Monk
Table of contents
- Martial Art Proficiency and Meditation at Level 1
- 10% Strength added to Strength as a Modifier
- 10% Fortitude added to HP as a Modifier
- Other skills cost 10% more to acquire
- Other weapons require a weapon proficiency skill to use
- 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.
Starting Bonuses and Penalties
You already know that playing as a monk grants you 60 additional character points during character creation. However these are not the only benefits a monk receives.
Tier Levels and Costs to Acquire
Tier 1
- Level 1: 25/50
- Level 2: 50/100
- Level 3: 75/150
- Level 4: 100/200
Tier 2
- Level 1: 50/100
- Level 2: 75/150
- Level 3: 100/200
- Level 4: 125/250
Tier 3
- Level 1: 75/150
- Level 2: 100/200
- Level 3: 125/250
- Level 4: 150/300
Tier 4
- Level 1: 100/200
- Level 2: 125/250
- Level 3: 150/300
- Level 4: 175/350
Tier 5
- Level 1: 125/250
- Level 2: 150/300
- Level 3: 175/350
- Level 4: 200/400
Tier 6
- Level 1: 150/300
- Level 2: 175/350
- Level 3: 200/400
- Level 4: 250/450
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A monk starts with Martial Art Proficiency and Meditation at Level 1.
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Monks start with 10% of their Strength added to Strength as a modifier and 10% of their Fortitude added to HP as a modifier.
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Other skills from other professions cost 10% more to acquire and for a monk to use any weapon that isn't a martial arts weapon, the monk will need the weapon's proficiency skill at at least level 1.
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. For a monk to wear other armor, the monk will need that armor's proficiency skill, however even with that skill the monk would suffer a -2 to Initiative per armor piece that is not light.
Character Point Rate
Monks are masters of inner peace and body honing. They can make their bodies powerful weapons and can become hard to hit.
The Monks's character point rate is:
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Mental x 0.01; with an additional +0.2 for every level obtained in Martial Arts Proficiency past level 1 (total of +0.6 bonus possible)
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A monk who gets all 4 levels of Martial Attack Type Proficiency gets to roll a 1d% increased by Mental as a percentage for extra character points. This is for each type, giving a total of four 1d% rolls for extra points.
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A monk who gets all 4 levels of Martial Weapon Proficiency gets to roll 2d% increased by Mental as a percentage for extra character points. This is for each type, giving a total of four 2d% rolls for extra points.
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A monk who gets at least 1 level in every monk skill (one martial attack type proficiency type and one martial weapon proficiency) gets their End of Session Bonus as extra character points.
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A monk's End of Session Bonus rate is your character point rate increased by 1/2 Strength. So if your character point rate is 1.5 and your Strength is 60, you would take 1.5 x 30 to get 45 extra character points at the end of the session. The GM can of course reward extra character points based on role playing.
Skills
Monks specialize in skills that better hone their bodies as weapons. Any of the skills listed below any skill listed below has its character point cost cut in half.
Monk Skills Progression
Monk Skills
Skill | Stat Cost | Description | Level Effects | Cost to Acquire |
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+1d10 Damage | 2 Endurance | Increases the damage done by 1d10. If using a weapon, this is added to your weapon as extra attack value. If unarmed, it is added to your Melee Power. |
Level 1: 1d10; 2 Endurance Level 2: 2d10; 4 Endurance Level 3: 3d10; 6 Endurance Level 4: 4d10; 8 Endurance |
This is a Tier 4 skill Level 1: 100/200 |
Bare Defense | 5 Endurance | Gives 1d12 as defense when defending. |
Level 1: 1d12; 5 Endurance Level 2: 2d12; 10 Endurance Level 3: 3d12; 15 Endurance Level 4: 4d12; 20 Endurance |
This is a Tier 1 skill Level 1: 25/50 |
Chi Defense | 5 Soul | Increases defense by 10% of Runic Energy for that instance. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
This is a Tier 2 skill Level 1: 50/100 |
Chi Heal | 8 Soul | Self Heal by Runic Energy per level of mastery |
Level 1: 1 x Runic Energy; 8 Soul Level 2: 2 x Runic Energy; 16 Soul Level 3: 3 x Runic Energy; 24 Soul Level 4: 4 x Runic Energy; 32 Soul |
This is a Tier 5 skill Level 1: 125/250 |
Critical Chi | N/A | Any Critical Hit with an attack that uses Chi also adds double Runic Energy. | N/A: only one level |
This is a Tier 4 skill Level 1: 100/200 |
Dual Fist / Throw Proficiency | N/A | By default you do not add Melee Power or Throw Power to your second hand when you are using both hands to punch or throw. This skill allows you to add some melee power or throw to your second hand when punching or throwing, thusly allowing you to punch and throw effectively with both hands. |
Level 1: Add 1/2 Melee or Throw Power to 2nd Hand Level 2: Add full Melee or Throw Power to 2nd Hand |
This is a Tier 1 skill Level 1: 25/50 |
Empower Chi | 5 Soul | Increase Chi's Runic Energy by 1d10. This is only for when using Inner Chi. |
Level 1: 1d10; 5 Soul Level 2: 2d10; 10 Soul Level 3: 3d10; 15 Soul Level 4: 4d10; 20 Soul |
This is a Tier 3 skill Level 1: 75/150 |
Endurance Empowerment | 5 Soul | Increase Endurance by 10% of Fortitude for 1d6 rounds. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
This is a Tier 3 skill Level 1: 75/150 |
Endure | N/A | Increase Resist by 5 permanently as a modifier. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 3 skill Level 1: 75/150 |
Extra Attack | 5 Endurance | With this skill you get one extra martial arts attack. That extra strike is only 1/2 melee power. |
Level 1: 1 extra attack; 5 Endurance Level 2: 2 extra attacks; 10 Endurance Level 3: 3 extra attacks; 15 Endurance Level 4: 4 extra attacks; 20 Endurance |
This is a Tier 6 skill Level 1: 150/300 |
Extra Strike | 5 Endurance | With this skill you get one extra strike with your weapon. That extra strike does not include any melee power. |
Level 1: 1 extra strike; 5 Endurance Level 2: 2 extra strikes; 10 Endurance Level 3: 3 extra strikes; 15 Endurance Level 4: 4 extra strikes; 20 Endurance |
This is a Tier 6 skill Level 1: 150/300 |
Increased Critical | N/A | This skill increases the chance that your hit will be a critical hit by +5. This is an instant effect that only applies when used. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 5 skill Level 1: 125/250 |
Inflict Daze or Stun | N/A | With this skill, every time you make a critical hit you have a 10% chance to daze the target for 1 round and a 5% chance to stun the target for 1 round. Basically, if you manage a critical hit, you will roll to see if you daze the target or stun your target. A dazed target will lose the ability to defend the rest of that round, and will have to make a 20 penalty on hit chance during its attack round. A stunned target will not be able to act for that round. If you stun your target you cannot also daze your target. |
Level 1: 10% / 5% Level 2: 20% / 10% Level 3: 30% / 15% Level 4: 40% / 20% |
This is a Tier 6 skill Level 1: 150/300 |
Inner Chi | 5 Soul | Add Runic Energy to Attack. Adds runic energy once per level of mastery. |
Level 1: Runic Energy + Attack; 5 Soul Level 2: Runic Energy x 2 + Attack; 10 Soul Level 3: Runic Energy x 3 + Attack; 15 Soul Level 4: Runic Energy x 4 + Attack; 20 Soul |
This is a Tier 2 skill Level 1: 50/100 |
Martial Arts Proficiency | N/A | Increase Melee Power by 10%. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 1 skill Level 1: 25/50 |
Martial Attack Proficiency | N/A |
Increase Hit Chance by 10% with attack type per level. The Attack Types are:
Each martial attack type is its own skill and you would have to level up each one individually. Just because you have an attack type punching at level 3 you won't also have grappling at level 3. When you acquire grappling it will be at level 1. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 3 skill Level 1: 75/150 |
Martial Conditioning | N/A | Increase Fortitude by 5 permanently as a modifier. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 4 skill Level 1: 100/200 |
Martial Weapon Proficiency | N/A |
Increases the attack value of your martial arts weapon by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11. The Martial Arts Weapons are:
Each weapon type is its on skill and you would have to level up each one individually. Just because you have an weapon type unarmed at level 3 you won't also have nunchucks at level 3. When you acquire nunchucks it will be at level 1. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 3 skill Level 1: 75/150 |
Meditation | N/A | Recover 10% of max stats in 1 hour. Double focus for rest of day. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 1 skill Level 1: 25/50 |
Melee Empowerment | 5 Endurance | Increase Melee Power by 10% of Strength for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
This is a Tier 1 skill Level 1: 25/50 |
Rage Attack | 5 Endurance | Attack 1d4 + 1 times causing full weapon damage with melee power damage each hit. No critical hits can be dealt with this skill. Hit Chance is decreased by 10 with this skill and each hit requires a hit chance roll. Must make a will check afterwards to see if inflicted with rage. |
Level 1: 1d4+1; 5 Endurance Level 2: 2d4+1; 10 Endurance Level 3: 3d4+1; 15 Endurance Level 4: 4d4+1; 20 Endurance |
This is a Tier 5 skill Level 1: 125/250 |
Vitality Empowerment | 5 Endurance | Increase Vitality by 10% of Fortitude for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
This is a Tier 2 skill Level 1: 50/100 |
Monk Growth
As you develop and master skills within your monk profession, you will become a more capable monk. Each set of skills mastered will increase your tier level in your profession, which in turn will provide you with more benefits.
Tier 1: Basic Martial Arts
This is the tier level you start out as. The starting bonuses listed earlier apply here.
Tier 2: Novice Martial Arts
To reach this tier, you must acquire all of the skills in one skill chain for Martial Arts Proficiency at level 1. This provides you benefit from the following bonuses:
- A monk can spend EP for more melee power, at a rate of 2 EP per additional point of Melee Power.
- 10% Strength added to Melee Power as a modifier.
- 10% Speed added to Reflex as a modifier.
- +0.2 to Character Point rate.
Tier 3: Skilled Martial Arts
To reach this tier, you must acquire all of the skills in one skill chain for Martial Arts Proficiency at level 2. This provides you benefit from the following bonuses:
- 10% Fortitude added to Fortitude as a modifier.
- A monk can sacrifice one runic speed for an additional quick melee attack, once per round.
- +0.2 to Character Point Rate
- 5% Fortitude added to Defense as a modifier
- 5% Mental added to Runic Spirit as a modifier
Tier 4: Master Martial Arts
To reach this tier, you must acquire all of the skills in one skill chain for Martial Arts Proficiency at level 3. This provides you benefit from the following bonuses:
- +10 to Critical Hit and +20 Melee Power
- 10% Speed added to Speed as a Modifier
- Double Battle Movement speed
- At the cost of 100 character points, you can take on the Shadow Monk trait, making your moves hard to see and predict, thus requiring enemies to make perception checks to have any defense against your attacks.
- +0.2 to Character Point Rate
- 10% Strength added to EP as a modifier
- 10% Mental added to SA as a modifier
Combo Professions
With some professions, once you reach a certain point in character development, you can open up a combo profession. This combo profession would allow you to to learn new skills and gain new bonuses along with your main profession. Monks can open into the following combo professions: Ninja, Duelist, Temple Monk, and Agent.
- Ninja: Ninja is a combo profession of Warrior, Monk, and Thief
- Duelist: Duelist is a combo profession of Monk, Guard, and Thief
- Temple Monk: Temple Monk is a combo profession of Monk and Cleric
- Agent: Agent is a combo profession of Monk and Thief
Combo Professions is a new profession that grants you new skills and abilities. When you are able to go into a combo profession you continue to follow your main profession and the combo profession in regards to what skills are in profession and profession growth. The other professions that are apart of the combo profession offer no benefit.
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