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.
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Equipment
Claw, Pole, Light Armor
Bare
Strength: N/A
Blocking: No
Defense: Light
Style: Endurance
Bonus: Pick one set
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Martial Arts
Footwork
AP: 100
Type: Action
Technique
Target: As Technique
10+[T]D 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.
Featherfoot
AP: 100
Type: Action
Technique, Stance
Target: As Technique
10+[T]D 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.
Pummel
AP: 100
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
Kick
AP: 100
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
Chi Blast
AP: 100
Type: Action
Technique, Aimed
Target: Single
40D F20
The Monk takes a moment to gather his chi, then lets loose a blast into a foe. Chi Blast inflicts (6 x MAG + d8) ranged magical damage. If the Monk is currently benefiting from Brawler, increase the damage dealt to (8 x MAG + d8)
CoS: 85
Adjustment: +3 (+4) Power per tier above one.
Earth Render
AP: 100
Type: Action
Technique, Ground-Based
Target: Group (1 Target Front and Back)
50D F20 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 Monks 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.
Chakra
AP: 100
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 (10 x MAG + 1d8) to the target's HP and MP scores.
CoS: 100
Adjustment: +20 MP, +5 Power per tier above 1.
Purification
AP: 100
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
AP: 100
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 (Innate)
AP: 150
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 can be 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.
Unscarred
AP: 150
Type: Support
When at full HP, all damage dealt by the Monk gains a +25% situational modifier. In addition the Monk receives a -25% situational modifier to incoming damage until his HP is dropped below its Max value.
Reaction
Counter
AP: 150
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
Haymaker
AP: 150
Type: Reaction
Technique, Weapon
Target: Triggering Enemy
Trigger: Being missed by a melee action that inflicts physical damage.
Having avoided the attack, the Monk powers through to counter - Haymaker inflicts normal weapon damage.
CoS: 60
Traits
Potent Footwork
AP: 50
Type: Trait
Increase the amount of damage done with Footwork by +1 die per tier.
Superior Featherfoot
AP: 50
Type: Trait
Anytime the Monk is missed by an attack that deal damage while under the Featherfoot stance, he regains MP equal to his SPR x (Tier +1)
Superior Kick
AP: 50
Type: Trait
Kick now ignores the situational modifier for hitting targets in the back row, but not attacking from the back from.
Accurate Chi Blast
AP: 50
Type: Trait
Increase the Delay on Chi Blast by 2, and increase its CoS by 5.
Potent Earth Render
AP: 50
Type: Trait
Apply a x1.1 Power multiplier to the Power and MP cost of Earth Render.
Potent Chakra
AP: 50
Type: Trait
Apply a x1.1 Power multiplier to the Powers and MP cost of Chakra.
Relaxed Purification
AP: 50
Type: Trait
Reduce the MP cost for Purification by 10%.
Relaxed Revive
AP: 50
Type: Trait
Reduce the MP cost for Revive by 10%.
Superior Haymaker
AP: 25
Type: Trait
When you hitting a target with Haymaker, increase Delay that the target pays for their action by 5.