Monk

From AmtWiki
An open palm on a grey field: a common heraldry for Monks

Monk is a core class focusing on intrinsic control of the body and spirit.

From the Rulebook

Shaolin and Buddhist temples manned by fighting monks who learned to fight with their hands and strange implements when their warlords forbade them to use swords are the classic image of this class. However, many Asiatic and American tribes had strong traditions of wrestling, and the Shogun-era Japanese had a plethora of armed warrior monks whose wrath was feared by even the emperor.

Monkspoles.jpg


Examples:

Bruce Lee, Qui Chang Kane, Dread Pirate Roberts, the Bloodguard, Benkei, Pachomius, the Sohe

Equipment

Garb: Grey sash and medieval/sword and sorcery looking garb
Look The Part: Heal 1/Life (ex)
Armor: None
Shields: None
Weapons: All Melee, Heavy Thrown

Class Abilities

Abilites By Level
Level Abilities
1st Enlightened Soul (T)

Missile Block (T)

2nd Banish 1/Life Charge x5 (ex)
3rd Sanctuary 1/Life Charge x5 (ex) (Ambulant)
4th Heal 1/Life Charge x3 (ex)
5th Resurrect 1/Refresh Charge x5 (m)
6th Magic Ball Block (T)

Heal

T: Verbal S: Spirit R: Touch
I: “Sword Cut, spear stab, mace smash, arrow jab,
Let the white light of healing descend on thee.
Let the white light of healing stop thy spilling blood.
Let the white light of healing mend thy bones.
Let the white light of healing close thy wounds.
Let the white light of healing restore thy vigor.
The white light of healing hath healed thee.”
E: Heal a Wound

Missile Block

T: Granted as Trait S: Protection R: Self
E: Player is allowed to block arrows and projectile weapons with their wielded weapons and hands without penalty. Any arrow or projectile weapon in motion touched by their wielded weapon or hand is nullified.
N: Engulfing effects from blocked arrows and projectiles weapons do not activate.

Magic Ball Block

T: Granted as Trait S: Protection R: Self
E: E: Player is allowed to block Magic Balls with their wielded weapons and hands without penalty. Any Magic Ball in motion touched by their wielded weapon or hand is nullified.
N: Engulfing effects from blocked Magic Balls do not activate.

Banish

T: Verbal S: Spirit R: 20’
I: “The spirits banish thee from this place” x3
E: Target Insubstantial player must return to their base where their Insubstantial State immediately ends.
N: The target's Insubstantial State is replaced with a new insubstantial state from Banish. If the Insubstantial State is ended before reaching the base, the rest of the effect is ended as well. If Banish is cast on self, the caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial. A player bearing Undead Minion or Greater Undead Minion who is currently Insubstantial has their Enchantment removed.

Enlightened Soul

T: Granted as Trait S: Protection R: Self
E: Player is unaffected by Verbal magic used at a Range greater than Touch.
L: Affects beneficial magic as well as harmful magic. Does not affect (ex) abilities.
N: Does not affect (ex) abilities, abilities with a Range of Touch, or abilities whose Range is greater than Touch but are used at a Range of Touch anyway.

Sanctuary

T: Verbal S: Protection R: Self
I: “Sanctuary”
E: Player and their equipment are unaffected by hostile actions originating from within 20’.
Must Chant “sanctuary”. Player may normally end Sanctuary at any time by ceasing to chant, or by picking up a weapon with their hand.
L: Player may not activate this ability while they have any weapons in hand and cannot carry any weapons in hand during Sanctuary. Cannot carry nor affect game items or game objectives while in Sanctuary. Players in Sanctuary may not impede the play of other people in any manner, and must immediately remove themselves from any such situations they find themselves in. May not come within 20’ of a non-friendly base.
N: If the player is voluntarily touching (other than blocking) or carrying weapons in any fashion (tucked under arms, tied to thongs, etc) at any point during Sanctuary then they may only voluntarily end Sanctuary within 20’ of a friendly base, and must continue chanting until there.
Player is still susceptible to Phase Bolt and Phase Arrow.

Resurrect

T: Verbal S: Spirit R: Touch
I: “Sword Cut, spear stab, mace smash, arrow jab,
Let the white light of healing descend on thee.
Let the white light of healing stop thy spilling blood.
Let the white light of healing mend thy bones.
Let the white light of healing close thy wounds.
Let the white light of healing restore thy vigor.
The white light of healing hath resurrected thee.”
E: Target Dead player who has not moved from where they died is returned to life. Non-Persistent Enchantments on the player are removed before the player returns to life. Any Wounds on the player are healed

Previous Versions:

V7.7

Monk


See also

Amtgard Character Classes
Core Classes: Anti-Paladin · Archer · Assassin · Barbarian · Bard · Druid · Healer · Monk · Paladin · Scout · Warrior · Wizard

Non-Standard Classes: Monster · Peasant
Alternate Sign-ins: Color · Undeclared