Post by Mog Boss on Mar 21, 2019 16:12:59 GMT
Monks are warriors of the fist. They fore-go weapons in order to hone their bodies and minds. Monks are a force of sheer, natural destruction - and have some of the most hardened minds out of all adventurers.
Monk (Job) - Monks hone their body before all else. They are warriors of body, spirit, and mind. As long as the Monk is wearing no armor, they gain +2 passive damage to their unarmed attacks, as well as +2 AC, and 2 damage reduction. Monks can not wear armor.
+60 HP, +50 Mana, +50 SP.
Monk (Job) - Monks hone their body before all else. They are warriors of body, spirit, and mind. As long as the Monk is wearing no armor, they gain +2 passive damage to their unarmed attacks, as well as +2 AC, and 2 damage reduction. Monks can not wear armor.
+60 HP, +50 Mana, +50 SP.
Chi (T1)
This individual has learned to harness their inner chi. Chi is a combined life force that makes up the entirety of the individual. They are capable of powering any and all techniques through their choice of HP, MP, or SP, regardless of the ability's listed resource, but must still use the same amount required..
Tempered Fists (T1)
This individual has trained their fists to act like weapons. As long as they wield no weapon their base damage roll is 2d6, and they gain +1 to hit, and +5 damage.
Note: Requires no weapon, and no armor to be equipped.
Tempered Fists (T2)
This individual has trained their fists to act like weapons. As long as they wield no weapon their base their base damage roll is 2d8, and they gain +2 to hit, and +8 damage.
Note: Requires no weapon, and no armor to be equipped.
Tempered Fists (T3)
This individual has trained their fists to act like weapons. As long as they wield no weapon their base damage roll is 2d10, and they gain +3 to hit, and +10 damage.
Note: Requires no weapon, and no armor to be equipped.
Tempered Fists (T4)
This individual has trained their fists to act like weapons. As long as they wield no weapon their base damage roll is 2d12, and they gain +4 to hit, and +15 damage.
Note: Requires no weapon, and no armor to be equipped.
Tempered Fists (T5)
This individual has trained their fists to act like weapons. As long as they wield no weapon their base damage roll is 2d20, and they gain +5 to hit, and +20 damage.
Note: Requires no weapon, and no armor to be equipped.
Tempered Body (T1)
This individual has trained their body to withstand all sorts of wear. As long as they are not wearing armor their DR, AC, and all saves are increased by 1.
Note: Requires no weapon, and no armor to be equipped.
Tempered Body (T2)
This individual has trained their body to withstand all sorts of wear. As long as they are not wearing armor their DR, AC, and all saves are increased by 2.
Note: Requires no weapon, and no armor to be equipped.
Tempered Body (T3)
This individual has trained their body to withstand all sorts of wear. As long as they are not wearing armor their DR, AC, and saves are increased by 3.
Note: Requires no weapon, and no armor to be equipped.
Tempered Body (T4)
This individual has trained their body to withstand all sorts of wear. As long as they are not wearing armor their DR, AC, and saves are increased by 4.
Note: Requires no weapon, and no armor to be equipped.
Tempered Body (T5) - This individual has trained their body to withstand all sorts of wear. As long as they are not wearing armor their DR, AC, and saves are increased by 5.
Note: Requires no weapon, and no armor to be equipped.
--Abilities--
Monk Abilities must be utilized with a Monk Weapon. All Monk abilities gain damage equal to the Monk's additional damage, via the Tempered Fists feature.
Monk Weapons: Tempered Fists | Staff
Monk Abilities must be utilized with a Monk Weapon. All Monk abilities gain damage equal to the Monk's additional damage, via the Tempered Fists feature.
Monk Weapons: Tempered Fists | Staff
Chi Blast (E)
The individual gathers their chi energy, and releases it in a potent burst - which causes it to hurl forth as a sphere of pure energy. You may add both Physical and Magical damage bonus to this technique.
(Damage: 1d6+WIS Force damage | Ranged magical attack roll, -10 Mana.)
(Damage: 1d6+WIS Force damage | Ranged magical attack roll, -10 Mana.)
Focused Counter (D)
By focusing their Chi and staying completely still they are capable of perceiving an incoming attack and increasing their chances of dodging said attack.
(As a reaction, reduce the damage of a single incoming attack by 2d12+WIS damage, if the damage is reduced to 0 - make a Melee counter-attack. -15 Mana.)
Burning Arrow (D)
The user ignites their leg, and enters into a flying spear-kick towards a target creature. When this attack makes contact with a target it sets forth a small fiery explosion.
(Damage: 2d12+STR fire damage. | Melee attack roll. Inflicts burn on hit. -15 Stamina.)
(Damage: 2d12+STR fire damage. | Melee attack roll. Inflicts burn on hit. -15 Stamina.)
Penance (C)
The user strikes at a targets pressure point controlling magic ability. By implanting some of their chi they interrupt the flow of magic. Make a Penance attack roll. After damage calculation, the target must make a DC: 14 Will save. On a failed save the target suffers from damage to their magic system. For 3 turns they are unable to cast magic based abilities above C tier.
(Damage: 3d12+WIS Force damage. | Melee attack roll. -30 Mana.)
(Damage: 3d12+WIS Force damage. | Melee attack roll. -30 Mana.)
Chakra (C)
The user floods parts of their body with Chi healing it and purging it of poisons. They heal for 2d20 HP and cure themselves of poison, blind, and silence.
(- 30 mana.)
(- 30 mana.)
Dolphin Blow (C)
The user channels their chakra forming a puddle of water below them and a target. An uppercut is made, and the projection of a dolphin erupts from the puddle to strike their target, and carry them away on a successful hit.
(Damage: 3d10+STR water damage | Melee attack roll, knocks back 5 tiles in a chosen direction on hit. -30 mana.)
(Damage: 3d10+STR water damage | Melee attack roll, knocks back 5 tiles in a chosen direction on hit. -30 mana.)
Tornado Kick (C)
The user kicks off the ground making them airborne. They then spin rapidly, their foot outstretched, kicking up a powerful storm of wind. They finish by landing on the ground as the built up whirlwind fires outwards omnidirectionally.
(Damage: 3d10+STR wind damage | 3x3 AoE, Fortitude saving throw (DC 12+STR+Rank bonus), dealing full damage and 5 tile knockback on failure, half damage on success. -30 mana.)
(Damage: 3d10+STR wind damage | 3x3 AoE, Fortitude saving throw (DC 12+STR+Rank bonus), dealing full damage and 5 tile knockback on failure, half damage on success. -30 mana.)
Meteor Dive (B)
The user grapples the opponent holding them in their arms as they kick off the ground, and soar upwards before crashing down, and slamming the opponent into the ground. Note: Can even be used on trains. Make a strength roll against the target. If the target fails the roll they are grappled and launched with the user towards a location within 30ft. Damage dealt is the users unarmed damage x2.
(Damage: 5d10+WIS | STR saving throw (DC 14+STR+Rank bonus), dealing full damage on a failure, or none on a success. - 40 stamina.)
(Damage: 5d10+WIS | STR saving throw (DC 14+STR+Rank bonus), dealing full damage on a failure, or none on a success. - 40 stamina.)
Burning Rave (B)
The user extends chi outside of their body forming an aura. They then ignite the aura causing it to burn at an intense heat. It's then condensed at the fist, and a single punch is made, which causes the heat to reverberate in a massive area around the user, seeking to scorch anyone within range.
(Damage: 5d10+STR fire damage | 5x5 AoE, Fortitude saving throw. Full damage + burn infliction on a failure, half damage on a success. -50 mana.)
(Damage: 5d10+STR fire damage | 5x5 AoE, Fortitude saving throw. Full damage + burn infliction on a failure, half damage on a success. -50 mana.)
Pressure Point (A)
The user has learned how to get around even magical defenses with their martial prowess. They channel their power into a single finger that punches through any armor or magical barrier, and dealing heavy damage to the target.
(Damage: 7d10+STR force | Melee attack roll. Ignores the effects of protect, shell, reflect, and stoneskin. Dispels these status effects on hit. If no barrier type effect is active, inflicts -2 to damage reduction for 3 turns. -65 Mana.)
(Damage: 7d10+STR force | Melee attack roll. Ignores the effects of protect, shell, reflect, and stoneskin. Dispels these status effects on hit. If no barrier type effect is active, inflicts -2 to damage reduction for 3 turns. -65 Mana.)
Phantom Rush (A)
The user floods their body with chi enhancing their speed appearing to be a blur to anyone looking. They deliver a series of attacks towards a single target, making 4 basic Monk attacks ; each requiring their own roll but gaining a +2 to hit. If more than two attacks hit, the last two deal half damage. Gives user blink status.
(- 65 mana.)
(- 65 mana.)
Final Heaven (S)
The user concentrates all their chi into their fist causing it to glow red with a brilliant aura of energy. They slam their fist into the ground releasing the chi in a fiery explosion of energy around them, seeking to obliterate their surroundings and any foes unfortunate enough to be caught in the radius.
(Damage: 9d12+STR fire damage | 7x7 AoE, Reflex saving throw (DC 15+STR+Rank bonus), dealing full damage and inflicting burn on a failure, and half damage on a success. -120 Mana.)
(Damage: 9d12+STR fire damage | 7x7 AoE, Reflex saving throw (DC 15+STR+Rank bonus), dealing full damage and inflicting burn on a failure, and half damage on a success. -120 Mana.)
Doom Fist (S)
The user concentrates their chi into their vision seeing the pressure points in their opponent. They make several concentrated attacks hitting one point after another. If all points are hit the target is met with certain death with only minutes to live. Make 3 attack rolls. For each one that hits the target is affected with the following. Slow => Silence => Doom.
(-100 mana.)
(-100 mana.)
Lucky Combo (S Unique)
The user channels a large amount of Chi lifting into the air as what appear to be slot machine slots form around them. The slots tick down each landing after one another. The user rolls 6d6 if they roll a 5 on any roll they perform a free action starting with a tier E monk ability and going all the way to S. If they roll a 6 on any roll they perform the action with critical damage. Can only be used once a day.
(-100 mana.)
(-100 mana.)