45 lines
2.9 KiB
Plaintext
45 lines
2.9 KiB
Plaintext
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# Monk
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Monks spend years in solemn meditation to learn the ability to harness powerful Ki arts to change the tides of adventures. Ki arts are like spells but due to the years of intense study, you cannot lose them if you fail a roll.
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## Basic Rules
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Your basic attacks do d6 damage.
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When you drop a random aphorism in a conversation, you gain +1 charisma for the rest of the conversation.
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When you deliver a killing blow, you can quickly move into melee range of the next closest enemy.
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## Ki Arts
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Ki arts can be rolled for at any point in the adventure. Follow the directions the Ki art describes and then you either gain the effects or risk opening yourself for counterattack. When you attempt to channel a Ki art, roll for the statistic shown. On a 7-9, choose one of the following effects. On a roll of 6 or below, neither happen.
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* The move affects its intended target.
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* You don't open yourself up for a counterattack.
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Here are some Ki arts Monks know:
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* **Temple upon the Mountain** - Roll for toughness, you halve all damage until the end of the next turn.
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* **Fist of Iron** - Roll for toughness, add +2 to the damage roll on this attack.
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* **Ride the Lightning** - Roll for quickness, channel electricty through your fist, doing double damage to enemies wearing metal armor.
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* **Cloak Stance** - Roll for perception, you're difficult to hit and impose -2 to the next attack against you.
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* **Herculean Aura** - Roll for toughness or quickness, choose which modifier to add and increase the damage die for this attack to a d8.
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* **Steel Advance** - Roll for learnedness, choose up to 2 enemies and rapidly attack each target.
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* **Wind Stands True** - Roll for quickness, half the damage of the next attack that hits you and immediately make a counterattack.
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* **Ghostwalk Blessings** - Roll for toughness, your skin hardens, allowing you to fall up to 40 feet without taking damage.
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* **Calling the Corners** - Roll for perception and choose one of the following effects: instantly light or snuff out a candle or torch, chill or warm nonliving material for a short time, mold earth, fire, water or mist into a crude form.
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## Advancements
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* **Graceful** - Gain +1 Quick.
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* **Indomitable** - Gain +1 Tough.
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* **Resolute** - Gain +1 Perception.
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* **Worldly** - Take an advancement from another class.
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* **Dangerous** - You deal +1 damage.
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* **Opportunist** - Whenever a creature closeby is hit by someone else, you can make a melee attack on that creature.
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* **Stunning Strike** - When you roll a +12 on an attack with a remarkable weapon, you stun your enemy.
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* **Extra Strike** - When you are first for initiative, you make two attacks.
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* **Unarmored Defense** - Light clothing counts as +1 armor
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* **Disciplined** - Work with the Dungeon Master to create a new Ki art.
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* **Toughness** - You may heal yourself for d6 plus your level, as many times per days as you have levels (available after 5 advances).
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