Solaris RPG
Class Name:
Monk
Energy Potency:
1.05
Available Armors:
None
Class Type:
Hybrid
Elemental Potency:
0.80
Available Weapons:
None
Monks are often considered the masters of the equilibrium between body and mind. They are experts in the martial and the metaphysical and can lash out with fists just as hard as they can with energy. And make sure that when they lash out with both simultaneously, you are not on the receiving end. Most monks shun all types of weaponry and even armor, instead sharpening their own bodies to be just as powerful as any creation. The energies that monks chose to express themselves vary, but each can be molded by a monk’s will into a deadly extension of his own self.
Level 1 Ability:
Flesh of Steel - A monk can parry using his hands, so he can make a block/parry roll even when unarmed. He still must compare his Total STR PVS to his opponent’s to determine if he is strong enough to parry. Parrying in this way does not prevent him from making an unarmed attack this round nor does it prevent him from parrying multiple attacks in the same round unarmed. (Passive Ability)
Level 5 Ability:
Shattering Fist - Once per battle, a monk may make an unarmed attack that demolishes his enemy’s defenses. On a successful hit, this attack and the next two attacks made by the monk against the target in this battle ignore all Physical Damage Reduction. (Action Ability)
Level 10 Ability:
Energy Enhancement - A monk increases his Base Physical Damage by his Base Energy Damage when making unarmed strikes. If a monk deals damage with this bonus, he cannot deal this bonus damage for his next two turns. (Passive Ability)
Level 20 Ability:
Grapple - The monk can make an unarmed strike that deals no damage, but if successful, allows him to grapple his opponent. A grappled opponent is immobilized, but suffers no penalty to dodging or parrying attacks. He may use an action to make a dodge roll against the monk to break free from the grapple. While grappling, the monk also is unable to move - if he does, he willingly ends the grapple (he can also do this for free even without moving). Alternatively, the monk may throw his grappled foe; this normally has no mechanical effect, unless he does this as his action in order to put his opponent in the path of a ranged attack (bow, crossbow, thrown, force attack, etc.) that is aimed at the monk. By doing this, the monk is free from making any dodge or parry rolls; the thrown victim must make avoidance rolls instead to keep from getting hit by the ranged attack. There is no limit to the number of times a monk can grapple in a battle. (Action Ability)
Level 30 Ability:
Phasing Fists - Twice per battle, the monk can move his fist through solid matter in order to make an unarmed attack through a barrier. This can be through a wall or door, through the earth or stone, or even through a person; however, he must still be able to physically reach his fist’s intended target. This can also be used to move his fist through a weapon or a shield to avoid a parry or block; the monk can declare he is using Phasing Fists after his opponent has successfully made his parry/block roll. (Action Ability)
Level 50 Ability:
Anahata - Once per battle, the monk can expel energy from the core of his body, healing himself and all allies within 20 feet for a number of hit points equal to his base energy damage. If he has effects that alter his base energy damage or bonus energy damage, these bonuses and penalties do not influence this healing. If any character, including the monk himself, receives healing from Anahata on the monk’s turn, he receives that healing again on his next turn unless he is subject to an ability that removes beneficial status effects before the second healing can take place. (Action Ability)
Level 75 Ability:
Charged Fists - Any time that a monk deals physical damage with an unarmed attack, he may choose that the damage is mitigated by the enemy’s Energy Damage Reduction rather than his Physical Damage Reduction. (Passive Ability)
Level 90 Ability:
Inner Peace - At the beginning of each turn, the monk may choose one status ailment or Energy Burn effect that he is currently suffering from and immediately dispel it from himself. He bypasses the need to make any roll or compare any stat to the aggressor for the purposes of removing this effect. (Passive Ability)
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