Monk > Master

The masters of unarmed combat, they are capable of decimating their opponents without the use of either armor or weapons. Rather than use such cowardly tools, they prefer to rely only on the combined strength of their body and mind. They replicate the forces of nature into various fighting stances, each with their individual advantages and strengths.
      Monk Req. You cannot wear heavy armor or use most weapons if you take this class   1. Deflecting Palm Encounter action or shift   The next attack made towards you cannot be dodged or blocked by any means, and that damage is redirected to a melee target. Attacking will cause this skill to end.   2. Inner peace. Static passive   Damage you take is reduced by 25% this applies after flat reductions. Unnarmed attacks you make add your str mod x2 to their damage.   3. Bear stance Eot Passive   You may only have one stance active at a time. While In bear stance, each landed attack reduces that enemies armour and damage by by 5. Your critical strikes break bones. This effect stacks. Every fourth bear stance attack you make immobilizes your opponent.   4. Tiger Stance Eot Passive   You may only have one stance active at a time. While in tiger stance, your attack attempts may be used to close the distance between you and your target as long as they are within polearm range of you. You also critically strike from 18-20. Every fourth tiger stance attack you make inflicts bleed on your opponent.   5. Turtle Stance Eot Passive   You may only have one stance active at a time. While in turtle stance you have natural armour and magic resistance that is equal to your strength stat. You also have a +3 to block and counter attack. Every fourth turtle strike you gain 20 temporary hp. 6. Unbreakable Will Static Passive When you hit 0 hp or less you can make one last shift and attack before passing out.   7. Your Weapons are Meaningless Daily Interrupt   When an opponent makes an attack on you or an ally with a weapon, you can disarm them.   8. Dynamic Entry! Shift or Attack Encounter   Close on an opponent, and they take armor-piercing damage equal to your Strength stat, and they are knocked three spaces backwards. This skill cannot critically fail or succeed, but if you roll a 20, they are knocked prone and back 6 spaces instead and take 1/8 of their max hp in physical damage.   9. Rage of the Dragon: Daily Attack+Action+shift   You take one turn to focus all of your rage and power into one blow, your next attack cannot miss and critically strikes.       Master   1. It’s your attack, but better. Daily^7 Interrupt   When your opponent damages you with a physical attack you can deal twice the damage they dealt back to them.   2. Heart of the Warrior Static Passive   +3 to intimidation checks damage you take is reduce by 40% after flat reductions. Unnarmed attacks you make add your strength stat to their damage. You may now have two Stances active at any given time.   3. Mastery of the Turtle Stance Static Passive   Your turtle stance armor adds your level to the damage reduced and you get an additional +2 to block and counter attack rolls. Every fifth turtle strike you make also heals you for 20 hp. 4. Mastery of the Bear Stance Static Passive   When bear stance is active you may use your str mod instead of your dexterity mod for checks. When in bear stance you are immune to enemy effects that would hinder your movement or reduce your str or dexterity stats. The damage and armor reduction effects you use on opponents reduce them by an additional 5. Your critical strikes decrease armour stages by 1. Every fifth bear stance attack you make stuns the enemy.   5. Mastery of the Tiger Stance Static Passive   When in tiger stance, your unarmed attacks deal a quarter of their damage through successful blocks. And your critical strike chance is increased by 1.   6. Silent but deadly. Static Passive.   You do not make enough noise while moving to be picked up by listening checks made against you. Each time you are damage by an enemy gain 10 points of combination resource. When you have 100 combination resource, you may agree to give up both of your next attacks to perform a combination attack with a melee range ally. This kills the man. Or at least fucks them up.   7. Show Them Your Power Level Daily Attack   Unleash the full force of your power upon an unsuspecting soul, and hit them with a single devastating unnarmed strike. This fully drains the target’s morale if applicable, and their allies must roll checks to see if they are feared for the next round. This also deals (A fuck ton) in physical damage to them.   8. No. Daily interrupt.   When an enemy tries to affect you with some sort of mental based attack, status effect or other reasonable and similar effect, you may beg to differ frather.   9. Open the gates. Daily Action+shift   For the next 1d4 rounds your movement is doubled and your initiative is changed to whatever the highest one is +1 , and your unnarmed damage is doubled. During this time you are immune to status effects and healing, and you take half your health in true damage at the end of every round for the remainder of the time you are conscious. While this skill is active, if you are at 50% or lower hp you gain an additional attack per round. If you are at 25% or lower you gain an additional action. At 10% or lower you cannot critically fail.

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