Monk Crystal

Monk

"You thought I was a… bear?"

Often caught in meditation, the Monk is distinguished by their fit statures, determination and trademark bandana's. Whether they are holding up a collapsing building or practicing their jump kicks during a night at the inn, it does not take a trained eye to determine they endure many hardships.

Monks are most easily described by their ability to fight efficiently through the use of blunt weaponry. Whether they use Claws, Poles or their fists, Monks can deal just as much damage in battle thanks to their massive physical strength. The Monk fights best lightweight, making up for the lack of heavy armor through physical and mental training. In addition to their physical prowess, the Monk can offer a variety of offensive and defensive techniques along with a quick reaction time to counter opponents.

+3 ATK +3 VIT +2 SPD +2 MAG 0 SPR +70 HP +30 MP

Equipment

Claw, Pole, Light Armor

Bare

Strength: Heavy, Evasion I, Critical 4, Impact
Blocking: No
Defense: Light
Style: Physical
Bonus: Pick one set

Set 1 Resist Slow 4, Resist Toad 4
Set 2 Resist Evasion Down 4, and any time the Monk is missed by an ability, he recovers [Tier+1]xSPR MP.

Martial Arts

Chakra

Ability Slot Cost: 3
Type: Action
Technique, Recovery
Target: Single
50D F20 MP: 60

A quick series of taps and jabs at pressure points, and energy starts to more freely flow through out the target. Chakra restores (8 x MAG + 1d8) to the target's HP and MP scores.
CoS: 100
Adjustment: +20 MP, +4 Power per tier above 1.

Earth Render

Ability Slot Cost: 3
Type: Action
Technique, Ground-Based
Target: Group (1 Target Front and Back)
50D F15 MP: 90

A solid punch to the ground, followed by nothing. And then the ground collapsing in on itself before flying up to strike at the Monk's foes in a column. Earth Render inflicts (10 x MAG + d10) magical damage to one target in the front row and one target in the back row.
CoS: 100
Adjustment: +30 MP, +5 Power per tier above 1.

Featherfoot

Ability Slot Cost: 2
Type: Action
Technique, Stance
Target: As Technique
[T]+10D F[T]

Featherfoot may only be used if the Monk is benefiting from the effects of Brawler. Select a weapon technique to use in conjecture with Footwork; the ability functions as normal, and the Monk enters a Stance which last until the start of his next turn. While under the Stance, the Monk receives Evasion 2 and M.Evasion 2.

Footwork

Ability Slot Cost: 2
Type: Action
Technique
Target: As Technique
[T]+10D F[T]

Footwork may only be used if the Monk is benefiting from the effects of Brawler. Select a weapon technique to use in conjecture with Footwork; the ability functions as normal, in addition to receiving a +2 Power modifier.
Adjustment: +1 Power per tier above 1.

Kick

Ability Slot Cost: 2
Type: Action
Technique, Weapon
Target: Group
[W]D F[W]

Kick deals weapon damage with a x0.33 Power multiplier to the entire enemy party
CoS: 80

No Mercy

Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
10+[W]D F[W] MP: 90

The Monk lets off a series of unrelenting attacks with no mercy in his blows, dealing weapon damage with a x1.75 Power multiplier.
CoS: 80
Adjustment: +30 MP per tier above 1.

Pummel

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Multi-Hit
Target: Single
[W]D F[W]

The Monk lets off two slightly weaker attacks in sequence, each dealing weapon damage with a x0.66 Power multiplier.
CoS: 65

Purification

Ability Slot Cost: 3
Type: Action
Technique
Target: Single
40D F15 MP: 75

Removes the Berserk, Blind, Curse, Immobilize, Imperil, Lock, Pain, Poison, Sap, Silence, Sleep, Stone, Stop, Toad, and Zombie status effects from the target.
CoS: 100
Adjustment: +25 MP per tier above 1.

Revive

Ability Slot Cost: 3
Type: Action
Technique, Life
Target: Single
40D F20 MP: 60

Revives a KO'd target with 10% of their Max HP.
CoS: 100
Adjustment: +20 MP per tier above 1.

Supports

Brawler

Passive Slot Cost: 4
Type: Support

Equipment: When the Monk has no weapon equipped, treat the Monk as if they were wielding a weapon which deals (8 x ATK + d8) damage and has a Delay of 40, and a Floor of 20. Brawler is used with Dual Wield, if both Weapon and Shield slot are empty and the Dual Wield ability is in use.
Adjustment: +4 Power per tier above 1.
Bare: When Brawler is active, change the Monk's Strength to Medium with a Delay and Floor of 40 and 20, respectively, instead of 50 and 20 and removes all properties attached to the Strength. Additionally, Brawler functions with Dual Wield rather than Double Hand despite having Medium Strength instead Light.
Remodeling: Functions exactly as it does with 'Equipment', see above.

Powerchain

Passive Slot Cost: 3
Type: Support

When the Monk strikes targets with maximum HP with a damaging action, the Monk inflicts +25% damage with that action. Targets that suffer damage that has this situational modifier applied are delayed by 5D as an additional Delay effect - this effect cannot miss. (Powerchain boosts damage for all hits in a Multi-Hit action, even if the first reduces the target below max HP. Apply the delay effect only once to each target per action.)

Reaction

Counter

Passive Slot Cost: 5
Type: Reaction
Technique, Weapon
Target: Triggering Enemy
Trigger: Being hit by a melee attack that inflicts physical damage

After being hit, the Monk returns the favor in kind. The Monk strikes his attacker with an attack which deals normal weapon damage.
CoS: 50

Ability Grid

Seed_MNK_Crystal_Grid.png
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