Monk

Profession: Monk
Starting Gear: A basic leather tunic.
Pay Rate: N/A
Gen Dice:
  • Vitality: (Initial) 1d20  (Secondary) 1d6
  • Soul: (Initial)  1d8  (Secondary)  1d4
  • Power: (Initial) 1d20  (Secondary)  1d8
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. Monks gain a +5 Evasion for no armor or +2 Evasion for light armor.

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. Monks gain a +5 Evasion for no armor or +2 Evasion for light armor.

Profession Level Progression

Monks are masters of inner peace and body honing. They can make their bodies powerful weapons and can become hard to hit.

Monks progress following the Monk Node Chart.

Monk Node Chart.png
  • In order to progress to the next level you need to meet the required nodes and pay the progression XP cost.
  • Each node cost XP to acquire.
  • You can only acquire the nodes for your profession.
  • You can acquire as many nodes as you want, but you must acquire the minimum required nodes to progress to the next level.
  • You get your gen dice rolls for Vitality, Soul, and Power at each new level. 

Skills

Monks specialize in skills that better hone their bodies as weapons.

Monk Skills Progression 

monk-1.png

Monk Skills

Skill Sort by Skill, Ascending Sort by Skill, Descending Stat Cost Sort by Stat Cost, Ascending Sort by Stat Cost, Descending Range & Area Sort by Range & Area, Ascending Sort by Range & Area, Descending Duration Sort by Duration, Ascending Sort by Duration, Descending Check Roll Sort by Check Roll, Ascending Sort by Check Roll, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Requirements Sort by Requirements, Ascending Sort by Requirements, Descending
Chi Arcobatics 2 Soul self 1d6 rounds Normal Focus Increase Acrobatics by Focus. Meditation
Chi Defense 2 Soul self 1d6 rounds Normal Focus Increase defense trait by 1 and armor defense by focus score. For physical damages and attacks only. Meditation
Chi Drain 6 Soul self instant Hard Focus Drain focus trait score amount of vitality from attacked target to restore your vitality with. Chi Heal
Chi Energy 6 Soul self instant Hard Focus Restore Power by Focus trait. Chi Heal
Chi Guard 4 Soul 1 ally next to you instant Hard Focus Increase your nearby ally's armor defense by your focus score when they are being attacked. Chi Defense
Chi Heal 4 Soul self instant Normal Focus -2 Heal your Vitality by your Focus trait. Chi Defense
Chi Runic Defense 4 Soul self 1d6 rounds Hard Focus Increase spirit trait by 1 and armor spirit by spirit trait score for defending against magical attacks. Chi Defense
Critical Chi 4 Soul self 1d6 rounds Hard Focus Increase Critical trait by Focus trait and critical damage is increased by focus as well. Inner Chi
Diagonal Strike 4 Power 1 space in front affecting 1 target instant Normal Athletics Hit the target in a diagonal motion, including the target's head with your nunchucks dazing the target for 1d4 rounds. Switch Hit
Empathic Combat N/A self 1d6 rounds Normal Focus 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 Offensive Power will be increased by 1d6 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. Must have the Empathy talent
Empathic Combat N/A self 1d6 rounds Normal Focus 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 Offensive Power will be increased by 1d6 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. Must have the Empathy talent
Extra Attack 8 Power self instant Impossible React Get a full extra attack that you can use, including using skills. Powered Blow
Eye Gouger 4 Power 1 space in front affecting 1 target instant Normal Hit Chance A directed hit to one of the target's eyes with 2 fingers which deals 1d3 damage but also causes visual instability for 1d4 rounds. A critical hit will cause blindness for 1d4 rounds followed by visual instability for 1d4 rounds. Focused Punch
Figure 8 10 Power a 1x1 space around you affecting all targets in those spaces instant Impossible Acrobatics Perform a complex move with your nunchucks hitting all spaces around you once. Each hit has a chance for critical damage. Each hit gets offensive power.  Switch Hit Punch
Flip Kick 8 Power 1 space in front or behind you instant Impossible Athletics Flip in the air forwards or backwards performing a focused kick to the target's head, stunning the target for 1 round. You land on the other side of the target. Roundhouse Kick
Focused Kick 2 Power 1 space in front affecting 1 target instant Easy Focus A forward kick dealing 1d6 + Focus + Offensive Power damage. N/A
Focused Punch 2 Power 1 space in front affecting 1 target instant Easy Focus A forward punch dealing 1d4 + Focus + Offensive Power damage. N/A
Haymaker 8 Power 1 space in front affecting 1 target instant Impossible Athletics A focused punch straight to the target's head. Increases damage of the attack by 1d4. Stuns the target for 1 round. A critical hit causes the target to also be dazed for the following 1d4 rounds.  Uppercut
Inciteful Energy 8 Soul self 1d6 rounds Hard Focus -2 Inflict berserk on yourself, causing you to do double damage and increasing your critical trait by 4. However you are unable to use items or spells and cannot retreat or defend. Chi Energy
Increased Offense N/A self 1d6 rounds Easy Focus Increase your Offensive Power by 1d6 N/A
Increased Offense N/A self 1d6 rounds Easy Focus Increase your Offensive Power by 1d6 N/A
Inner Chi 2 Soul self 1d6 rounds Normal Focus Increase all of your damage you deal by your focus score. Meditation
Left Right Smash 6 Power 1 target 1 space to the left and 1 target 1 space to the right instant Normal Acrobatics -2 Hit to both the left and right of you with your nunchucks increasing the damage by 1d4. Diagonal Strike
Meditation N/A self 1 hour N/A Recover secondary gen dice worth of Vitality, Power, and Soul with just one hour of rest. Increase Focus for next hour by +2. N/A
Ninja Run 4 Soul self instant Hard Focus Able to run up a wall or across a body of water for that movement instance. Inner Chi
Pin Target 4 Power 1 target within 1/2 movement range 1d4 rounds Normal Athletics Jump onto target knocking target down. Hold target to the ground by being on top of target for the duration. Each round the target may make a hard athletics check to overpower you and escape your pin.  N/A
Power Rush 4 Soul self 1d6 rounds Normal Focus Increase your Power by 1d6. Increased Offense
Power Rush 4 Soul self 1d6 rounds Normal Focus Increase your Power by 1d6. Increased Offense
Powered Blow Power spent weapon range affecting 1 target instant Normal Focus -2 Increase the damage of your attack by spending Power into your attack. 2 Power = 1 extra damage. Power Rush
Powered Blow Power spent weapon range affecting 1 target instant Normal Focus -2 Increase the damage of your attack by spending Power into your attack. 2 Power = 1 extra damage. Power Rush
Powered Hit 1/2 Vitality 1 space in front affecting 1 target instant Normal Focus Pour all of yourself into your hit, increasing your damage by your secondary vitality gen dice.  Vitality Empowerment
Rage Attack (monk) 8 Power 1 space in front affecting 1 target instant Impossible Critical Deal 1d6 focused punches on the one target. No critical attacks allowed.  Powered Blow
Roundhouse Kick 6 Power a 1x1 space around you affecting all targets in those spaces instant Hard Athletics Preform Focused Kick to all spaces around you.  Split Kick
Split Kick 4 Power 1 target 1 space to the left and 1 target 1 space to the right instant Normal Athletics Jump in the air, performing Focused Kick to both the left and right of you. Focused Kick
Switch Hit 2 Power 1 space in front affecting 1 target instant Easy Athletics Hit target with a basic attack using nunchucks, quickly switching hands, decreasing target's evade by 2 and increasing the damage you deal by 1. Equip Nunchucks
Switch Hit Punch 8 Power 1 space in front affecting 1 target instant Hard Athletics Perform an empowered Switch Hit attack, increasing its attack power by 1d4, followed by a punch. The switch hit with your nunchucks gets its own offensive power and the punch is simply an additional offensive power.  Left Right Smash
Uppercut 6 Power 1 space in front affecting 1 target instant Hard Athletics A directed focused punch that comes up from underneath the target's jaw. Increases damage of the attack by 1 and knocks the target down. A critical hit causes stun for 1 round.  Eye Gouger
Vitality Empowerment 2 Soul self 1d6 rounds Easy Focus Increase Vitality by 1d10. N/A

Monk Abilities

These are abilities that are unique to the monk profession. Only monks can obtain and use these abilities:

Ability Sort by Ability, Ascending Sort by Ability, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Requirements Sort by Requirements, Ascending Sort by Requirements, Descending
Acrobatics Improvement Increase Acrobatics by 2. Athletics Improvement
Athletics Improvement Increase athletics by 2. Focus Improvement
Bare Defense Increase defense trait by 1 and provide 1d12 defense when unarmored. N/A
Dual Fist Mastery This ability allows you to use both fists and apply offensive power to both fists. Dual Fist Proficiency
Dual Fist Proficiency Allows you to punch with both fists. Only your prominent fist receives offensive power.  N/A
Focus Improvement Your Focus is increased by 2. Power Improvement
Focused Jump Your jump range is increased by your focus score. N/A
Focused Monk Permanently reduces the evade of any target you attack with a physical attack by your focus stat. No longer need to make a focus check to do this.  Meditation
Inner Peace You gain the positives of berserk but never the negatives. You cannot be inflicted with depression or loss of self.  Invoked Spirit ability and Inciteful Energy skill
Invoked Spirit Able to add morality points to damage if target is of an opposing morality. If you are light and target is dark, you can add your light points to your attack. If you are dark and your target is light you can add dark points to your attack. If you are order and your target is chaos, you can add order points to your attack. If you are chaos and your target is order you can add chaos points to your attack. This is decided by if you have more of one morality points than another. If you have more order than chaos, then you are order for example. If you are Light Chaos (chaotic good), and your target is Order Dark (lawful evil) then you can add both light and chaos points to your attack, for example.  N/A
Martial Arts Mastery Increase hit chance by 1. Unarmed combat causes wounds. Able to use bashing skills and proficiency with nunchucks, punches, and kicks. Increase damage by +2. Martial Arts Proficiency
Martial Arts Proficiency Increase hit chance by 1 and damage by 1d4 when attacking unarmed or with nunchucks. N/A
Martial Conditioning Applies Defense Trait + Endure Trait to hands and arms as block value, allowing you to block with hands and arms. Would have to use Block or Parry for this to work. Bare Defense
Momentum Attacks Able to attack targets as you move past them during your movement action. Ninja Speed
Monk Endurance Your Power is increased by Endure + Stamina. Power Augmentation
Monk Training Monk skills cost 1/2 as much stat points (Soul or Power). N/A
Mortal Hit Add a 1d20 roll to all of your unarmed combat or combat with nunchucks. Rolling a 20 - instant death to target.  Sleeper Hit
Ninja Evasion This ability makes the unarmored monk as evasive as a ninja and therefore hard to hit. It does this by using the monk's Speed stat as Physical Armor and Intellect stat as Magical Armor. The monk cannot wear armor to use this ability. Martial Conditioning
Ninja Reflexes Increase React with Focus whenever reacting to an attack or checking for attack of opportunity. N/A
Ninja Speed Increase Initiative with Focus for initiative checks. Ninja Reflexes
Power Augmentation You can spend power into any trait that you want to increase for the next round, at the cost of that round. You have to sacrifice your support action to do so, and you do not gain the benefit until the next round. You gain 1 point for every 2 Power, and that power is spent once used.  Monk Training
Power Improvement Your Power is increased by 1d6. N/A
Skill Combo You can use 2 monk skills during your action. For example, you can use 2 instant monk attack skills at the same time, and 2 instant monk support skills, and 2 instant monk movement skills.  N/A
Sleeper Hit Critical hit knocks target out for 1d4 rounds.  Martial Arts Mastery

There are no pages beneath this page

There are no posts yet

Parent
Tags: Monk, Professions