Monk

Profession: Monk
Starting Gear: Hide mail
Pay Rate: N/A
Gen Dice:
  • Vitality Gen Dice is 1d20, +1d8 per level
  • Soul Gen Dice is 1d8, +1d6 per level
  • Power Gen Dice is 1d12, +1d8 per level
Weapon & Armor Types:
  • 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 Offensive Power; +1 to Brace, Focus, and Acrobatics; 1 Ability
4 +2 to Offensive Power; +1 to Endure, Focus, and Athletics; 1 Ability
6 +1 to Offensive Power; +1d10 to Strength;  1 Ability; +2 to Vitality Save
8 + 1d4 to Offensive Power; +2 to Critical; +1d8 to Acrobatics; +2 to Focus; 1 Ability
10 +1 to Offensive Power; +1d10 to Fortitude; +1 to Endure, Brace, Acrobatics, and Athletics; 2 Abilities; +1 to Soul Save
14 +1 to all Speed traits; +1 to Focus, 1d4 abilities; +2 to Power Save
18 +1d10 to Speed; +1d6 to Strength; +2 to Critical
20 +1 to all Strength traits; +2 to Focus, 1d4 abilities

Skills

A monk trains to use their bodies as weapons.

Skill Tree

monk.png

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Arm Switch 6 Power weapon range 1-2 targets instant Bash & Swing, Equip Nunchaku With this skill you are able to attack with your nunchaku with one hand, switch hands, and attack again. You can preform an attack skill as well with each hit however a penalty of 5 is applied to the success roll for the second attack. You can use this with the Dual Wielding Nunchaku ability to attack with both hands twice. React -5
Bash & Swing 4 Power weapon range 1-2 targets instant Diagonal Strike, Equip Nunchaku Hit one target doing +1d4 more damage and able to swing back to either strike the same target again or strike another target in range. There is no extra damage for the second hit. Critical hit only applies to the first strike. React -2
Chi Acrobatics 2 Soul self self 1d4 Rounds Meditation Increase your Acrobatics by your Focus score. Focus -2
Chi Defense 2 Soul self self 1d4 rounds Meditation Add your Focus Score to your Defense. Focus -1
Chi Drain 2 Soul 1 space 1 target 1d4 rounds Chi Heal 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. Focus -6
Chi Energy 4 Soul around user 3x3 spaces 1d4 rounds Chi Heal 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. Focus -6
Chi Guard 2 Soul move range 1 ally instant Chi Defense Immediately lessen the damage dealt to your ally by your Focus Score. Focus -1
Chi Heal 2 Soul self self instant Chi Defense Heal your Vitality by your Focus score. Focus -2
Chi Runic Defense 3 Soul self self 1d4 rounds Chi Defense Decrease magical damage received by Focus score. Focus -2
Critical Chi 2 Soul self self 1d4 rounds Inner Chi Your critical hits always add your focus score to the attack. Focus -2
Diagonal Strike 2 Power 1 target 1 target instant Equip Nunchaku Hit target with a diagonal strike using nunchaku, giving you a +2 to Hit Chance due to catching target off guard. React
Empathic Combat 2 Power self self 1d4 rounds Empathy talent This skill allows for your emotions to fuel your melee damage. If you attack an enemy with a melee attack, including melee attack skills, and are filled with anger, your character's damage will be increased by 1d10 for that attack. If your character has opposite feelings, such as happiness when melee attacking an enemy and this ability, the attack simply won't do any damage. Perform
Extra Attack 6 Power self self instant Powered Blow You can make an extra attack with your attack action. React - 5
Eye Gouger 4 Power 1 space 1 target in front instant Focused Punch With this attack you attempt to blind the target for 1d4 rounds. You do normal damage. Perceive -2
Flip Kick 6 Power 1 space 1 target in front, in direction you are flipping instant Roundhouse Kick 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. Acrobatics -5
Focused Kick 2 Power 1 space 1 target in front of you instant N/A Kick adding double focus to your offensive power. Focus
Focused Punch 2 Power 1 space 1 target in front instant N/A Punch adding double Focus to your Offensive Power. Focus
Haymaker 6 Power 1 space 1 target in front instant Uppercut This powerful punch knocks the target out for 1d4 rounds and back 1d4 spaces. It does instant crit damage. Athletics -5
Inciteful Energy 4 Soul around user 3x3 spaces 1d4 rounds Chi Energy 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. Focus -5
Increased Offense 1d6 Power weapon range 1 target instant N/A This skill allows you to increase your offensive power by the power you rolled to spend into your attack. Athletics
Inner Chi 2 Soul self self 1d4 rounds Meditation This skill allows you to increase your Offensive Power by your Focus score. Focus -1
Meditation N/A self self 1 minute N/A 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 Inner Chi With this skill you can run across water and up walls, but only for the duration of your movement range. Athletics -2
Pin Target 4 Power jump range 1 target 1 round N/A 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 Increased Offense 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. Athletics -2
Powered Blow 6 Power weapon range 1 target instant Power Rush You use this skill with Power Rush to do one of three attacks decided by a 1d3.
  • 1: Knock Down: You knock down the target leaving the target prone until the target uses a move action to get up or is helped up.
  • 2: Knock Back: you knock back the target the move power spend into your Power Rush attack worth of spaces.
  • 3: Staggering Hit dazes the target for 1d4 rounds so that the target cannot move or use spells
Athletics -4
Powered Hit Spent Power 1 space 1 target instant Vitality Empowerment This skill allows you to spend power into your hit to do more damage. You can add 1 to your Offensive Power for every 2 points of power you spend into your attack with this skill. Athletics -2
Rage Attack 6 Power 1 space 1 target instant Powered Blow 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. React - 5
Roundhouse Kick 5 Power 1 space all targets around you instant Split Kick This move allows you to kick in a circle, hitting anyone and everyone next to you on any side. Acrobatics -4
Shell Crusher 8 Power weapon range 1 target instant Arm Switch, Equip Nunchaku With this skill you ignore a 1d20 percentage of the target's armor. The attack is also increased by +1. Critical
Split Kick 4 Power 1 space 1 target to the left and 1 target to the right instant Focused Kick This move allows you to jump in the air and kick the target to the left and to the right. Acrobatics -2
Uppercut 5 Power 1 space 1 target infront of you instant Eye Gouger With this skill you perform an uppercut. This increases the attack by an extra offensive power. If you crit you knock the target out for 1d3 rounds. Athletics -4
Vitality Empowerment 2 Soul self self 1d4 rounds N/A 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
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.
Quick Move You are able to move twice with one move action. Must have Ninja Reflexes.
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 Acrobatics score to your armor. If the damage does not pass that number you are fine. If it does, you will play out the attack as normal.
Ninja Reflexes You gain +1d4 to Acrobatics and Brace. This is a permanent increase.
Ninja Acrobatics You gain +1d4 to Acrobatics. This is a permanent increase. Must have Ninja Reflexes.
Meditative Focus After you use Meditation, you have double focus score for the next 1d6 hours.
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. With this ability you can use the skill Block or Parry with your hands. You must have Meditative Focus.
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 Arts Proficiency You become more proficient at martial arts, adding 1d4 to your Offensive Power, but only when fighting unarmed.
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.
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.
Endure You are able to endure more than normal, allowing you to roll two d20's for each endure check.
Dual Nunchaku You are able to wield nunchaku in both hands, using both as one attack. Must have Dual Fists and be equipped with Nunchaku.
Dual Fists You are able to use both fists with one attack, as long as you are unarmed. Must have Martial Arts Proficiency, this is a requirement to attack with both fists.
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.
Bare Defense Uses your Defense Score as Physical and Magical armor only as long as you are unarmored.
Agile Speed With this ability you will add your acrobatics score to your move score each time you move. Must have Ninja Acrobatics.

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Tags: Monk