Monk
TABLE OF CONTENTS
I. CLASS INFORMATION
II. BASELINE ABILITIES
III. DISTINGUISHING ABILITIES
Mist Weaver - Shadow Prowess
Soul Warrior - Soul Bound Weaponry
Wind Walker - Martial Perfection
IV. DISCIPLINES
Mist Weaver
Soul Warrior
Wind Walker
V. STANCES
Mist Weaver Main - Stance of the Cunning Serpent
Soul Warrior Main - Stance of the Wise Crane
Wind Walker Main - Stance of the Fierce Tiger
- This section contains general information about the monk class. This includes background, class features, restrictions, and frequently asked questions.
II. BASELINE ABILITIES
- This section contains information about abilities that every type of monk can learn.
III. DISTINGUISHING ABILITIES
- This section contains information about unique abilities that each of the four types of monk can. Only monks of a specific discipline can learn these distinguishing abilities
Mist Weaver - Shadow Prowess
Soul Warrior - Soul Bound Weaponry
Wind Walker - Martial Perfection
IV. DISCIPLINES
- This section contains information about each of the four disciplines.
Mist Weaver
Soul Warrior
Wind Walker
V. STANCES
- This section contains information about each of the four stances, that every monk can eventually learn as they progress in their careers. It is important to note that each discipline has a main stance that they begin with.
Mist Weaver Main - Stance of the Cunning Serpent
Soul Warrior Main - Stance of the Wise Crane
Wind Walker Main - Stance of the Fierce Tiger
I. Class Information
A) Background:
Monks train their bodies and minds to become the foremost spiritual warriors of the wild lands of kalimor. they endure physical and spiritual harsh trials, proving their devotion and attaining unmatched focus. Daily ritual cleanings help monks purify their spirits. These rituals also help to overcome the corruption that gnaws at the hearts of all sentient beings, humans and demi-humans alike. In the pursuit of martial perfection, they hone their legendary balance and clarity, skills that allow them to master unarmed combat, while also relying on a diverse array of spiritual power.
After a lifetime of preparation, anointed monks are permitted to leave the monastery halls to serve the decrees of their masters. a Monk's martial forms commonly incorporate specialized weaponry. Even a monk's bare fists are vessels of destruction, but they can be augmented with fist weapons like the katar, a punch-dagger that’s held in one or both hands. Monks are also trained to use the daibo – banded lengths of wood used to crack skulls and whirled to deflect attacks. Masters of bare-handed combat, monks never rely solely on the need to have a weapon in their hands to defend against their enemies. They are most widely known to the outside world for their fearsome jabs and flying kicks.
B) Class Features:
1) Monks get 1D6 Hit points until 10th level. +2 HP per level after 10th level.
2) Rogue Saving Throw Progression Chart.
3) Rogue Thaco Progression Chart.
4) Priest Experience Progression Chart.
5) Priest Proficiency Progression Chart.
6) Monks may gain weapon Specialization and Weapon Focus.
7) Monks earn Chi per level, as detailed below.
8) Monks earn Kata ranks, as detailed below.
9) All Monks may utilize Monk tattoos.
10) Monks must choose a class Discipline, as detailed below. current options are: Soul Warrior, mist weaver, Brew master, and wind walker.
7) Monks must choose a class customization, as detailed below. current options are: Soul Warrior, Wind Walker, Myst Weaver, and Brewmaster. 11) depending on Discipline, monks may gain access to soul bound weapons, rogue trade skills, Exceptional heath, or Martial perfection.
12) Monks can further customize their skills by spending Kata ranks within one of 4 stances.
13) Free Non Weapon Proficiency: philosophy as a free non weapon Proficiency slot.
14) Free Weapon Proficiency Slot: A choice of unarmed combat or one weapon type as a free weapon Proficiency slot (Choose 1, not both).
15) wild talent: Due to training, all monks develop one wild talent psionic ability. This ability will use Chi, as opposed to PSPs. The monk does not earn PSPs.
16) Monks are allowed to take proficiencies at standard cost from the general and rogue list. The player is also allowed to choose between the priest and warrior list, but not both. In essence, the character chooses non weapon proficiencies at standard cost from 3 lists. this must be declared at character creation.
C) Restrictions:
1) Monks May never own more than 10 total magical items & trinkets that cause magical effects.
2) Ability score requirements: 13 DEX, 14 WIS. Myst Weaver Monks must also have a minimum of 13 Charisma and Comeliness.
3) Allowable races:
* Federation: Draenai, Gnome, Human, Pandaren, half-Dorei (Kal-Dorei).
* Insurrectionist: Troll kin, Tauren, Forsaken, Half-Dorei (Syn-Dorei).
* Dissidents: Half-Orc, half-Dorei (Quel-Dorei), Lupin, Lionian.
4) Alignment: Can be anything that is not chaotic (LG, NG, LN, TN, lE, NE) Mist weavers must be NE.
5) Prime Requisites: DEX, WIS.
6) May never employ chaotic beings as servants or retainers.
7) Armor restrictions: May only wear cloth and padded armor. May not use shields or helmets.
8) Monks may never amass wealth, other than to build a monastery, orphanage, martial artist school, Art museum, or similar endeavor.
9) guilds will have other restrictions, but also give other bonuses.
10) After 9th level, a monk must add an additional 50,000 xP per level to advance.
11) monks may not be dual or multi classed. this is due to monks requiring extreme focus.
12) Monks must spend at least one of their initial non weapon proficiency slots on an artistic ability. it can sometimes be used to build a small amount of chi (1D6 +1 per 4 levels) if the situation allows. Example: Origami.
13) Monks are limited in their weapon choices. terstaves, and Pole This is due to the fact that many weapons cannot be used to build Chi (or become soul bound). Monks consider non soul bound weapons to be incompatible with the spirit. Regardless, monks still respect the non soul bound weapons and especially practitioners that use them. Monks may only ever learn the following weapons:
Unarmed Combat, Katar, Daibo, Katana, Nunchuk, Quarterstaff, Throwing Star, Fist Weapons, Sai, Cestai, Polearms (some pole arms - check with the dm)
Note: Monk’s weapon list may be expanded soon. It is also important to note that Monks can learn the weapon improvisation skill.
D. Other Notes:
Chi Energy: Also known as Soul Energy, Chi (Pronounced: Chee) is similar to mana for spell casters. all Monks activate their special abilities with chi as their source of energy. However, where Mana is arcane or divine in nature – Chi is spiritual.
1) Monks gain 1d6 Chi per level to add to their maximum Chi pool; Up to 10th level (DM’s bounty applies). After 10th level, Monks earn 2 Chi per level. Monks will also add their magic defense adjustment from wisdom to Chi gains per level up to 10th.
2) unlike mana, Chi is NOT front-loaded. In other words, where spell casters start with a full mana pool, Monks start the day with a Chi pool equal to their level.
3) By utilizing baseline moves and meditation, Monks gain Chi. In subsequent rounds, Chi can be used to activate the Monk’s special moves. In some circumstances, energy building resources such as Shaman totems and Bard songs can also build Chi. A monk's chi pool is reset to their baseline on each new day. Chi gained remains in place until used for that day, unless otherwise noted.
1) All Monk characters are considered 1st degree black belts by the time they leave their monastery. Monks improve their black belt degree by 1, for every 4 kata ranks. These kata ranks do not include the monk's initial allotment at first level. Thus, a Monk with 8 Kata ranks is considered a 2nd degree black belt.
2) A Monk earns 1 Kata rank for every level of experience. Kata ranks can also be gained from grandmasters, completing epic quests, or other extraordinary feets of greatness. A monk gets their first move in a stance for free. Every other skill in their main stance costs 1 less Kata Rank than it does for other monk.
3) If a Monk has access to multiple stances, he or she must declare at the beginning of the round what stance is being used. A Monk may only be in one stance per round. A Monk may only access abilities within a given stance in a given round. At the start of every round, a Monk may declare a new stance to be in.
4) In order to unlock and purchase a new stance, the Monk must spend two kata ranks to do so. As such, the 2nd time that a Monk spends a kata rank within a given stance, they will unlock the first power of that stance.
5) Kata ranks are used by the Monk's player to earn new skills or empower old ones. When a monk has all skills within a stance, they will be considered a grand master of that stance. The skills currently accessible are: Stance of the Fierce Tiger, Stance of the Wise Crane, Stance of the Sturdy Ox, and Stance of the Cunning Serpent.
6) Every new power within a stance costs a number of kata points equal to its rank. for example, the 2nd power within a stance costs 2 kata ranks. Thus, the 5th power within a stance costs 5 kata ranks.
7) Kata ranks can also be used to learn special maneuvers from the monk's chosen discipline. This is a separate lists from abilities within a stance as written above. Each maneuver must be learned in succession. Each maneuver within a monk discipline costs one kata rank to learn.
8) Monks may also spend kata ranks to improve abilities they already know by one point.
9) Kata ranks can also be used to improve the strike, damage, or initiative bonus of any single move that the monk knows. The monk can choose any of the three, for a single move.
1) A Stance can eventually be learned by any type of monk. this includes all of the abilities listed under each stance. Each ability has a kata cost equal to its order of progression.
2) A Discipline is specific to that type of monk. The powers and moves listed under each discipline can only be learned by monks of that specific order. Each ability costs one kata rank, but all abilities must be taken in order of progression.
Monks train their bodies and minds to become the foremost spiritual warriors of the wild lands of kalimor. they endure physical and spiritual harsh trials, proving their devotion and attaining unmatched focus. Daily ritual cleanings help monks purify their spirits. These rituals also help to overcome the corruption that gnaws at the hearts of all sentient beings, humans and demi-humans alike. In the pursuit of martial perfection, they hone their legendary balance and clarity, skills that allow them to master unarmed combat, while also relying on a diverse array of spiritual power.
After a lifetime of preparation, anointed monks are permitted to leave the monastery halls to serve the decrees of their masters. a Monk's martial forms commonly incorporate specialized weaponry. Even a monk's bare fists are vessels of destruction, but they can be augmented with fist weapons like the katar, a punch-dagger that’s held in one or both hands. Monks are also trained to use the daibo – banded lengths of wood used to crack skulls and whirled to deflect attacks. Masters of bare-handed combat, monks never rely solely on the need to have a weapon in their hands to defend against their enemies. They are most widely known to the outside world for their fearsome jabs and flying kicks.
B) Class Features:
1) Monks get 1D6 Hit points until 10th level. +2 HP per level after 10th level.
2) Rogue Saving Throw Progression Chart.
3) Rogue Thaco Progression Chart.
4) Priest Experience Progression Chart.
5) Priest Proficiency Progression Chart.
6) Monks may gain weapon Specialization and Weapon Focus.
7) Monks earn Chi per level, as detailed below.
8) Monks earn Kata ranks, as detailed below.
9) All Monks may utilize Monk tattoos.
10) Monks must choose a class Discipline, as detailed below. current options are: Soul Warrior, mist weaver, Brew master, and wind walker.
7) Monks must choose a class customization, as detailed below. current options are: Soul Warrior, Wind Walker, Myst Weaver, and Brewmaster. 11) depending on Discipline, monks may gain access to soul bound weapons, rogue trade skills, Exceptional heath, or Martial perfection.
12) Monks can further customize their skills by spending Kata ranks within one of 4 stances.
13) Free Non Weapon Proficiency: philosophy as a free non weapon Proficiency slot.
14) Free Weapon Proficiency Slot: A choice of unarmed combat or one weapon type as a free weapon Proficiency slot (Choose 1, not both).
15) wild talent: Due to training, all monks develop one wild talent psionic ability. This ability will use Chi, as opposed to PSPs. The monk does not earn PSPs.
16) Monks are allowed to take proficiencies at standard cost from the general and rogue list. The player is also allowed to choose between the priest and warrior list, but not both. In essence, the character chooses non weapon proficiencies at standard cost from 3 lists. this must be declared at character creation.
C) Restrictions:
1) Monks May never own more than 10 total magical items & trinkets that cause magical effects.
2) Ability score requirements: 13 DEX, 14 WIS. Myst Weaver Monks must also have a minimum of 13 Charisma and Comeliness.
3) Allowable races:
* Federation: Draenai, Gnome, Human, Pandaren, half-Dorei (Kal-Dorei).
* Insurrectionist: Troll kin, Tauren, Forsaken, Half-Dorei (Syn-Dorei).
* Dissidents: Half-Orc, half-Dorei (Quel-Dorei), Lupin, Lionian.
4) Alignment: Can be anything that is not chaotic (LG, NG, LN, TN, lE, NE) Mist weavers must be NE.
5) Prime Requisites: DEX, WIS.
6) May never employ chaotic beings as servants or retainers.
7) Armor restrictions: May only wear cloth and padded armor. May not use shields or helmets.
8) Monks may never amass wealth, other than to build a monastery, orphanage, martial artist school, Art museum, or similar endeavor.
9) guilds will have other restrictions, but also give other bonuses.
10) After 9th level, a monk must add an additional 50,000 xP per level to advance.
11) monks may not be dual or multi classed. this is due to monks requiring extreme focus.
12) Monks must spend at least one of their initial non weapon proficiency slots on an artistic ability. it can sometimes be used to build a small amount of chi (1D6 +1 per 4 levels) if the situation allows. Example: Origami.
13) Monks are limited in their weapon choices. terstaves, and Pole This is due to the fact that many weapons cannot be used to build Chi (or become soul bound). Monks consider non soul bound weapons to be incompatible with the spirit. Regardless, monks still respect the non soul bound weapons and especially practitioners that use them. Monks may only ever learn the following weapons:
Unarmed Combat, Katar, Daibo, Katana, Nunchuk, Quarterstaff, Throwing Star, Fist Weapons, Sai, Cestai, Polearms (some pole arms - check with the dm)
Note: Monk’s weapon list may be expanded soon. It is also important to note that Monks can learn the weapon improvisation skill.
D. Other Notes:
Chi Energy: Also known as Soul Energy, Chi (Pronounced: Chee) is similar to mana for spell casters. all Monks activate their special abilities with chi as their source of energy. However, where Mana is arcane or divine in nature – Chi is spiritual.
- How does a Monk gain more Chi?
1) Monks gain 1d6 Chi per level to add to their maximum Chi pool; Up to 10th level (DM’s bounty applies). After 10th level, Monks earn 2 Chi per level. Monks will also add their magic defense adjustment from wisdom to Chi gains per level up to 10th.
2) unlike mana, Chi is NOT front-loaded. In other words, where spell casters start with a full mana pool, Monks start the day with a Chi pool equal to their level.
3) By utilizing baseline moves and meditation, Monks gain Chi. In subsequent rounds, Chi can be used to activate the Monk’s special moves. In some circumstances, energy building resources such as Shaman totems and Bard songs can also build Chi. A monk's chi pool is reset to their baseline on each new day. Chi gained remains in place until used for that day, unless otherwise noted.
- What are Kata ranks and stances? how does a Monk use them?
1) All Monk characters are considered 1st degree black belts by the time they leave their monastery. Monks improve their black belt degree by 1, for every 4 kata ranks. These kata ranks do not include the monk's initial allotment at first level. Thus, a Monk with 8 Kata ranks is considered a 2nd degree black belt.
2) A Monk earns 1 Kata rank for every level of experience. Kata ranks can also be gained from grandmasters, completing epic quests, or other extraordinary feets of greatness. A monk gets their first move in a stance for free. Every other skill in their main stance costs 1 less Kata Rank than it does for other monk.
3) If a Monk has access to multiple stances, he or she must declare at the beginning of the round what stance is being used. A Monk may only be in one stance per round. A Monk may only access abilities within a given stance in a given round. At the start of every round, a Monk may declare a new stance to be in.
4) In order to unlock and purchase a new stance, the Monk must spend two kata ranks to do so. As such, the 2nd time that a Monk spends a kata rank within a given stance, they will unlock the first power of that stance.
5) Kata ranks are used by the Monk's player to earn new skills or empower old ones. When a monk has all skills within a stance, they will be considered a grand master of that stance. The skills currently accessible are: Stance of the Fierce Tiger, Stance of the Wise Crane, Stance of the Sturdy Ox, and Stance of the Cunning Serpent.
6) Every new power within a stance costs a number of kata points equal to its rank. for example, the 2nd power within a stance costs 2 kata ranks. Thus, the 5th power within a stance costs 5 kata ranks.
7) Kata ranks can also be used to learn special maneuvers from the monk's chosen discipline. This is a separate lists from abilities within a stance as written above. Each maneuver must be learned in succession. Each maneuver within a monk discipline costs one kata rank to learn.
8) Monks may also spend kata ranks to improve abilities they already know by one point.
9) Kata ranks can also be used to improve the strike, damage, or initiative bonus of any single move that the monk knows. The monk can choose any of the three, for a single move.
- What is the difference between a stance and a discipline?
1) A Stance can eventually be learned by any type of monk. this includes all of the abilities listed under each stance. Each ability has a kata cost equal to its order of progression.
2) A Discipline is specific to that type of monk. The powers and moves listed under each discipline can only be learned by monks of that specific order. Each ability costs one kata rank, but all abilities must be taken in order of progression.
II. Baseline Abilities
Regardless of stance and discipline, all monks have access to the following skills. When a monk earns the qualifying level to unlock a tier of baseline skills, 2 of the 3 unlocked skills may be chosen. upon reaching the next qualifying level to unlock a tier of baseline skills, the monk may choose skills from the newly unlocked tier, or go back and learn a skill from a previously unlocked tier. This process continues each time a monk unlocks a tier of baseline skills. Note that by level 20, a monk should know all baseline skills.
TIER I - UNLOCKS AT LEVEL 1
(Note: jab & Snap kick both normalize to "12" when chi & damage is combined).
Jab:
Description: The jab is the most basic combat punch for monks. From a defensive kata position, the monk extends her fist forward very rapidly. The monk then returns her fist to a defensive position. contact is made with the opponent's head or upper torso.
Damage: Zero striking damage (only character's plus to damage with fists).
Modifier: None.
Conditions: none.
Chi gained: 1d12 (+1 per 4 levels)
Snap Kick:
Description: The snap kick is the most basic combat kick for monks. From a defensive kata position, the monk raises her knee upwards toward her abdomen. Afterwords, she extends her lower leg forward very rapidly to strike with the ball of the foot. contact is made with the opponent's legs or lower torso.
Damage: 1d4
Modifier: none.
Conditions: none.
Chi gained: 1d8 (+1 per 4 levels).
Harness Spirit:
description: This quick meditative ritual of focus allows the monk to call upon inner strength. the monk must concentrate for a full round (or 2 sequences). if successful, the monk adds chi that is immediately available for the next round. the monk makes their wisdom check at the end of the 2nd sequence. Chi gained in this manner decays after 3 full combat rounds (or 6 sequences).
Damage: N/A
Modifier: Wis to activate
conditions: Consumes a full combat round. This ability can be used once per day (+1 per 4 levels).
Chi gained: 2d12 (+ 2 per 3 levels).
TIER II - UNLOCKS AT LEVEL 4
Upper Cut:
Description: The Monk moves closer to their opponent than normal. This premeditated maneuver allows the monk to deceptively strike their opponent below the chin, or to the head.
Damage: 1d4
Modifier: A critical strike forces opponent to roll system shock at a penalty of the monk's level + 2D6. failure indicates that opponent is dazed, and receives -3 to attack in the next combat sequence. Note that text says critical strike, not a roll of 20.
Conditions: Must win initiative over the last target attacked in melee. can only be performed on last target attacked in melee. This is not an opening move.
Must win initiative over the last target attacked, and must have attacked target in melee at at least once.
Chi gained: 8
Round House Kick:
Description: the monk strikes their opponent at max kicking range, at the head or body.
Damage: 1d6
Modifier: None
conditions: None. If the monk wins initiative over her target by 3, and hits the target also by 3 or more, she can force the target to move 1 hex. This allows the monk to control combat placement.
Chi gained: 6
Improvised Weaponry:
Description: This Ability Allows The Monk To Make Use Of Common-Every Day Items That He Or She May Find In An Area Where Combat Is About To Take Place. These Are Items That Are Not Normally Weapons. Examples Include Tea Cups, Peacock Feathers, Unfolding Oriental Hand Fans, Or Items Of Similar Nature.
Damage: Using Improvised Weaponry Adds An Additional Damage Dice To Fist Attacks.
Modifier: To Activate, The Monk Must Role Wisdom -3.
Conditions: Improvised Weapons Also Add A Bonus Of 1 To Armor Class, Per 4 Levers Of The Monk When Improvised Weapons Are Used. Note That This Is Not The Same As The Standard Improvised Weapons Proficiency Of The Same Name. Taking Both Will Provide The Monk With Both Bonuses.
Chi Gained: +1D6 Chi To Baseline Fist Moves When Improvised Weapons Are Used.
An Example Of Improvised Weaponry Is Shown Below. At About Half Way Through, Donnie Yen's Character Picks Up A Peacock Feather. He Uses It To Block Or Parry His Opponent's Sword. The Feather Is Ultimately Used Offensively As Well.
TIER I - UNLOCKS AT LEVEL 1
(Note: jab & Snap kick both normalize to "12" when chi & damage is combined).
Jab:
Description: The jab is the most basic combat punch for monks. From a defensive kata position, the monk extends her fist forward very rapidly. The monk then returns her fist to a defensive position. contact is made with the opponent's head or upper torso.
Damage: Zero striking damage (only character's plus to damage with fists).
Modifier: None.
Conditions: none.
Chi gained: 1d12 (+1 per 4 levels)
Snap Kick:
Description: The snap kick is the most basic combat kick for monks. From a defensive kata position, the monk raises her knee upwards toward her abdomen. Afterwords, she extends her lower leg forward very rapidly to strike with the ball of the foot. contact is made with the opponent's legs or lower torso.
Damage: 1d4
Modifier: none.
Conditions: none.
Chi gained: 1d8 (+1 per 4 levels).
Harness Spirit:
description: This quick meditative ritual of focus allows the monk to call upon inner strength. the monk must concentrate for a full round (or 2 sequences). if successful, the monk adds chi that is immediately available for the next round. the monk makes their wisdom check at the end of the 2nd sequence. Chi gained in this manner decays after 3 full combat rounds (or 6 sequences).
Damage: N/A
Modifier: Wis to activate
conditions: Consumes a full combat round. This ability can be used once per day (+1 per 4 levels).
Chi gained: 2d12 (+ 2 per 3 levels).
TIER II - UNLOCKS AT LEVEL 4
Upper Cut:
Description: The Monk moves closer to their opponent than normal. This premeditated maneuver allows the monk to deceptively strike their opponent below the chin, or to the head.
Damage: 1d4
Modifier: A critical strike forces opponent to roll system shock at a penalty of the monk's level + 2D6. failure indicates that opponent is dazed, and receives -3 to attack in the next combat sequence. Note that text says critical strike, not a roll of 20.
Conditions: Must win initiative over the last target attacked in melee. can only be performed on last target attacked in melee. This is not an opening move.
Must win initiative over the last target attacked, and must have attacked target in melee at at least once.
Chi gained: 8
Round House Kick:
Description: the monk strikes their opponent at max kicking range, at the head or body.
Damage: 1d6
Modifier: None
conditions: None. If the monk wins initiative over her target by 3, and hits the target also by 3 or more, she can force the target to move 1 hex. This allows the monk to control combat placement.
Chi gained: 6
Improvised Weaponry:
Description: This Ability Allows The Monk To Make Use Of Common-Every Day Items That He Or She May Find In An Area Where Combat Is About To Take Place. These Are Items That Are Not Normally Weapons. Examples Include Tea Cups, Peacock Feathers, Unfolding Oriental Hand Fans, Or Items Of Similar Nature.
Damage: Using Improvised Weaponry Adds An Additional Damage Dice To Fist Attacks.
Modifier: To Activate, The Monk Must Role Wisdom -3.
Conditions: Improvised Weapons Also Add A Bonus Of 1 To Armor Class, Per 4 Levers Of The Monk When Improvised Weapons Are Used. Note That This Is Not The Same As The Standard Improvised Weapons Proficiency Of The Same Name. Taking Both Will Provide The Monk With Both Bonuses.
Chi Gained: +1D6 Chi To Baseline Fist Moves When Improvised Weapons Are Used.
An Example Of Improvised Weaponry Is Shown Below. At About Half Way Through, Donnie Yen's Character Picks Up A Peacock Feather. He Uses It To Block Or Parry His Opponent's Sword. The Feather Is Ultimately Used Offensively As Well.
TIER III - UNLOCKS AT LEVEL 8
Power Punch:
Description: A Power Punch Is A Singular Shot Aimed To Leverage All Of The Monk's Weight, Power, And Balance To Focus Directly On A Singular Striking Point. A Power Punch Immediately Forces A System Shock At A Penalty Of The Monk's Level +2D6. Failure Indicates That The Target Is Dazed, And Suffers A -6 To Their Next Action, No Matter What It May Be.
Damage: 1D12
Modifier: Monk Takes On A -3 To Strike.
Conditions: Must Win Initiative By 5 Or More Over The Target. Enemy Must Be To The Front.
Chi Gained: 6
Back Crescent Kick:
Description: The Back Crescent Kick Allows The Monk To Strike An Enemy That Is Attacking From The Rear With No Attack Penalty.
Damage: 1D12
Modifier: This Skill Also Prevents Any Target Hit With It From Achieving A Rear Armor Class Hit On The Monk For One Round. In Addition, This Move Also Forces The Enemy To Change Positions And Face The Monk's Front. It Can Also Be Used To Move Opponents Away From Weaker Allies, And Into The Line Of Tanking Allies. On Game Maps, This Will Be A Movement Of 1-2 Hexes.
Conditions: Must Win Initiative By 5 Or More Over The Target. Enemy Must Be To The Rear.
Chi Gained: 6
Revivify:
Description: The Monk Comes In Contact Of Her Own Body At The Cellular Level. The Monk Commands Red Blood Cells And Antibodies To Quickly Gather At The Location Of A Personal Wound. This Brings Nutrients And Oxygen To Stimulate The Healing Process.
Damage: N/A
Modifier: Wis -2
Conditions: The Monk Has Personal Wounds To Heal. The Monk Self Heals For 2D12 (+ 1 Per 3 Levels). This Can Also Be Done While Unconscious, Or At Negative Hit Points, At A Total Of -6 To Wisdom. Can Be Used 2 Times Per Day.
Chi Gained: 2d8
Power Punch:
Description: A Power Punch Is A Singular Shot Aimed To Leverage All Of The Monk's Weight, Power, And Balance To Focus Directly On A Singular Striking Point. A Power Punch Immediately Forces A System Shock At A Penalty Of The Monk's Level +2D6. Failure Indicates That The Target Is Dazed, And Suffers A -6 To Their Next Action, No Matter What It May Be.
Damage: 1D12
Modifier: Monk Takes On A -3 To Strike.
Conditions: Must Win Initiative By 5 Or More Over The Target. Enemy Must Be To The Front.
Chi Gained: 6
Back Crescent Kick:
Description: The Back Crescent Kick Allows The Monk To Strike An Enemy That Is Attacking From The Rear With No Attack Penalty.
Damage: 1D12
Modifier: This Skill Also Prevents Any Target Hit With It From Achieving A Rear Armor Class Hit On The Monk For One Round. In Addition, This Move Also Forces The Enemy To Change Positions And Face The Monk's Front. It Can Also Be Used To Move Opponents Away From Weaker Allies, And Into The Line Of Tanking Allies. On Game Maps, This Will Be A Movement Of 1-2 Hexes.
Conditions: Must Win Initiative By 5 Or More Over The Target. Enemy Must Be To The Rear.
Chi Gained: 6
Revivify:
Description: The Monk Comes In Contact Of Her Own Body At The Cellular Level. The Monk Commands Red Blood Cells And Antibodies To Quickly Gather At The Location Of A Personal Wound. This Brings Nutrients And Oxygen To Stimulate The Healing Process.
Damage: N/A
Modifier: Wis -2
Conditions: The Monk Has Personal Wounds To Heal. The Monk Self Heals For 2D12 (+ 1 Per 3 Levels). This Can Also Be Done While Unconscious, Or At Negative Hit Points, At A Total Of -6 To Wisdom. Can Be Used 2 Times Per Day.
Chi Gained: 2d8
TIER IV - UNLOCKS AT LEVEL 12
Flying Punch:
Description: This haphazard maneuver allows the monk to take advantage of an open opportunity by leaping slightly, and bearing down upon their opponent with full force to the target's head. A successful hit will automatically do double damage. A critical strike will do triple damage.
Damage: 1D4
Modifier: Monk must also successfully pass a dexterity check at -2.
conditions: The monk must have the tumbling proficiency. The monk must win initiative by 8 or more over their last target attacked. this move can only be used on the last opponent attacked in melee in the previous round. This is not an opening move.
Chi gained: 1D4
Flying Kick:
description: This unexpected maneuver allows the monk to take advantage of an unsuspecting opponent at a slight range. The monk sprints towards the enemy and leaps into the air to set up the attack. If successful, the target must roll system shock at a a penalty of 2D6 + the monk's level. failure indicates that the target is unbalanced, and will receive a penalty of -4 to their next attack roll. A successful hit also allows the monk to move the target up to 2 hexes away, in the same direct that the monk was sprinting. This is useful to get enemies away from vulnerable allies.
Damage: 1D8
Modifier: none.
conditions: Target must be 20 or more feet away from the monk.
Chi gained: 1D4
Life force:
Description: This self sacrificing power allows monks to give a portion of their life essence to an egregiously injured person. resplendent tendrils of jade colored light and vapors emit from the monk's eyes, nose, mouth, and hands as the transfer takes place. The monk must close their eyes and enter into a meditative state. The monk must also stay in physical contact with the target. She must place one bare palm on the target's chest directly over the heart. The other bare palm must be placed on the target's forehead, as if covering the third eye. The target must also be laying down on his or her back. If the monk is in combat, this will make her vulnerable to enemy attacks if in the line of fire. The jade light slowly wisps as it gravitates like vapor towards the fallen person's wounds and into their body. This process heals them as time passes, 100% of wounds are healed, while the monk takes half the damage.
damage: N/A.
Modifier: In combat: wis - 2. Out of combat: wis + 1.
conditions: The ally must have taken at least 50% damage of their hit point total. This ability requires a great deal of concentration, and causes the monk to take on severe wounds. Anyone that is within 10 feet of the monk can hear the sound of a beating heart as the life force transfer takes place. The monk's nose begins to bleed profusely as the effect continues. the monk's nose does not stop bleeding for at least 1 turn, but no more then 2 turns (Roll 1D10+10 to represent the number of rounds). Each round of bleeding causes the monk to take on 1 point of additional damage. The ritual takes two rounds to perform The monk rolls her wisdom check at the end of the second round. however, it only takes one if the target is an trusted ally that the monk has known for at least one full year. At the end of the process. the monk takes 50% of the total damage healed, plus all bleeding damage. The damage acquired by the healing process can be healed by normal means. however, the bleed effect can not be healed by any means, other than over time. The bleeding damage will decay at 1 HP per day until it is fully removed.
This ability required a great deal of concentration, and causes the monk to take on severe wounds. Anyone that is within 10 feet of the monk can hear the sound of a beating heart as the life force transfer takes place. The monk's nose begins to bleed profusely as the effect takes place. the monk's nose does not stop bleeding for at least 1 turn, but no more then 2 turns (Roll 1D10+10 to represent the number of rounds. Each round of bleeding causes the monk to take on 1 point of additional damage. Chi gained: all damage taken by the monk for the healing process (transfer and bleed are turned into chi. The damage transfer is immediate chi available. The bleed over time affect trickles in small amounts of chi as the bleeding continues.
Flying Punch:
Description: This haphazard maneuver allows the monk to take advantage of an open opportunity by leaping slightly, and bearing down upon their opponent with full force to the target's head. A successful hit will automatically do double damage. A critical strike will do triple damage.
Damage: 1D4
Modifier: Monk must also successfully pass a dexterity check at -2.
conditions: The monk must have the tumbling proficiency. The monk must win initiative by 8 or more over their last target attacked. this move can only be used on the last opponent attacked in melee in the previous round. This is not an opening move.
Chi gained: 1D4
Flying Kick:
description: This unexpected maneuver allows the monk to take advantage of an unsuspecting opponent at a slight range. The monk sprints towards the enemy and leaps into the air to set up the attack. If successful, the target must roll system shock at a a penalty of 2D6 + the monk's level. failure indicates that the target is unbalanced, and will receive a penalty of -4 to their next attack roll. A successful hit also allows the monk to move the target up to 2 hexes away, in the same direct that the monk was sprinting. This is useful to get enemies away from vulnerable allies.
Damage: 1D8
Modifier: none.
conditions: Target must be 20 or more feet away from the monk.
Chi gained: 1D4
Life force:
Description: This self sacrificing power allows monks to give a portion of their life essence to an egregiously injured person. resplendent tendrils of jade colored light and vapors emit from the monk's eyes, nose, mouth, and hands as the transfer takes place. The monk must close their eyes and enter into a meditative state. The monk must also stay in physical contact with the target. She must place one bare palm on the target's chest directly over the heart. The other bare palm must be placed on the target's forehead, as if covering the third eye. The target must also be laying down on his or her back. If the monk is in combat, this will make her vulnerable to enemy attacks if in the line of fire. The jade light slowly wisps as it gravitates like vapor towards the fallen person's wounds and into their body. This process heals them as time passes, 100% of wounds are healed, while the monk takes half the damage.
damage: N/A.
Modifier: In combat: wis - 2. Out of combat: wis + 1.
conditions: The ally must have taken at least 50% damage of their hit point total. This ability requires a great deal of concentration, and causes the monk to take on severe wounds. Anyone that is within 10 feet of the monk can hear the sound of a beating heart as the life force transfer takes place. The monk's nose begins to bleed profusely as the effect continues. the monk's nose does not stop bleeding for at least 1 turn, but no more then 2 turns (Roll 1D10+10 to represent the number of rounds). Each round of bleeding causes the monk to take on 1 point of additional damage. The ritual takes two rounds to perform The monk rolls her wisdom check at the end of the second round. however, it only takes one if the target is an trusted ally that the monk has known for at least one full year. At the end of the process. the monk takes 50% of the total damage healed, plus all bleeding damage. The damage acquired by the healing process can be healed by normal means. however, the bleed effect can not be healed by any means, other than over time. The bleeding damage will decay at 1 HP per day until it is fully removed.
This ability required a great deal of concentration, and causes the monk to take on severe wounds. Anyone that is within 10 feet of the monk can hear the sound of a beating heart as the life force transfer takes place. The monk's nose begins to bleed profusely as the effect takes place. the monk's nose does not stop bleeding for at least 1 turn, but no more then 2 turns (Roll 1D10+10 to represent the number of rounds. Each round of bleeding causes the monk to take on 1 point of additional damage. Chi gained: all damage taken by the monk for the healing process (transfer and bleed are turned into chi. The damage transfer is immediate chi available. The bleed over time affect trickles in small amounts of chi as the bleeding continues.
III. Distinguishing Abilities
BREW MASTER: EMINENCE
Prerequisites: The Brew Master must know body & mind. The brew master must also know the endurance and brewing proficiencies. The Brew master most also have learned Master Brewing.
Description: eminence allows the brew master to take advantage of a great deal of synergy. This skill allows the brew master to directly improve their Dodge, or damage capacity. this is done by improving hit points and armor class. Baseline improvement with no kata rank investment is as follows:
In addition, kata ranks can be used to improve the hit points and armor class of The brew master on an independent schedule from the baseline numbers above. The brew master must choose either HP or AC each time she invests in Eminence, but not both at the same time. Baseline improvement, and kata improvement run independently of each other, but they happen at the same time.
Kata rank investment into eminence provides the following schedule of progression:
Additional bonus: Valiance of the heart. eminence also allows the monk to truly display hardiness. a brew master is allowed to add their level directly to their system shock damage capacity. All mortal characters are allowed to sustain 50 points of damage, before being forced to roll system shock. However, a brew master adds their level direct to 50. the total will equal the amount of damage that a brew master can take before being forced to roll system shock. valiance of the heart in and of itself cannot be improved with kata ranks.
(Note: the monk may change where kata ranks are invested each time they use eminence.)
Prerequisites: The Brew Master must know body & mind. The brew master must also know the endurance and brewing proficiencies. The Brew master most also have learned Master Brewing.
Description: eminence allows the brew master to take advantage of a great deal of synergy. This skill allows the brew master to directly improve their Dodge, or damage capacity. this is done by improving hit points and armor class. Baseline improvement with no kata rank investment is as follows:
- For every 2 levels the brew master has earned, add one hit point. There is no level limit.
- For every 2 levels of experience, improve armor class by one. There is no level limit.
In addition, kata ranks can be used to improve the hit points and armor class of The brew master on an independent schedule from the baseline numbers above. The brew master must choose either HP or AC each time she invests in Eminence, but not both at the same time. Baseline improvement, and kata improvement run independently of each other, but they happen at the same time.
Kata rank investment into eminence provides the following schedule of progression:
- Hit Points: for every kata rank invested into eminence HP, add 1 hP per 4 levels.
- Armor Class: For every kata rank invested into eminence AC, improve AC by 1 per 4 levels.
Additional bonus: Valiance of the heart. eminence also allows the monk to truly display hardiness. a brew master is allowed to add their level directly to their system shock damage capacity. All mortal characters are allowed to sustain 50 points of damage, before being forced to roll system shock. However, a brew master adds their level direct to 50. the total will equal the amount of damage that a brew master can take before being forced to roll system shock. valiance of the heart in and of itself cannot be improved with kata ranks.
(Note: the monk may change where kata ranks are invested each time they use eminence.)
MIST WEAVER: SHADOW PROWESS
Prerequisites: The Mist Weaver must know Betrayal. The Mist Weaver must also know the disguise and information gathering proficiencies. The Mist weaver must also have learned Surging mist.
Description: Shadow Prowess confers several bonus traits upon the Mist Weaver's game mechanics. In additional, Each game mechanic modifier can be improved by one per kata rank investment:
Additional Bonus: Tricks of the Trade. Acquire Rogue trade skills. These rogue trade skills may be increased as per a rogue. The monk gains 30 initial percentage points upon unlocking this skills. these points may be distributed as the player sees fit, but no more than 15 points to a single skill. After the initial allotment, the character earns 15% per level to distribute as the player sees fit. Race, dexterity, intelligence, Charisma, and comeliness modifications apply:
Prerequisites: The Mist Weaver must know Betrayal. The Mist Weaver must also know the disguise and information gathering proficiencies. The Mist weaver must also have learned Surging mist.
Description: Shadow Prowess confers several bonus traits upon the Mist Weaver's game mechanics. In additional, Each game mechanic modifier can be improved by one per kata rank investment:
- Plus one attack in two rounds. Kata ranks: Plus one attack in two rounds for every 6 levels of experience, per kata point.
- Plus 3D8 Bonus critical strike damage. Kata ranks: plus 1D8 bonus critical damage per kata rank.
- Plus one to armor class. Kata Ranks: Plus one to armor class per kata rank.
- plus one to Poison lethality level. Kata ranks: plus one to poison lethality per kata rank.
- minus three damage per attack from all sources while in combat in darkness. Kata ranks: minus one per damage source while in combat in darkness.
- Plus eight to movement rate. Kata ranks: Plus three to movement rate per kata rank.
Additional Bonus: Tricks of the Trade. Acquire Rogue trade skills. These rogue trade skills may be increased as per a rogue. The monk gains 30 initial percentage points upon unlocking this skills. these points may be distributed as the player sees fit, but no more than 15 points to a single skill. After the initial allotment, the character earns 15% per level to distribute as the player sees fit. Race, dexterity, intelligence, Charisma, and comeliness modifications apply:
- Guile: 0%
- climb Walls: 5%
- Move Silently: 5%
- Hide in Shadows: 5%
SOUL WARRIOR: SOUL BOUND WEAPONRY
Prerequisites: The soul warrior must know Crackling Jade Chi Lightning. The Soul Warrior must also know the Netherworld Knowledge, weapon smithing, and Gem cutting proficiencies. The soul Warrior must also have learned touch of Karma.
Description: Soul bound weaponry allows the soul warrior monk to create remarkable weapons. These weapons are considered by the monk to be an extension of their spirit. The monk must personally craft and empower the weapon. These weapons must also be adorned with valuable gems that the monk must find, craft, and cut herself. The monk must use at a minimum a red ruby to represent life, and a green emerald to represent chi. Each gem must be valued at no less than 1000 gold each. the results of all this hard work is a weapon of the most exquisite craftsmanship.
the weapon must be empowered through a ritual that involves meditation with the weapon. Meditation must be in a place of peace for a number of days equal to twice the monk's level. if the monk's peaceful meditation is interrupted, both the ritual and the weapon are irrevocably destroyed. The monk will need to re-craft a new weapon, and start the ritual again. Any material used for the previous weapon will be destroyed. During the time of the ritual, the monk fasts. they cannot eat any food whatsoever. they may however, drink water, and water only. for every day spent fasting, the monk will be at a cumulative negative one penalty to all game mechanics. This penalty decays at a rate of 1 per day, once the ritual is complete. During the ritual, the monk must remain completely nude, and cannot speak to any other sentient being, be it live, or by magical, divine, or psionic contact. The monk may only sit and meditate with the weapon, in essence becoming one with the weapon. Soul bound weapons acquire powers upon creation, and are suitable to become hosts as weapons of intelligence.
The weapon's powers are as follows:
A) Craftsmanship: As with all weapon smiths, the Soul bound weapon acquires a bonus of 1 to craftsmanship bonus to strike, damage, and saving throw, per number of proficiency slots that the monk has dedicated to the craft of weapon smithing.
B) Magical bonus: The soul bound weapon automatically gains a plus 1 magical bonus to strike, damage, and speed factor, for every 4 levels of the monk.
C) Superior power: The Soul bound weapon automatically gains + 1 damage dice, per 4 levels of the monk.
D) Harness Chi: the monk may store and recall at will up to her level in chi into the emerald gem. This is an effective chi boost.
E) Harness Life: The Monk may store and recall at will up to her level in HP into the ruby Gem. This is an effective heal.
Additional Bonuses:
Training: The monk may dedicate kata ranks into her soulbound weapon. For each kata rank devoted, the monk may make one of four choices for soul bound weapon empowerment. Special note: If a soulbound weapon is ever lost, destroyed, or stolen - all kata ranks dedicated to it are also lost. these lost kata ranks will have to be reacquired through levels, completing honorable epic quests or other feets of greatness.
NOTE: Choices in medium blue are passive abilities. Choices in light blue must be activated with a wisdom check at -1 per 3 kata rank level.
Prerequisites: The soul warrior must know Crackling Jade Chi Lightning. The Soul Warrior must also know the Netherworld Knowledge, weapon smithing, and Gem cutting proficiencies. The soul Warrior must also have learned touch of Karma.
Description: Soul bound weaponry allows the soul warrior monk to create remarkable weapons. These weapons are considered by the monk to be an extension of their spirit. The monk must personally craft and empower the weapon. These weapons must also be adorned with valuable gems that the monk must find, craft, and cut herself. The monk must use at a minimum a red ruby to represent life, and a green emerald to represent chi. Each gem must be valued at no less than 1000 gold each. the results of all this hard work is a weapon of the most exquisite craftsmanship.
the weapon must be empowered through a ritual that involves meditation with the weapon. Meditation must be in a place of peace for a number of days equal to twice the monk's level. if the monk's peaceful meditation is interrupted, both the ritual and the weapon are irrevocably destroyed. The monk will need to re-craft a new weapon, and start the ritual again. Any material used for the previous weapon will be destroyed. During the time of the ritual, the monk fasts. they cannot eat any food whatsoever. they may however, drink water, and water only. for every day spent fasting, the monk will be at a cumulative negative one penalty to all game mechanics. This penalty decays at a rate of 1 per day, once the ritual is complete. During the ritual, the monk must remain completely nude, and cannot speak to any other sentient being, be it live, or by magical, divine, or psionic contact. The monk may only sit and meditate with the weapon, in essence becoming one with the weapon. Soul bound weapons acquire powers upon creation, and are suitable to become hosts as weapons of intelligence.
The weapon's powers are as follows:
A) Craftsmanship: As with all weapon smiths, the Soul bound weapon acquires a bonus of 1 to craftsmanship bonus to strike, damage, and saving throw, per number of proficiency slots that the monk has dedicated to the craft of weapon smithing.
B) Magical bonus: The soul bound weapon automatically gains a plus 1 magical bonus to strike, damage, and speed factor, for every 4 levels of the monk.
C) Superior power: The Soul bound weapon automatically gains + 1 damage dice, per 4 levels of the monk.
D) Harness Chi: the monk may store and recall at will up to her level in chi into the emerald gem. This is an effective chi boost.
E) Harness Life: The Monk may store and recall at will up to her level in HP into the ruby Gem. This is an effective heal.
Additional Bonuses:
Training: The monk may dedicate kata ranks into her soulbound weapon. For each kata rank devoted, the monk may make one of four choices for soul bound weapon empowerment. Special note: If a soulbound weapon is ever lost, destroyed, or stolen - all kata ranks dedicated to it are also lost. these lost kata ranks will have to be reacquired through levels, completing honorable epic quests or other feets of greatness.
NOTE: Choices in medium blue are passive abilities. Choices in light blue must be activated with a wisdom check at -1 per 3 kata rank level.
WIND WALKER: MARTIAL PERFECTION
Prerequisites: The wind walker must know Chi wind grace. The wind walker must also know the jumping and tumbling proficiencies. The wind walker must also have learned tiger palm strikes.
Description: martial perfection allows the monk to spend kata ranks to directly improve their offensive, defensive, or chi regeneration skills. for each kata rank invested into martial perfection, the monk is allowed to choose one of the following to improve by one point:
Additional bonus: Signature Maneuver. Martial perfection also allows the monk to declare a "signature Maneuver". The wind walker's signature maneuver is what she is known for. A signature maneuver allows the monk to designate one specific ability that she has access too. once declared, the signature maneuver can never be changed. The maneuver is what the monk is known for in the martial arts world, and she practices her maneuver extensively. A signature maneuver allows the monk to directly add 1/2 of her level, (rounded down) to strike or damage the monk must choose if the bonus applies to strike or damage when the maneuver is first chosen. Note that moves which allow the monk to attack multiple times, will have the bonus moderated and split up amongst all attacks. if a single striking ability or maneuver is chosen, all of the bonus stacks. Signature maneuver in and of itself cannot be improved with kata ranks. signature maneuver can be used one per day, (+1 per 3 levels).
(Note: the monk may change where kata ranks are invested each time they use martial perfection.)
Prerequisites: The wind walker must know Chi wind grace. The wind walker must also know the jumping and tumbling proficiencies. The wind walker must also have learned tiger palm strikes.
Description: martial perfection allows the monk to spend kata ranks to directly improve their offensive, defensive, or chi regeneration skills. for each kata rank invested into martial perfection, the monk is allowed to choose one of the following to improve by one point:
- Strike with fist, OR kick, oR weapon type (Choose one).
- Damage with fist, OR kick, oR weapon type (Choose one).
- bonus of one to any one of the saving throw types (Choose one).
- Bonus of one to chi regeneration with any one base line ability, oR meditation (Choose one).
- Bonus of one to a check or penalty the monk has to roll to activate an ability (choose one).
Additional bonus: Signature Maneuver. Martial perfection also allows the monk to declare a "signature Maneuver". The wind walker's signature maneuver is what she is known for. A signature maneuver allows the monk to designate one specific ability that she has access too. once declared, the signature maneuver can never be changed. The maneuver is what the monk is known for in the martial arts world, and she practices her maneuver extensively. A signature maneuver allows the monk to directly add 1/2 of her level, (rounded down) to strike or damage the monk must choose if the bonus applies to strike or damage when the maneuver is first chosen. Note that moves which allow the monk to attack multiple times, will have the bonus moderated and split up amongst all attacks. if a single striking ability or maneuver is chosen, all of the bonus stacks. Signature maneuver in and of itself cannot be improved with kata ranks. signature maneuver can be used one per day, (+1 per 3 levels).
(Note: the monk may change where kata ranks are invested each time they use martial perfection.)
IV. Disciplines
A note on Disciplines. While anyone can learn the moves available under Stances, only a Monk specific to a specific discipline can learn the moves listed herein.
Brew Master
(Tank & Control Specialist)
Examples of Brew masters in fandom, film, fiction, pop culture, art, and games: Zangief, Balrog, E.Honda, M.Bison, T.Hawk, Goro, Shao Khan, Jax, Nightwolf, Kintaro
Leveling Bonuses:
Level 2: Plus 3 to strike with all moves.
Level 4: Plus 1d6(+Wisdom modifier) chi gained every time an attack is dodged or mitigated.
Level 6: Plus 1 AC, +2 HP.
Level 8: Plus 10 Damage Mitigation.
Level 10: Plus 1 AC, +2 HP.
Level 13: Plus 1d4 Chi gained with all chi gaining moves.
Level 16: Plus 1 AC, +2 HP.
Level 18+: Plus 1 AC, +1 hP every level from level 18 and up.
Mantra of the Ox
Description: This Aspect Allows the monk to perform a combat charge, and receive no combat penalty.
Damage: N/A
Modifier: Thaco at zero modifier.
Conditions: This ability can be used once per day. The monk is still subject to a charge taking all actions for a round.
Chi: 2D4
Mantra of the Monkey
Description: The monk takes on the aspect of a monkey. The monk enters the aspect by leaping around, and making noises like a monkey. This allows the Monk to add 1/2 of their level plus 1D6 to armor class for one round. in addition, the number generated from the D6 roll, is directly added to spells and breath weapon saving throws for the round.
Damage: N/A
Modifier: Wisdom -2 to activate.
Conditions: None.
Chi: 2D4
mantra of the Gorilla
Description: The monk takes on the aspect of a Gorilla. The monk enters the aspect by grunting and violently beating his or her chest like a Gorilla. The monk directly adds their level to their strength for one round. Each tier of exceptional strength counts as a point of strength.
Damage: N/A
Modifier: Wis - 2 to Activate
Conditions: none.
Chi: 2D4
Master Brewing
This skill allows the monk to empower her potion brewing with pure chi energy. The brewed potions are extremely potent. Only a small amount is needed to give a full potion effect. Each full potion is kept in a two-oz cup (about the size of a shot of espresso). Some potions are usable by only the monk. while others can be launched at allies for their effect. Details below:
Healing Brew
Description: Brewed from master brewing. The monk creates the potion and imbues it was a small amount of chi energy. Only the monk can activate these potions by consuming them herself, or launching them at allies. The monk makes a dexterity check to launch the potion at an ally. If successful, each potion heals the target for double the monk's level plus 1D8.
Damage: N/A
Modifier: Dexterity at zero.
Conditions: the monk may only ever carry a maximum of 20 of these at any one time. Can be used by monk, or thrown by monk at allies.
Chi: 2D4
Hardening Brew
Description: This special Brew causes the monk's skin to become highly resilient. Physical damage damage is reduced by 50% for 2D4 strikes. The effects of the potion wear off after 1 turn, or the charges are expended, whichever comes first.
Damage: N/A
Modifier: Monk rolls CON at -2 to absorb the brew properly. Monk must also make a save vs poison, or spend a round throwing up.
Conditions: Can only be used by the monk.
Chi: 3D4
Fortifying Brew
Description: This Brew master only special brew allows the monk to obtain additional hit points. Upon crafting this special brew, the monk's final product is dependent upon quality of ingredients used. The higher the quality, the more rare the ingredients will be. The higher the quality of crafting ingredients, the more expensive it will be.
Damage: N/A
Modifier: Wis -3
Conditions: Dependent on ingredients used. follow the table below to determine brew quality.
Chi: 3D4
Poor quality: 2d8 HP for 1 Turn.
Mediocre Quality: 2D8 HP for 1 hour.
Average Quality: 3D8 HP for 2 hours.
Good Quality: 3D8 HP for 3 hours.
Excellent Quality: 3D8+level HP for 3 hours.
Supreme Quality: 4D8+ Double level HP for 3 hours.
Cleansing Brew
Description: This brew master only special ale allows the monk to clear debilitating effects that he or she may have. This includes damage over time diseases, whether magical or non magical in nature.
Damage: N/A
Modifier: Wis -3
Conditions: none.
Chi: 3D4
Drunken Strike
Description: This wild and untamed ultimate skill allows the brew master to generate a lot of threat, which causes enemies to focus attacks on the monk, as opposed to weaker allies.
Damage: 2D12 (plus 1 dice per 5 levels) + first damage + level
Modifier: Thaco - 0
Conditions: must be in combat. be under the affects of at least one brew. usable once per round, as the final attack in a sequence.
Chi: 4d4
(Tank & Control Specialist)
Examples of Brew masters in fandom, film, fiction, pop culture, art, and games: Zangief, Balrog, E.Honda, M.Bison, T.Hawk, Goro, Shao Khan, Jax, Nightwolf, Kintaro
Leveling Bonuses:
Level 2: Plus 3 to strike with all moves.
Level 4: Plus 1d6(+Wisdom modifier) chi gained every time an attack is dodged or mitigated.
Level 6: Plus 1 AC, +2 HP.
Level 8: Plus 10 Damage Mitigation.
Level 10: Plus 1 AC, +2 HP.
Level 13: Plus 1d4 Chi gained with all chi gaining moves.
Level 16: Plus 1 AC, +2 HP.
Level 18+: Plus 1 AC, +1 hP every level from level 18 and up.
Mantra of the Ox
Description: This Aspect Allows the monk to perform a combat charge, and receive no combat penalty.
Damage: N/A
Modifier: Thaco at zero modifier.
Conditions: This ability can be used once per day. The monk is still subject to a charge taking all actions for a round.
Chi: 2D4
Mantra of the Monkey
Description: The monk takes on the aspect of a monkey. The monk enters the aspect by leaping around, and making noises like a monkey. This allows the Monk to add 1/2 of their level plus 1D6 to armor class for one round. in addition, the number generated from the D6 roll, is directly added to spells and breath weapon saving throws for the round.
Damage: N/A
Modifier: Wisdom -2 to activate.
Conditions: None.
Chi: 2D4
mantra of the Gorilla
Description: The monk takes on the aspect of a Gorilla. The monk enters the aspect by grunting and violently beating his or her chest like a Gorilla. The monk directly adds their level to their strength for one round. Each tier of exceptional strength counts as a point of strength.
Damage: N/A
Modifier: Wis - 2 to Activate
Conditions: none.
Chi: 2D4
Master Brewing
This skill allows the monk to empower her potion brewing with pure chi energy. The brewed potions are extremely potent. Only a small amount is needed to give a full potion effect. Each full potion is kept in a two-oz cup (about the size of a shot of espresso). Some potions are usable by only the monk. while others can be launched at allies for their effect. Details below:
Healing Brew
Description: Brewed from master brewing. The monk creates the potion and imbues it was a small amount of chi energy. Only the monk can activate these potions by consuming them herself, or launching them at allies. The monk makes a dexterity check to launch the potion at an ally. If successful, each potion heals the target for double the monk's level plus 1D8.
Damage: N/A
Modifier: Dexterity at zero.
Conditions: the monk may only ever carry a maximum of 20 of these at any one time. Can be used by monk, or thrown by monk at allies.
Chi: 2D4
Hardening Brew
Description: This special Brew causes the monk's skin to become highly resilient. Physical damage damage is reduced by 50% for 2D4 strikes. The effects of the potion wear off after 1 turn, or the charges are expended, whichever comes first.
Damage: N/A
Modifier: Monk rolls CON at -2 to absorb the brew properly. Monk must also make a save vs poison, or spend a round throwing up.
Conditions: Can only be used by the monk.
Chi: 3D4
Fortifying Brew
Description: This Brew master only special brew allows the monk to obtain additional hit points. Upon crafting this special brew, the monk's final product is dependent upon quality of ingredients used. The higher the quality, the more rare the ingredients will be. The higher the quality of crafting ingredients, the more expensive it will be.
Damage: N/A
Modifier: Wis -3
Conditions: Dependent on ingredients used. follow the table below to determine brew quality.
Chi: 3D4
Poor quality: 2d8 HP for 1 Turn.
Mediocre Quality: 2D8 HP for 1 hour.
Average Quality: 3D8 HP for 2 hours.
Good Quality: 3D8 HP for 3 hours.
Excellent Quality: 3D8+level HP for 3 hours.
Supreme Quality: 4D8+ Double level HP for 3 hours.
Cleansing Brew
Description: This brew master only special ale allows the monk to clear debilitating effects that he or she may have. This includes damage over time diseases, whether magical or non magical in nature.
Damage: N/A
Modifier: Wis -3
Conditions: none.
Chi: 3D4
Drunken Strike
Description: This wild and untamed ultimate skill allows the brew master to generate a lot of threat, which causes enemies to focus attacks on the monk, as opposed to weaker allies.
Damage: 2D12 (plus 1 dice per 5 levels) + first damage + level
Modifier: Thaco - 0
Conditions: must be in combat. be under the affects of at least one brew. usable once per round, as the final attack in a sequence.
Chi: 4d4
Mist Weaver
(Assassination & Subterfuge specialist)
Examples of mist Weavers in fandom, film, fiction, pop culture, art, and games: Scorpion, Sub-zero, Ninja Turtles, Vega, Kitana, Mileena, Marvel ninja warriors.
Leveling Bonuses:
Level 2: Plus 3 to Damage with all moves.
Level 4: Plus 1d6(+Wisdom modifier) chi gained every time a poison dOT does damage, or an enemy is evaded by way of illusions or invisibility.
Level 6: Plus 2 damage.
Level 8: Plus 10 chi to starting daily and total.
Level 10: Plus 2 damage.
Level 13: Plus 1d4 Chi gained with all chi gaining moves.
Level 16: Plus 2 damage.
Level 18+: Plus 1 damage every level from level 18 and up.
Quaking Palm
Description:
Damage:
Modifier:
Conditions:
Chi:
Blackout Kick
Description:
Damage:
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Chi:
Surging mist
Description:
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Chi:
Flying Serpent kick
Description
Damage:
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Chi:
Disabling Strike
Description:
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Soothing Mist
Description:
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Shadow Serpent
Description:
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Chi:
(Assassination & Subterfuge specialist)
Examples of mist Weavers in fandom, film, fiction, pop culture, art, and games: Scorpion, Sub-zero, Ninja Turtles, Vega, Kitana, Mileena, Marvel ninja warriors.
Leveling Bonuses:
Level 2: Plus 3 to Damage with all moves.
Level 4: Plus 1d6(+Wisdom modifier) chi gained every time a poison dOT does damage, or an enemy is evaded by way of illusions or invisibility.
Level 6: Plus 2 damage.
Level 8: Plus 10 chi to starting daily and total.
Level 10: Plus 2 damage.
Level 13: Plus 1d4 Chi gained with all chi gaining moves.
Level 16: Plus 2 damage.
Level 18+: Plus 1 damage every level from level 18 and up.
Quaking Palm
Description:
Damage:
Modifier:
Conditions:
Chi:
Blackout Kick
Description:
Damage:
Modifier:
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Chi:
Surging mist
Description:
Damage:
Modifier:
Conditions:
Chi:
Flying Serpent kick
Description
Damage:
Modifier:
Conditions:
Chi:
Disabling Strike
Description:
Damage:
Modifier:
Conditions:
Chi:
Soothing Mist
Description:
Damage:
Modifier:
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Chi:
Shadow Serpent
Description:
Damage:
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Chi:
Soul Warrior
(Ranged Damage Dealer & Healing specialist)
Examples of Soul Warriors in fandom, film, fiction, pop culture, art, and games:
Raiden, dhalsim, Kung Lao, Guile, Blanka, Shang Tsung, Quan Chi, Blaze, Sindel, Sheeva, Silver Surfer.
Leveling Bonuses:
Level 2: Plus 2 to strike, +1 to damage with all moves.
Level 4: Plus 1d6(+Wisdom modifier) chi gained every time self is healed.
Level 6: Plus 1 to all saving throws.
Level 8: Plus 5 Damage to all moves. Plus 5 Chi to daily start and total.
Level 10: Plus 1 to All saving throws.
Level 13: Plus 1d4 Chi gained with all chi gaining moves.
Level 16: Plus 1 to all saving throws.
Level 18+: Plus 1 to strike every level from level 18 and up.
Soul mend
Description:
Damage:
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Chi:
Zen Meditation
Description:
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Chi:
Touch of Karma
Description:
Damage:
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conditions:
Chi:
Chi Wind Torpedo
Description:
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chi:
Expel Harm
Description:
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Chi:
Cleanse Spirit
Description:
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Chi:
Transcendence Transfer
Description:
Damage:
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Chi:
(Ranged Damage Dealer & Healing specialist)
Examples of Soul Warriors in fandom, film, fiction, pop culture, art, and games:
Raiden, dhalsim, Kung Lao, Guile, Blanka, Shang Tsung, Quan Chi, Blaze, Sindel, Sheeva, Silver Surfer.
Leveling Bonuses:
Level 2: Plus 2 to strike, +1 to damage with all moves.
Level 4: Plus 1d6(+Wisdom modifier) chi gained every time self is healed.
Level 6: Plus 1 to all saving throws.
Level 8: Plus 5 Damage to all moves. Plus 5 Chi to daily start and total.
Level 10: Plus 1 to All saving throws.
Level 13: Plus 1d4 Chi gained with all chi gaining moves.
Level 16: Plus 1 to all saving throws.
Level 18+: Plus 1 to strike every level from level 18 and up.
Soul mend
Description:
Damage:
Modifier:
Conditions:
Chi:
Zen Meditation
Description:
Damage:
Modifier:
Conditions:
Chi:
Touch of Karma
Description:
Damage:
Modifier:
conditions:
Chi:
Chi Wind Torpedo
Description:
Damage:
Modifier:
Conditions:
chi:
Expel Harm
Description:
Damage:
Modifier:
Conditions:
Chi:
Cleanse Spirit
Description:
Damage:
Modifier:
Conditions:
Chi:
Transcendence Transfer
Description:
Damage:
Modifier:
Conditions:
Chi:
Wind Walker
(Melee Damage Dealer & Movement specialist)
Examples of wind Walkers in fandom, film, fiction, pop culture, art, and games: Liu Kang, Ryu, Ken, Bruce Lee, Chuck Norris, Baraka, Johny Cage, Sagat, Wolverine.
Leveling Bonuses:
Level 2: Plus 1 to strike, +2 to damage with all moves.
Level 4: Plus 1d6(+Wisdom modifier) chi gained every time self is damaged.
Level 6: Plus 1 to move. +1 to strike or Damage (all moves). Choose either strike or damage, not both.
Level 8: Plus 10 armor penetration.
Level 10: Plus 1 to move. +1 to strike or Damage (all moves). Choose either strike or damage, not both.
Level 13: Plus 1d4 Chi gained with all chi gaining moves.
Level 16: Plus 1 to move. +1 to strike or Damage (all moves). Choose either strike or damage, not both.
Level 18+: Plus 1 to move every level from level 18 and up.
Bicycle Kick
description: the Monk leaps in the air at chest level to her opponent Before the monk lands, she performs a number of chest kicks equal to 1/2 monk's level rounding down, capping at level 10.
Damage: 1d6 per kick (+1 damage per level). Not modified for damage, but it is modified for strike. Example: At 10th level, 5D6+10.
Modifier: thaco - 1
conditions: Win initiative over the target. All kicks in the bicycle kick are considered to be a single attack for attack rate purposes.
Chi: 2D4 (+1 Per kick).
Fists of Fury
description: Fists of fury is an emergency move, done when the monk has low chi reserves. Instead of relying on Chi, the monk relies on pure physical conditioning to throw two powerful punches, one with each hand are her opponent. Both attacks are counted as a single move for attack tier purposes. Chi for this ability is front loaded, and then paid for once the monk has acquired chi.
Damage: 2d4 each fist (4D4 total), plus standard fist damage for each fist.
Modifier: None.
conditions: None.
Chi: 3D4 (This chi is paid for once the monk has chi.) This chi most be paid for within 2 combat rounds. Failure to do so will cause the monk double the amount of damage done in physical injury to herself. However, this damage will not drop the monk below 1 HP.
Tiger Palm strike
description: This powerful strike allows the monk to focus a their inner spirit and energy at a singular point of contact on the enemy, allowing for a moderate to high amount of impact damage. Due to this fact, Tiger palm strike allows the monk to ignore armor leather, padded and cloth armors for the purposes of striking.
Damage: 2D4 + fist damage.
Modifier: 50% of the damage done by this move is returned as Chi to the monk. Furthermore, if a critical strike is achieved, 100% of the initial chi spent to activate tiger palm strike is also returned.
conditions: Win Initiative over the target. usable only once per hour (6 turns). Mitigated by 1 turn 2 levels of the monk (minimum 1 turn). Chi: 3D4
Tiger Upper Cut
description: This powerful attack is quite useful for a number of different aspects of battlefield control. Tiger upper cut will stop an opponent’s forward moment. In addition, it will move an enemy 1 hex in any direction, other than the direction of the attack.
Damage: 1d10 + fist damage + monk’s level.
Modifier: None.
conditions: 1) Monk wins initiative over the target by 5 or more. 2) Monk has the jumping proficiency.
Chi: 3D4+2
Spear Hand Strike
description: This move will pierce or cut through an opponent’s defenses. An amount of armor class value is negated equal to the monk’s level.
Damage: 1d6 + fist damage + monk’s level. The new adjusted armor class is available to only the monk for the whole round.
Modifier: None.
conditions: none.
Chi: 4D4
Rising Sun Kick
description: This move allows the monk to apply a penalty to all mental checks that a target may wish to use for the next 1d4 rounds. If the target is casting a spell, they will lose the mana for that turn, and also automatically fail the spell. The penalty is equal to 1d4 (+1 per 3 levels of the monk).
Damage: 1D6+kick damage.
Modifier: None.
conditions: Monk wins initiative over the target by 5 or more.
Chi: 5D4+2
Wind Flurry
description: At the apex of a Windwalker’s abilities is the power to become as swift as the wind itself. As such, the monk gains 3 abilities. First, the monk gains her level directly as a movement rate boost for 1d4+1 rounds. Secondly, the monk gains a number of attack tier actions equal to half of her level. The monk may attack different targets during this time, so long as they are within 20 feet of each other. Moving between targets does not proc an attack of opportunity while Wind flurry is active. The bonus attacks last for 1 round. The round of attack must be designated at any time before the movement rate buff ends. Finally, windflurry grants the Monk a bonus of 2 to armor class, and a bonus of 2 to all dodge based saving throws. Even spells that not normally dodgable can be dodged, such as lightning bolts.
Damage: 1d10 + special attack damage.
Modifier: Ability activation. Treat as a 6th level spell. (Wis-6).
conditions: none.
Chi: 6D4
(Melee Damage Dealer & Movement specialist)
Examples of wind Walkers in fandom, film, fiction, pop culture, art, and games: Liu Kang, Ryu, Ken, Bruce Lee, Chuck Norris, Baraka, Johny Cage, Sagat, Wolverine.
Leveling Bonuses:
Level 2: Plus 1 to strike, +2 to damage with all moves.
Level 4: Plus 1d6(+Wisdom modifier) chi gained every time self is damaged.
Level 6: Plus 1 to move. +1 to strike or Damage (all moves). Choose either strike or damage, not both.
Level 8: Plus 10 armor penetration.
Level 10: Plus 1 to move. +1 to strike or Damage (all moves). Choose either strike or damage, not both.
Level 13: Plus 1d4 Chi gained with all chi gaining moves.
Level 16: Plus 1 to move. +1 to strike or Damage (all moves). Choose either strike or damage, not both.
Level 18+: Plus 1 to move every level from level 18 and up.
Bicycle Kick
description: the Monk leaps in the air at chest level to her opponent Before the monk lands, she performs a number of chest kicks equal to 1/2 monk's level rounding down, capping at level 10.
Damage: 1d6 per kick (+1 damage per level). Not modified for damage, but it is modified for strike. Example: At 10th level, 5D6+10.
Modifier: thaco - 1
conditions: Win initiative over the target. All kicks in the bicycle kick are considered to be a single attack for attack rate purposes.
Chi: 2D4 (+1 Per kick).
Fists of Fury
description: Fists of fury is an emergency move, done when the monk has low chi reserves. Instead of relying on Chi, the monk relies on pure physical conditioning to throw two powerful punches, one with each hand are her opponent. Both attacks are counted as a single move for attack tier purposes. Chi for this ability is front loaded, and then paid for once the monk has acquired chi.
Damage: 2d4 each fist (4D4 total), plus standard fist damage for each fist.
Modifier: None.
conditions: None.
Chi: 3D4 (This chi is paid for once the monk has chi.) This chi most be paid for within 2 combat rounds. Failure to do so will cause the monk double the amount of damage done in physical injury to herself. However, this damage will not drop the monk below 1 HP.
Tiger Palm strike
description: This powerful strike allows the monk to focus a their inner spirit and energy at a singular point of contact on the enemy, allowing for a moderate to high amount of impact damage. Due to this fact, Tiger palm strike allows the monk to ignore armor leather, padded and cloth armors for the purposes of striking.
Damage: 2D4 + fist damage.
Modifier: 50% of the damage done by this move is returned as Chi to the monk. Furthermore, if a critical strike is achieved, 100% of the initial chi spent to activate tiger palm strike is also returned.
conditions: Win Initiative over the target. usable only once per hour (6 turns). Mitigated by 1 turn 2 levels of the monk (minimum 1 turn). Chi: 3D4
Tiger Upper Cut
description: This powerful attack is quite useful for a number of different aspects of battlefield control. Tiger upper cut will stop an opponent’s forward moment. In addition, it will move an enemy 1 hex in any direction, other than the direction of the attack.
Damage: 1d10 + fist damage + monk’s level.
Modifier: None.
conditions: 1) Monk wins initiative over the target by 5 or more. 2) Monk has the jumping proficiency.
Chi: 3D4+2
Spear Hand Strike
description: This move will pierce or cut through an opponent’s defenses. An amount of armor class value is negated equal to the monk’s level.
Damage: 1d6 + fist damage + monk’s level. The new adjusted armor class is available to only the monk for the whole round.
Modifier: None.
conditions: none.
Chi: 4D4
Rising Sun Kick
description: This move allows the monk to apply a penalty to all mental checks that a target may wish to use for the next 1d4 rounds. If the target is casting a spell, they will lose the mana for that turn, and also automatically fail the spell. The penalty is equal to 1d4 (+1 per 3 levels of the monk).
Damage: 1D6+kick damage.
Modifier: None.
conditions: Monk wins initiative over the target by 5 or more.
Chi: 5D4+2
Wind Flurry
description: At the apex of a Windwalker’s abilities is the power to become as swift as the wind itself. As such, the monk gains 3 abilities. First, the monk gains her level directly as a movement rate boost for 1d4+1 rounds. Secondly, the monk gains a number of attack tier actions equal to half of her level. The monk may attack different targets during this time, so long as they are within 20 feet of each other. Moving between targets does not proc an attack of opportunity while Wind flurry is active. The bonus attacks last for 1 round. The round of attack must be designated at any time before the movement rate buff ends. Finally, windflurry grants the Monk a bonus of 2 to armor class, and a bonus of 2 to all dodge based saving throws. Even spells that not normally dodgable can be dodged, such as lightning bolts.
Damage: 1d10 + special attack damage.
Modifier: Ability activation. Treat as a 6th level spell. (Wis-6).
conditions: none.
Chi: 6D4
V. Stances
Stance of the Sturdy Ox
(Brewmaster gets auto first kata rank)
(Pandaren Brewmaster gets auto two kata ranks).
The Ox is known to attract monks with strong bodies. the Ox offers protection against heavy blows.
Unlocking this stance grants +1 to damage for Brewmasters. This Stance also grants a +1 to armor class for all monks. as kata ranks are spent to learn them, This stance grants access to the following 5 powers. Each rank must be taken in succession.
1: Pummel Strike
2: Breath of Fire
3: Mythic Rhythm
4: Detoxification
5: Fortitude of the Mountain
(Brewmaster gets auto first kata rank)
(Pandaren Brewmaster gets auto two kata ranks).
The Ox is known to attract monks with strong bodies. the Ox offers protection against heavy blows.
Unlocking this stance grants +1 to damage for Brewmasters. This Stance also grants a +1 to armor class for all monks. as kata ranks are spent to learn them, This stance grants access to the following 5 powers. Each rank must be taken in succession.
1: Pummel Strike
2: Breath of Fire
3: Mythic Rhythm
4: Detoxification
5: Fortitude of the Mountain
Stance of the Cunning Serpent
(Myst Weaver gets auto first kata rank)
(Mandaren Mystweaver gets auto two kata ranks)
The Serpent is known to attract monks with a cunning mind. the serpent offers sneak attacks, poisons, quickness, and stealth.
Unlocking this stance grants +1 to damage for Mystweavers. This stance also grants a +1 to poison, Paralysis, and death magic saves. As kata ranks are spent to learn them, This stance grants access to the following 5 powers. Each rank must be taken in succession.
1: Renewing Myst
2: Shadow Walk
3: Betrayal
4: Crippling Wave
5: Vanishing Myst
(Myst Weaver gets auto first kata rank)
(Mandaren Mystweaver gets auto two kata ranks)
The Serpent is known to attract monks with a cunning mind. the serpent offers sneak attacks, poisons, quickness, and stealth.
Unlocking this stance grants +1 to damage for Mystweavers. This stance also grants a +1 to poison, Paralysis, and death magic saves. As kata ranks are spent to learn them, This stance grants access to the following 5 powers. Each rank must be taken in succession.
1: Renewing Myst
2: Shadow Walk
3: Betrayal
4: Crippling Wave
5: Vanishing Myst
Stance of the Wise Crane
(Soul Warrior gets auto first kata rank).
(Soul Warrior gets auto first kata rank).
- The crane is known to attract monks with nimble minds. the crane offers debilitating blows, and manifesting chi energy into a physical form.
- Unlocking this stance grants +1 to damage for soul Warriors. This Stance also grants a +1 to saving throws vs spells for all monks. As kata ranks are spent to learn them, This stance grants access to the following 5 powers. Each rank must be taken in succession.
1: Chi Sphere:
Effect: The Monk launches a spherical bolt of pure soul/chi energy at his or her target, causing 1d6+2 damage per level of the Monk.
Example: A 10th level Monk would cause 10d6+20 damage with a Chi Sphere
Limit: There is no limit on how high this damage can go.
Save: Targets may save vs. spells for half damage.
Chi Cost: 2d4 per level. Example: 7th level Monk spends 14d4 Chi.
Activation: Roll Wisdom -1 to activate.
Additional Bonus: Unlocking this ability grants the Soul warrior a plus 2 to Damage and healing with Chi abilities. All other monk disciplines get a plus 1.
Effect: The Monk launches a spherical bolt of pure soul/chi energy at his or her target, causing 1d6+2 damage per level of the Monk.
Example: A 10th level Monk would cause 10d6+20 damage with a Chi Sphere
Limit: There is no limit on how high this damage can go.
Save: Targets may save vs. spells for half damage.
Chi Cost: 2d4 per level. Example: 7th level Monk spends 14d4 Chi.
Activation: Roll Wisdom -1 to activate.
Additional Bonus: Unlocking this ability grants the Soul warrior a plus 2 to Damage and healing with Chi abilities. All other monk disciplines get a plus 1.
2: Resuscitate:
Effect: The Monk calls upon inner chi energy to self-recover from knockouts, stuns, non-physical or magically manifested movement impairing effects. At 10th level, this ability can also be used on one close ally of the Monk’s choosing. The chosen ally must be someone that the he or she has had a positive relationship of some kind for over a year. Once the bonded ally is chosen, a new one may never be chosen, unless the ally dies, or the relationship ends. This ability can also be used to recover from paralysis, or similar spell like effects. in addition, this ability can be used to instantly recover from system shock stuns.
Example: The Monk (or bonded ally) is stunned by an enemy Monk’s knockout punch. Even while unconscious, the Monk may use this ability to recover.
Limit: Self or bonded ally.
Save: N/A
Chi Cost: 3d4.
Activation: Roll Wisdom -2 to activate.
Additional Bonus: Unlocking this ability grants the Soul warrior a plus 2 to Damage and healing with Chi abilities. All other monk disciplines get a plus 1.
Effect: The Monk calls upon inner chi energy to self-recover from knockouts, stuns, non-physical or magically manifested movement impairing effects. At 10th level, this ability can also be used on one close ally of the Monk’s choosing. The chosen ally must be someone that the he or she has had a positive relationship of some kind for over a year. Once the bonded ally is chosen, a new one may never be chosen, unless the ally dies, or the relationship ends. This ability can also be used to recover from paralysis, or similar spell like effects. in addition, this ability can be used to instantly recover from system shock stuns.
Example: The Monk (or bonded ally) is stunned by an enemy Monk’s knockout punch. Even while unconscious, the Monk may use this ability to recover.
Limit: Self or bonded ally.
Save: N/A
Chi Cost: 3d4.
Activation: Roll Wisdom -2 to activate.
Additional Bonus: Unlocking this ability grants the Soul warrior a plus 2 to Damage and healing with Chi abilities. All other monk disciplines get a plus 1.
3: Crackling Jade Chi Lighting
Effect: The Monk calls upon inner chi energy to attack multiple foes with a highly potent blast of jade colored lightning. The number of targets that can be hit is equal to 1 + 1per 4 levels of the Monk. Damage is equal to 1d6 per level, to a maximum of 10d6 to all targets.
Example: At 12th level, the Monk may attack up to 4 targets for 10d6 damage.
Limit: 10d6 damage, however the multi-strike effect is unlimited.
Save: vs. Spells for half.
Chi Cost: 1d4 per level
Activation: Roll Wisdom -3 to activate.
Additional Bonus: Unlocking this ability grants the Soul warrior access to soul bound weapons. No additional bonus for other monks.
Effect: The Monk calls upon inner chi energy to attack multiple foes with a highly potent blast of jade colored lightning. The number of targets that can be hit is equal to 1 + 1per 4 levels of the Monk. Damage is equal to 1d6 per level, to a maximum of 10d6 to all targets.
Example: At 12th level, the Monk may attack up to 4 targets for 10d6 damage.
Limit: 10d6 damage, however the multi-strike effect is unlimited.
Save: vs. Spells for half.
Chi Cost: 1d4 per level
Activation: Roll Wisdom -3 to activate.
Additional Bonus: Unlocking this ability grants the Soul warrior access to soul bound weapons. No additional bonus for other monks.
4: Paralyzing Strike
Effect: The Monk calls upon inner chi energy to punch his or her foe to cause a paralyzing effect. The target in question is forced to fall to the ground and unable to move for the duration of the paralysis. Subsequent attacks on the same target automatically break the stunning effect. The target is stunned for 1 round + 1 round per 4 levels of Monk. Damage is equal to Fist damage + level. Even after the stun effect wears off, the target is at a penalty to all game mechanics equal to the number of rounds stunned, for a total number of rounds equal to the number of rounds stunned.
Example: At 12th level, the Monk may paralyze their target for up to 4 rounds, and also cause the target to take on a -4 penalty to all mechanics for 4 rounds.
Limit: 10d6 damage, however the multi-strike effect is unlimited.
Save: vs. Paralysis for half number of rounds stunned. Odd number rounds will count as 1 sequence within a round.
Chi Cost: 1d4 per level
Activation: Roll Constitution -4 to activate.
Additional Bonus: Unlocking this ability grants the Soul warrior a plus 2 to Damage and healing with Chi abilities. All other monk disciplines get a plus 1.
Effect: The Monk calls upon inner chi energy to punch his or her foe to cause a paralyzing effect. The target in question is forced to fall to the ground and unable to move for the duration of the paralysis. Subsequent attacks on the same target automatically break the stunning effect. The target is stunned for 1 round + 1 round per 4 levels of Monk. Damage is equal to Fist damage + level. Even after the stun effect wears off, the target is at a penalty to all game mechanics equal to the number of rounds stunned, for a total number of rounds equal to the number of rounds stunned.
Example: At 12th level, the Monk may paralyze their target for up to 4 rounds, and also cause the target to take on a -4 penalty to all mechanics for 4 rounds.
Limit: 10d6 damage, however the multi-strike effect is unlimited.
Save: vs. Paralysis for half number of rounds stunned. Odd number rounds will count as 1 sequence within a round.
Chi Cost: 1d4 per level
Activation: Roll Constitution -4 to activate.
Additional Bonus: Unlocking this ability grants the Soul warrior a plus 2 to Damage and healing with Chi abilities. All other monk disciplines get a plus 1.
5: Dim Mak Strike
Effect: The Monk calls upon inner chi energy to punch his or her for to cause multiple severe negative effects. The Monk must designate which one special ability is being used, Negative effects of Den Mak strikes are as follows:
Debilitate: Cause the target to take on a penalty equal to the Monk’s level to all game mechanics for a number of days equal to 1d4 + 1 per 4 levels of the Monk. After the time has passed, the debilitation will fade by 1 point per day.
Drain Energy: Cause the target to lose Divine Mana, Arcane Mana, or Chi energy equal to a number of days equal to 1d4 + 1 per 3 levels of the Monk. The amount of energy lost is equal to 10 + fist damage + level. After the time has passed, the drain effect will fade by 1 energy point per day.
Efficacious Strike: Upon a successful hit, the attack causes double fist damage. If a natural 20 is rolled, the damage is tripled. Regardless of how much damage is done, the target will have to roll a system shock check. The normal rule for a damage total of over 50 applies.
Example: N/A
Limit: Dim Mak strikes take a lot of concentration, and thus can only be used once per day.
Save: No saving throw allowed.
Chi Cost: 2d4 per level
Activation: Roll Constitution -5 to activate.
Additional Bonus: Unlocking this ability grants the Soul warrior a plus 4 to Damage and healing with Chi abilities All other monk disciplines gain access to Soul Bound Weapons.
Effect: The Monk calls upon inner chi energy to punch his or her for to cause multiple severe negative effects. The Monk must designate which one special ability is being used, Negative effects of Den Mak strikes are as follows:
Debilitate: Cause the target to take on a penalty equal to the Monk’s level to all game mechanics for a number of days equal to 1d4 + 1 per 4 levels of the Monk. After the time has passed, the debilitation will fade by 1 point per day.
Drain Energy: Cause the target to lose Divine Mana, Arcane Mana, or Chi energy equal to a number of days equal to 1d4 + 1 per 3 levels of the Monk. The amount of energy lost is equal to 10 + fist damage + level. After the time has passed, the drain effect will fade by 1 energy point per day.
Efficacious Strike: Upon a successful hit, the attack causes double fist damage. If a natural 20 is rolled, the damage is tripled. Regardless of how much damage is done, the target will have to roll a system shock check. The normal rule for a damage total of over 50 applies.
Example: N/A
Limit: Dim Mak strikes take a lot of concentration, and thus can only be used once per day.
Save: No saving throw allowed.
Chi Cost: 2d4 per level
Activation: Roll Constitution -5 to activate.
Additional Bonus: Unlocking this ability grants the Soul warrior a plus 4 to Damage and healing with Chi abilities All other monk disciplines gain access to Soul Bound Weapons.
Stance of the Fierce Tiger
(Wind Walker gets auto first kata rank)
The Tiger is known to attract monks with strong sence of battle prowess. the Tiger offers powerful strikes.
Unlocking this stance grants +1 to damage for windwalkers. This stance also grants a +1 to strike for all monks. As kata ranks are spent to learn them, This stance grants access to the following 5 powers. Each rank must be taken in succession.aUnlocking this stance grants +1 to damage for windwalkers. This stance also grants a +1 to strike for all monks. As kata ranks are spent to learn them, This stance grants access to the following 5 powers. Each rank must be taken in succession.nce also grants a +1 to strike for all monks. As kata ranks are spent to learn them, This stance grants access to the following 5 powers. Each rank must be taken in succession.this stance grants +1 to damage for windwalkers. This stance also grants a +1 to strike for all monks. As kata ranks are spent to learn them, This stance grants access to the following 5 powers. Each rank must be taken in succession.g this stance grants +1 to damage for Mystweavers. This stance also grants a +1 to poison, Paralysis, and death magic saves. As kata ranks are spent to learn them, This stance grants access to the following 5 powers. Each rank must be taken in succession.Unlocking this stance grants +1 to damage for windwalkers. This stance also grants a plus 1 to strike for all monks. As kata ranks are spent to learn them, This stance grants access to the following 5 powers. Each rank must be taken in succession
(Wind Walker gets auto first kata rank)
The Tiger is known to attract monks with strong sence of battle prowess. the Tiger offers powerful strikes.
Unlocking this stance grants +1 to damage for windwalkers. This stance also grants a +1 to strike for all monks. As kata ranks are spent to learn them, This stance grants access to the following 5 powers. Each rank must be taken in succession.aUnlocking this stance grants +1 to damage for windwalkers. This stance also grants a +1 to strike for all monks. As kata ranks are spent to learn them, This stance grants access to the following 5 powers. Each rank must be taken in succession.nce also grants a +1 to strike for all monks. As kata ranks are spent to learn them, This stance grants access to the following 5 powers. Each rank must be taken in succession.this stance grants +1 to damage for windwalkers. This stance also grants a +1 to strike for all monks. As kata ranks are spent to learn them, This stance grants access to the following 5 powers. Each rank must be taken in succession.g this stance grants +1 to damage for Mystweavers. This stance also grants a +1 to poison, Paralysis, and death magic saves. As kata ranks are spent to learn them, This stance grants access to the following 5 powers. Each rank must be taken in succession.Unlocking this stance grants +1 to damage for windwalkers. This stance also grants a plus 1 to strike for all monks. As kata ranks are spent to learn them, This stance grants access to the following 5 powers. Each rank must be taken in succession
1: Chi Wind Strike
Effect: The Monk calls upon inner chi power, to enhance his/her attacks. Upon successful chi activation, the monk may add up to his/her level in chi to add directly to a strike roll. Note that if enough chi points are spent to strike, a natural roll of 20 will be achieved in this fashion. if done correctly, this ability can guarantee a critical strike.
Example: After calculating initial cost, A 10th level Monk declares to spend all 10 remaining chi on her next chi wind strike. The amount of chi spent is added directly to strike. Example: The monk rolls a natural 12. Adding the 10 chi points would result in the roll of 12 being treated as if it were a natural 20. (over spending is discarded, unless a critical success activation is achieved, then overage is saved).
Limit: The monk is only limited by his/her level, and how much active chi is available for a chi wind strike. otherwise, there is no limit to how much chi can be spent. the monk must declare how much chi is being spent to empower the chi wind strike PRIOR to rolling. Failing to do so will result in an automatic failed attack roll.
Save: no saving throw allowed.
Chi Cost: 1D4. in addition, add Up to level in chi (as declared by monk's player). Example: 10th level Monk can spend up to 10 Chi, plus spends + 1d4 chi to activate.
Activation: Wisdom - 1
additional Bonus: Unlocking this ability grants the Wind Walker a plus 2 to movement rate. All other monk disciplines get a plus 1 to movement rate.
Effect: The Monk calls upon inner chi power, to enhance his/her attacks. Upon successful chi activation, the monk may add up to his/her level in chi to add directly to a strike roll. Note that if enough chi points are spent to strike, a natural roll of 20 will be achieved in this fashion. if done correctly, this ability can guarantee a critical strike.
Example: After calculating initial cost, A 10th level Monk declares to spend all 10 remaining chi on her next chi wind strike. The amount of chi spent is added directly to strike. Example: The monk rolls a natural 12. Adding the 10 chi points would result in the roll of 12 being treated as if it were a natural 20. (over spending is discarded, unless a critical success activation is achieved, then overage is saved).
Limit: The monk is only limited by his/her level, and how much active chi is available for a chi wind strike. otherwise, there is no limit to how much chi can be spent. the monk must declare how much chi is being spent to empower the chi wind strike PRIOR to rolling. Failing to do so will result in an automatic failed attack roll.
Save: no saving throw allowed.
Chi Cost: 1D4. in addition, add Up to level in chi (as declared by monk's player). Example: 10th level Monk can spend up to 10 Chi, plus spends + 1d4 chi to activate.
Activation: Wisdom - 1
additional Bonus: Unlocking this ability grants the Wind Walker a plus 2 to movement rate. All other monk disciplines get a plus 1 to movement rate.
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2: Chi Wind Leap
Effect: The monk calls upon inner chi energy to empower his/her ability to make incredible leaps in a single bound. an untrained person can jump approximately 6 feet in a single bound with a running start. a skilled athlete can jump 10 feet with a running start. however, a Monk can clear expanses of much greater distance. |
Example: This skill allows the monk to jump a distance in feet equal to 2d6 + 6 + double his/her level. A critical success allows for an additional 2d6 feet to be cleared.This skill allows the monk to jump a distance in feet equal to 2d6 + 6 + double his/her level. A 10th level monk can chi wind leap anywhere from 18 to 28 feet. A critical success allows for an additional 2d6 feet to be cleared.
A critical success allows for an additional 2d6 feet to be cleared.
Limit: The monk must have the jumping proficiency before being able to utilize this skill.
Save: N/A
Chi Cost: 2d4
Activation: Wisdom - 2
Activation: Wisdom - 1
Additional Bonus: Unlocking this ability grants the Wind Walker a plus 2 to movement rate. All other monk disciplines get a plus 1 to movement rate.
A critical success allows for an additional 2d6 feet to be cleared.
Limit: The monk must have the jumping proficiency before being able to utilize this skill.
Save: N/A
Chi Cost: 2d4
Activation: Wisdom - 2
Activation: Wisdom - 1
Additional Bonus: Unlocking this ability grants the Wind Walker a plus 2 to movement rate. All other monk disciplines get a plus 1 to movement rate.
3: Chi Wind Grace
Effect: the monk calls upon her inner peace to perform a death defying anticipatory dodge. in order to perform this uncanny move, the monk must have won initiative against her assailant. In addition, the monk must still have an active move available in the current sequence. Through incredible displays of acrobatics and total movement control, the monk can completely dodge an attack, even if it is a projected spell like fireball. utilizing chi wind grace will take the monk's combat action. Despite this, chi wind grace has saved many monks from certain death. If the above conditions are met, the monk will avoid 100% of incoming projected, melee, or spell damage.
Example: A monk and her adventuring party are exploring a dragon's lair. upon encountering said dragon, it prepares to unleash its dragon breath upon the whole party. however, in the combat round, the monk won initiative and anticipated the incoming breath weapon. She taunts the dragon to breath fire upon her in a safe corner. as the dragon does so, the monk performs chi wind grace, completely dodging every last bit of flame as she tumbles, rolls, and leaps to safety. The dragon has now spent its combat action for the round, and a charge of its breath weapon for the day.
Limit: The monk must has a minimum of 25% of her chi pool available to perform chi wind grace. at the end of the move, the monk will have expended her entire chi pool. such is the cost to avoid certain death.
Save: N/A
Chi Cost: Requires at least 25% Chi pool available. All chi is utilized. This is the proverbial reset button.
Activation: Wis -2
additional Bonus: Unlocking this ability grants the wind walker access to martial perfection. No additional bonus for other monks is earned at this skill level.
Effect: the monk calls upon her inner peace to perform a death defying anticipatory dodge. in order to perform this uncanny move, the monk must have won initiative against her assailant. In addition, the monk must still have an active move available in the current sequence. Through incredible displays of acrobatics and total movement control, the monk can completely dodge an attack, even if it is a projected spell like fireball. utilizing chi wind grace will take the monk's combat action. Despite this, chi wind grace has saved many monks from certain death. If the above conditions are met, the monk will avoid 100% of incoming projected, melee, or spell damage.
Example: A monk and her adventuring party are exploring a dragon's lair. upon encountering said dragon, it prepares to unleash its dragon breath upon the whole party. however, in the combat round, the monk won initiative and anticipated the incoming breath weapon. She taunts the dragon to breath fire upon her in a safe corner. as the dragon does so, the monk performs chi wind grace, completely dodging every last bit of flame as she tumbles, rolls, and leaps to safety. The dragon has now spent its combat action for the round, and a charge of its breath weapon for the day.
Limit: The monk must has a minimum of 25% of her chi pool available to perform chi wind grace. at the end of the move, the monk will have expended her entire chi pool. such is the cost to avoid certain death.
Save: N/A
Chi Cost: Requires at least 25% Chi pool available. All chi is utilized. This is the proverbial reset button.
Activation: Wis -2
additional Bonus: Unlocking this ability grants the wind walker access to martial perfection. No additional bonus for other monks is earned at this skill level.
4: Chi Wind Walk
Effect: the monk calls upon her inner chi strength to perform an incredible burst of movement. Utilizing this ability allows the monk to move at double her movement rate for one round. If a critical success is achieved, the monk will be able to move at 2.5 times her movement rate. In addition, wind walk allows the monk to perform feats that defy gravity. with wind walk active, a monk can run on a vertical surface for a number of feet equal to 1.5 times her level. if a critical success is achieved, the distance will be double her level. In this fashion, a monk can run up a cliff, or across a wall. Not that obstacles on the vertical surface may hamper the monk's ability to run up a wall, such as barbed wire or other similar objects. Finally, if while falling and if there is a vertical surface within reach, the monk can attempt to run up the surface to take half of falling damage.
Example: A 10th level monk is being chased by a horde of zombies. There is a building nearby with a 14 foot tall wall. if the monk were able to climb on top of the building, she would be safe from the zombies. The monk activates wind walk, and achieves normal success, allowing her to run up to 15 feet on a vertical surface. since the wall is only 14 feet tall, she is able to run up the wall, and escape the zombie's grasp.
Limit: The monk must acquire the running proficiency, in order to make proper use of this ability.
Save: N/A
Chi Cost: 4d4
Activation: Constitution - 2
additional Bonus: Unlocking this ability grants the Wind Walker a plus 2 to movement rate. All other monk disciplines get a plus 1 to movement rate.
Effect: the monk calls upon her inner chi strength to perform an incredible burst of movement. Utilizing this ability allows the monk to move at double her movement rate for one round. If a critical success is achieved, the monk will be able to move at 2.5 times her movement rate. In addition, wind walk allows the monk to perform feats that defy gravity. with wind walk active, a monk can run on a vertical surface for a number of feet equal to 1.5 times her level. if a critical success is achieved, the distance will be double her level. In this fashion, a monk can run up a cliff, or across a wall. Not that obstacles on the vertical surface may hamper the monk's ability to run up a wall, such as barbed wire or other similar objects. Finally, if while falling and if there is a vertical surface within reach, the monk can attempt to run up the surface to take half of falling damage.
Example: A 10th level monk is being chased by a horde of zombies. There is a building nearby with a 14 foot tall wall. if the monk were able to climb on top of the building, she would be safe from the zombies. The monk activates wind walk, and achieves normal success, allowing her to run up to 15 feet on a vertical surface. since the wall is only 14 feet tall, she is able to run up the wall, and escape the zombie's grasp.
Limit: The monk must acquire the running proficiency, in order to make proper use of this ability.
Save: N/A
Chi Cost: 4d4
Activation: Constitution - 2
additional Bonus: Unlocking this ability grants the Wind Walker a plus 2 to movement rate. All other monk disciplines get a plus 1 to movement rate.
5: Exalted Tiger Strike
Effect: the monk calls upon her inner power, allowing them to break or shatter inanimate solid objects. The monk can break through solid material with thickness equal to her level in inches +1d8 ( 1 Inch = approximately 2.5 centimeters). In addition, Exalted strike allows the monk's next single striking ability to generate Chi equal to twice her level + 1d8.
Example: A monk and her party are being chased by a horde of Zombies. However, there is an iron door in their way that is about 6 inches thick. The monk activates Exalted Tiger strike, thus kicking and punching her way through the iron door.
Limit: Usable once per day for every 4 levels of the monk.
Save: Solid objects get a save for half damage. If successful, the monk is only able to break through half of the solid object.
Chi Cost: Chi cost is 5d4
Activation: Constitution -2
additional Bonus: Unlocking this ability grants the Wind Walker a plus 2 to movement rate. All other monk disciplines get a plus 1 to movement rate.
Effect: the monk calls upon her inner power, allowing them to break or shatter inanimate solid objects. The monk can break through solid material with thickness equal to her level in inches +1d8 ( 1 Inch = approximately 2.5 centimeters). In addition, Exalted strike allows the monk's next single striking ability to generate Chi equal to twice her level + 1d8.
Example: A monk and her party are being chased by a horde of Zombies. However, there is an iron door in their way that is about 6 inches thick. The monk activates Exalted Tiger strike, thus kicking and punching her way through the iron door.
Limit: Usable once per day for every 4 levels of the monk.
Save: Solid objects get a save for half damage. If successful, the monk is only able to break through half of the solid object.
Chi Cost: Chi cost is 5d4
Activation: Constitution -2
additional Bonus: Unlocking this ability grants the Wind Walker a plus 2 to movement rate. All other monk disciplines get a plus 1 to movement rate.