TTHelvianTT

Monk

Dec 2nd, 2017
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  1.  
  2. Monks are quite common within the Pit. They're disciplined fighters that rely on martial prowess to help protect and better themselves in an eternal quest of self perfection. They follow strict teachings that are handed down to them through the doctrines of the Pacifiers or Aine. Monks can come from many different places. Most are taught at the Owl's Spire and train among the Pacifiers to become powerful fighters; while other aspiring monks may train within the city of Amara.
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  4. Whatever the case, Monks are exceptionally versatile and split into different disciplines that allow them to accomplish a variety of unique fighting styles.
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  6.  
  7. Select Two Professions: Survival, Climbing, Swimming, Crafting, Intimidation, Perception, Medical, Acrobatics, Investigation, Persuasion, Occult (knowledge), Stealth
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  9.  
  10. Level 1:
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  12. Unarmed Strikes: Monks fight with an inner energy known as Ki; a special resource that allows them to perform unique abilities and attacks. Ki also reinforces their fists, allowing them to make unarmed attacks with no penalty, as well as strike far harder than normal fists. The monk's fists scale with their strength.
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  14. Ki may also be used to defend yourself against attacks. If being attacked, the Monk may block and apply their Strength score to their armour check when taking damage.
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  16. Discipline: Select your discipline. Your discipline determines your fighting style and upcoming abilities.
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  22. Path of the Tiger: A very aggressive fighter that relies on rapid unarmed strikes and hard engages. The true 'unarmed' tree for monk.
  23.  
  24. Level 2:
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  26. Flurry: The Monk may perform a series of rapid fist attacks in one turn. This allows them to make one additional fist attack than normal. The amount of additional flurry attacks they gain scales with level, equal to 1/2 the Monk's level, rounded up. Flurry attacks deal less damage than the first two initial attacks.
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  28. Level 3:
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  30. Ability Score Enhancement: +1 to an ability score of your choosing.
  31.  
  32. Level 4:
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  34. Tiger's Claw: The Monk may focus their Ki into their fists, so that their hands are sharpened and become far more deadly than your typical punch. By channeling Ki into their fists, the Monk enhances their fists to deal slashing or stabbing damage instead of the normal bludgeoning damage they deal.
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  36. Critical rating is increased to 18-20 rather than the typical natural 20.
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  38. Level 5:
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  40. Pressure Point: The Monk may focus their ki into making a quick ,yet effective jab onto the pressure point of a target. If they successfully land their attack, their target is staggered for two rounds. Critical strikes instead stun the target for one round, then stagger them the next.
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  42. Staggered targets may make an attack or move, but not both.
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  44. Stunned targets are disabled for one round.
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  46.  
  47. Level 6:
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  49. Ability Score Enhancement: +1 to an ability score of your choosing.
  50.  
  51. Level 7:
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  53. Tiger's Eye: The Monk has honed their reflexes to near perfection. They may attempt to use their ki enhanced fists to block or catch projectiles from the air (bolts or arrows as examples). Bullets are much faster and more difficult to catch; and cannot be caught. The Monk gains a +4 bonus to perception checks and can never take extra damage from a sneak attack.
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  55. Level 8:
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  57. Lion's Lunge: The Monk performs a fierce pouncing attack, enhancing their attack with ki so that they may pounce a target from afar. Their movement is exceptionally quick and hard to react to, making attacks of opportunity impossible to be taken without high reflexes.
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  59. If they manage to land their attack, they pounce the target and pin them into the ground, knocking them prone.
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  61.  
  62. Level 9:
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  64. Ability Score Enhancement: +1 to an ability score of your choosing.
  65.  
  66. Level 10:
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  68. Vacuum Strikes: The Monk uses their ki to enhance the reach of their fists. They strike with such force that it causes the air around their strikes to create huge vacuums, capable of hammering into enemies or striking them from far away. The monk may strike from up to 10 feet away using this ability.
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  72. -------------
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  74.  
  75. Ninjutsu: A discipline that focuses on using one's Ki to make powerful throwing weapons. Also masters of stealth and misdirection.
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  77.  
  78. Level 2:
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  80. Sharpen Weapons: By focusing Ki into their weapons, the Monk may enhance both the accuracy and sharpness of thrown weapons. Weapons thrown by the Monk are so sharp that they ignore 1/2 the slashing resistance of your targets. Additionally, the Monk adds 1/2 their Monk level to attacks made with throwing weapons, rounded up.
  81.  
  82. At 5th Level, the Monk's thrown weapons become so sharp that they ignore all the slashing resistance.
  83.  
  84. Level 3:
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  86. Ability Score Enhancement: +1 to an ability score of your choosing.
  87.  
  88.  
  89. Level 4:
  90.  
  91. Fan of Blades: The Monk is trained to quickly palm smaller weapons in their hand. They may skillfully palm up to four throwing weapons and throw them out in an arc, making a single attack to multiple targets, equal to the amount of throwing weapons tossed.
  92.  
  93. Level 5:
  94.  
  95. Blundering Dash: The Monk may swiftly dash in a target direction. If they dash towards a target, they may make a normal attack. Succeeding dashes through the target, confusing them for the next round.
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  97. Confused targets have a high chance of not performing their normal action.
  98.  
  99. Level 6:
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  101. Ability Score Enhancement: +1 to an ability score of your choosing.
  102.  
  103.  
  104. Level 7:
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  106. Bladestorm: Using their Ki, the Monk tosses several throwing weapons in front of them. The throwing weapons rapidly clone themselves to create a large cone of the throwing weapons in front of them. Targets caught within the cone must succeed a Dexterity save or take high slashing damage. If the targets are nearby a wall and fail this save, they'll be pinned to the wall by the throwing weapons for one round.
  107.  
  108. Level 8:
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  110. Wall Rush: The Monk may attempt climbing checks along vertical surfaces. Vertical surfaces still have a high DC, but the monk gains a +5 bonus if they get a running start to climbing the surface. The higher the surface, the more difficult it is to scale to the top.
  111.  
  112. Vault: The monk may run to an enemy and vault ten feet away from them, interrupting the enemy and causing them to be confused. The monk may attack or perform their Monk abilities during this time.
  113.  
  114. Level 9:
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  116. Ability Score Enhancement: +1 to an ability score of your choosing.
  117.  
  118.  
  119. Level 10:
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  121. Rending Return: The Monk may recall weapons that they've thrown back to them. If a monk has a weapon lodged in a target, the returning weapon does slight damage to the target as they rip from place, causing bleeding damage over time. The monk may recall up to 6 small weapons at once(such as shurikens or throwing knives), or two average weapons (such as tomahawks)
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  128.  
  129. Path of Iron: The stoic path of Iron; dedicated to specializing in heavier weaponry and mitigating damage.
  130.  
  131. Level 2:
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  133. Momentum: If the Monk misses a single attack made against the target with a heavy weapon, they may follow the Momentum into a second attack. The Monk's fists may be counted as a Heavy Weapon for the purposes of this perk.
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  135.  
  136.  
  137. Level 3:
  138.  
  139. Ability Score Enhancement: +1 to an ability score of your choosing.
  140.  
  141. Level 4:
  142.  
  143. Immovable Object: The Monk's Ki may be used to help defend themselves against effects that would normally knock them off their feet. They gain their Monk level as a bonus against saves that would displace them or knock them prone. Additionally, certain effects may work differently on them; for example, in heavy winds, a Monk of Iron may be able to stand still in the center of the wind without being displaced.
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  145. Level 5:
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  147. Crushing Strike: Depending on the weight of their weapon, the Monk deals an additional amount of damage to the target. The strike is so powerful that it's treated as magical for the purposes of bypassing armour. The target must also succeed a save or be stunned for one round.
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  149. Level 6:
  150.  
  151. Ability Score Enhancement: +1 to an ability score of your choosing.
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  153.  
  154. Level 7:
  155.  
  156. Iron Flesh: The Monk may use their Ki to drastically enhance their blocking potential. As an action, the Monk may gain a bonus to their armour check equal to their Monk level + their strength. If the target fails to bypass the Monk's armour check with a melee attack, they must succeed a save or be staggered as their weapon bounces off the Monk's skin.
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  158. Level 8:
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  160. Iron Wave: The Monk may charge forwards. If they manage to strike a target, they may attempt to grapple onto them and drag them with them in their charge. (CD; 3, Requires a 10 foot head start. Larger creatures have advantages against your grapple.)
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  162. Level 9:
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  164. Ability Score Enhancement: +1 to an ability score of your choosing.
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  166.  
  167. Level 10:
  168.  
  169. Meteor Mash: The Monk gains a free attack against any target that's: Stunned, Staggered, or Prone. This attack has a chance of staggering the target.
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