Battle Monk

Battle Monk (1.4) - Adventurer Class

There's ongoing debate about the origins of these warriors, yet they've firmly established themselves in the western continent. They're commonly sighted in the Dwarven Mountains of the North and sporadically in the hills of the Dawn Lands. A significant number choose to settle in nearby villages, naturally assuming the role of guardians.  

Playing the Battle Monk

This warrior excels in agility and effectiveness, displaying versatility across various situations. If you prefer a balanced fighter without the encumbrance of armor, this class might be the perfect choice. Additionally, it boasts intriguing class abilities that expand its combat capabilities.  

Abilities

Armor Allowed: none   Weapons Allowed: Dagger, Knife, Stick, Club, Staff, Pole Hammer, Long Spear, Short Spear, Poleaxe, Throwing Star (3 per day), Glaive  
Level 1
Dexterous Movement: Due to your quick movement and dodging ability you have +1 APR. This stacks with other sources of APR improvement, including armor.   Evasion: Your APR protects you against the Lightning Bolt spell.   Throwing Stars: Throwing stars do no damage but instead reduce a target's APR by one point per hit. This lasts until the end of that encounter, battle, or duel, battle, or duel. The target's armor does not have to be repaired afterward by smith, forge, or a high enough level druid, as this represents being distracted more than the armor being damaged. The throwing stars can be blocked by shields. The monk gets three throwing stars per day (3x/day) and they can be renewed.  
Level 2
Water Walking: You can run across rivers.   Fearless: You are now immune to fear effects.  
Level 3
Cultural Ability  
Level 4
Improved Dexterous Movement: Your Dexterous Movement ability improves. You now have +2 APR.  
Level 5
Paralyzing Touch: You must call out “paralyze” before you make the attack. If you touch a target's leg or arm with your hand or hit a leg or arm with a bludgeoning weapon, the target cannot use it until they are healed. If a leg is targeted, then the opponent must hop on the other leg, go to both knees, or have another player in the party assist them in moving. If an arm is targeted, then the opponent cannot use a weapon or shield in that arm. If the opponent has a weapon or shield in that arm, then they either must switch it to the other arm or drop it. This ability can be used three times per day (3x/day) and can be renewed.   Ghost Talker: You can now communicate with Ghosts.  
Level 6
Cultural Ability  
Level 7
Master Battle Monk: You gain the rank and title of Master and can now use Divine scrolls.   Healing Touch: You can heal another player or NPC for 1 HP by touching them. You cannot use this ability on characters that are at 0 HP. This must be called out for each individual touch. This ability can be used in combat. This ability can be used three times per day (3x/day) and can be renewed.  
Level 8
Meditation: While taking a moment to meditate, you can regain focus and recover spent abilities. You meditate by being calm, silent, and still. You can do this standing but your eyes must be closed and you must not move for three minutes. At the end of your successful meditation you regain the full use of your Healing Touch and Paralyzing Touch abilities.  
Level 9
Cultural Ability  
Level 10
Grand Master: You gain the title and rank of Grand Master.   Iron Body Training: You may now block weapons with shins and forearms as if they were shields. You take no damage from any weapons that strike these areas except for weapons and spells that ignore shields. You take no damage from piercing weapons blocked in this way.   Iron Mind: You cannot be controlled by Fae Charm or any similar ability and are immune to Fae Curse and Hex.

Comments

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Jan 16, 2024 09:56

THROWING STAR TRAINING. WATER WALK INSTEAD OF WATER WALKING. DEXTEROUS MOVEMENT IN IMPROVED DEXTEROUS MOVEMENT FORMAT. FEY STUFF AND HEX NEED FORMATTED IN IRON MIND DESCRIPTION.