Difference between revisions of "Monk"
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Weapons: All Melee, Heavy Thrown<br> | Weapons: All Melee, Heavy Thrown<br> | ||
2nd Level: Banish 1/Life Charge x5 (ex)<br> | 2nd Level: Banish 1/Life Charge x5 (ex)<br> | ||
− | 4th Level: Heal 1/Life(ex)<br> | + | 4th Level: Heal 1/Life Charge x3 (ex)<br> |
5th Level: Resurrect 1/Refresh Charge x5 (m) | 5th Level: Resurrect 1/Refresh Charge x5 (m) | ||
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Revision as of 20:49, 17 April 2023
Monk is a core class focusing on intrinsic control of the body and spirit.
Contents
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.
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 (self-only) 1/Life(ex)
Armor: None
Shields: None
Weapons: All Melee
Class Abilities
Level | Abilities |
---|---|
1st | Enlightened Soul (T) Missile Block (T) |
2nd | May use Heavy Thrown (T) |
3rd | Sanctuary 1/Life Charge x5 (ex) (Ambulant) |
4th | Heal (self-only) 1/Life Charge x3 (ex) |
5th | Resurrect 1/Refresh Charge x10 (m) |
6th | Magic Ball Block (T) |
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.
Missile Block
T: Granted as Trait S: Protection R: Self
E: Player is allowed to block arrows and projectiles with their weapons and hands without penalty.
Any arrow or projectile in motion touched by a weapon wielded or by the hand of the player is nullified.
N: Engulfing effects from blocked arrows and projectiles do not activate.
Sanctuary
T: Verbal S: Protection R: Self
I: State “Sanctuary” without any weapons in hand.
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 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.
Heal
T: Verbal S: Spirit R: Self
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
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 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.
Magic Ball Block
T: Granted as Trait S: Protection R: Self
E: Player is allowed to block Magic Balls with their weapons and hands without penalty.
Any Magic Ball in motion touched by a weapon wielded or by the hand of the player is nullified.
N: Engulfing effects from blocked Magic Balls do not activate.
Previous Versions:
V7.7
See also
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
Also See: Look the Part · Credits and Levels