong again, while having a 20% chance that your attacks will not affect elements you are weak against. |
Dual Fists | You are able to use both fists with one attack, as long as you are unarmed. Must have Martial Arts Proficiency. |
Endure | You are able to endure more than normal, allowing you to roll two d20's for each endure check. |
Evasive Protection | With this ability you cannot wear anything that give you Physical Armor. Instead, your Speed stat will count as your armor stat. If the damage is not greater than your Speed stat you will not get hit. Must have Ninja Reflexes. |
Invoked Spirit | With this ability you will add your moral points total to your attack whenever you face someone who is of a morality that is opposite of yours. |
Martial Arts Proficiency | You become more proficient at martial arts, adding 1d6 to your Melee Power, but only when fighting unarmed. |
Martial Conditioning | Each damage you take to your Vitality that is physical damage becomes temporary Physical Armor. Each magical damage you take to your Vitality become Magical Armor. These points disappear after battle. Must have Endure. |
Martial Hardening | If you use focus you can attempt to parry a weapon attack with your hand. The parry value is your focus score. It is said that your hands become like weapons themselves. You must have Meditative Focus. |
Meditative Focus | After you use Meditation, you have double focus score for the next 1d6 hours. |
Ninja Acrobatics | You gain +1d4 to Acrobatics. This is a permanent increase. Must have Ninja Reflexes. |
Ninja Reflexes | You gain +1d4 to Sleight of Hand and Sure Footing. This is a permanent increase. |
Quick Evasion | By sacrificing a support action to do so, you can attempt to evade a hit so that you do not have to worry about getting hit. To do so you will roll for an acrobatics check with whatever challenge is applicable. If you succeed, you will add your Evade to Speed. If the damage does not pass that number you are fine. If it does, you will play out the attack as normal seeing if it passes your Evade + Armor stat. You must have Quick Move. |
Quick Move | You are able to move twice with one move action. Must have Ninja Reflexes. |
Staggering Crit | Your critical hits will daze the target for 1d4 rounds so that the target cannot move or use spells. Must have Martial Hardening. |
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