Monk
Nov 17, 2022 19:26:51 GMT -5
Post by Admin: Soul on Nov 17, 2022 19:26:51 GMT -5
Monk
The Monk is the master of both internal and external energy, achieving complete mastery over themselves. This culmination of spirit and physical prowess manifests into the ability to manipulate one's spiritual inner energy and effect the outside world with their understanding of the nature of all of things. By combining both the physical and elemental world, a Monk can marry the two, becoming one masterful wielder of both worlds. In order to purchase levels in the Prestige Class Monk, you must meet the following requirements.
- Cannot have any levels in the Spell Blade class
- Must have Master in a Martial Skill to obtain level one and two
- Must have Exalted in the Martial Skill to obtain level three and four
Level One
50 Solars to purchase level one
Monk Traditions
Monks are masters of the physical world, honing and training their body to a specific style of combat. When you obtain this level you may choose one of the Ways listed below, further enhancing your physical prowess. You may only choose one of the paths listed below and can only choose a path if you have the required martial skill needed.
-Way of the External Fist- Requires Master in Unarmed
Those who have entered the way of the fist have focused their unarmed skills, becoming skilled melee combatants. All items with the Unarmed tag come with an additional enchantment slot now for you to further enchant your items.
-Way of the Zen Archer- Requires Master in Marksman
Those who have entered the way of the archer have focused their ranged skills, becoming skilled long range combatants. You no longer need to see an enemy to be able to aim and shoot at them with items with the Marksmen tag. You can track enemies while looking in a different direction, also able to sense them while aiming, able to target them through things like mist and smoke.
-Way of the Budo- Requires Master in Blade, Blunt or Polearm
Those who have entered the way of the budo have focused their martial skills, becoming skilled weapon combatants. All items made with the Blade, Blunt, or Polearm tag now have no weight while wielded by you, losing their point values and cannot encumber you while worn.
Art and Style
While monks draw their power from within and hone their own bodies with physical training, they are also able to tap into the spiritual world, pulling elemental energy from the world around them. You may choose one of the Arts listed in the Arts Table to add to your repertoire. You can choose any of the seven skills regardless of element or martial skill, letting you dip into other domains while honing your skills.
Arts Table
Art of the Burning Fist | Stance | Your hands and feet catch fire, emitting a small aura of pure flame for the next three post. You are immune to the heat of the fire, however anyone else who is touched, punched or kicked will be burned. Your melee attacks now deal fire damage that is not considered magical. Twice during the duration you can send out a small (basketball sized) burst of fire from either a punch or kick. This blast of fire can travel up to 15 feet in the direction you delivered the attack. |
Art of the Iron Fist | Stance | Your arms, (shoulder down) and your legs (hips down) become coated in stone for the next three post, making your melee attacks sturdy and impactful. Your melee attacks will now deal earth damage that is not considered magical. Each limb gains one hit prevention (does not stack with armor) and once per duration you can redirect one elemental ranged spell, causing it to deflect, bounce, or channel off of your body. |
Art of the Gale Bow | Stance | You rise up 20 feet into the air, gaining an aerial view of the battlefield and levitating there for the next three post. While elevated you can move up, down or from side to side in any direction freely, as if walking. Once during the duration you can cause a bow to form out of swirling wind, allowing you to fire a wind arrow, which takes the form of a small tornado. Anyone hit by this arrow will be knocked off of their feet and sent back 10 feet. |
Art of the Storm Bow | Stance | Lightning begins to course around your body, creating a small electric field up to ten feet from your person that moves with you. This last for three post and any enemy who enters this field will be delivered a terrible shock that will stun them for one post. If stunned they can not make any offensive actions, such as attacking or casting a spell (they can still move however). Once during the duration you can summon a bow of pure crackling lightning. From this bow you can fire a single bolt of lightning, which will penetrate up to two barriers (such as a wall) and will ignore hit preventions. |
Art of the Whirling Wave | Stance | You create a pole arm made out of water that takes the form of a martial weapon, such as a bo staff or spear, which last for three post. You can use this weapon to deal water and blunt damage and can cause the weapon to alter its form, becoming longer, shorter or even reforming after a weapon passes through it. You can make the pole arm solid to deal damage, or fluid to deflect and absorb attacks. At the end of the duration the staff will burst into a vapor of moisture, reaching out to 30 feet in all directions and healing all allies within that range. |
Art of the Avalanche | Stance | You create two hand axes made out of strong ice that act just like a normal hand axe, allowing you to deal ice and slashing damage with the weapons. These weapons will last for three post and will deal medium cold damage to anyone they damage. During the duration you can cause each axe to explode into a shower of ice, sending out ice shards in all directions from the point of origin. These ice shards will pierce into enemies, ignoring your allies. If the axe detonates on a surface instead of hitting an enemy, it will create a patch of frozen ice. Anyone who touches the frozen surface will slip and slide, or find it impossible to grip or grab the frozen item. The frozen surface will remain for one post. |
Art of the Soul | Stance | Some monks ignore the elemental energy of the world around them and instead harness their own raw spirit. You enter a unique trance for the next three post, increasing the range of all your martial attacks by ten feet. When you make an attack with a melee attack, such as a punch or sword slice, a wave of spiritual energy will be released from the attack, allowing the attack to become ranged. Once during this duration, you can channel all of the spiritual energy to fire out a 20 foot long beam of raw energy. This will end the Art early but will prevent any one struck by the beam from using spells or class abilities for their next post. |
Level Two
75 Solars and level one to purchase level two
Myriad Barrier
Tapping into the world around them, monks have learned to balance both the physical and elemental world, adapting their bodies to the energies of the universe. When you use an Art from the listed table, you gain a resistance to the element that correlates to the art used, keeping the resistance until you use a new Art. While resistant you will take half damage from that specific damage type, can not be killed (knocked unconscious) by that elemental type and any effects of that damage type that effect you for more than one post will have the duration of that effect lowered by one.
More Style
Having increased your ability and have grown closer to the spiritual realm, the monk has attuned further, allowing you to choose another art from the listed table. You can still choose any of the arts you have not already chosen, regardless of elemental or martial skill.
Level Three
100 Solars and level two to purchase level three
Martial Prodigy
Now as a master of the spiritual arts, you have elevated yourself to the highest order one can be, a true Master. You have earned the right to create your own Art, or martial ability, bringing your own skills and techniques to the table. You can craft one Martial Art that is related to your Martial skill or Arcane domain. You will receive this art upon creation. All arts that are created by masters of this class will be stored below, allowing you the ability to earn more Arts created by other people. In order to earn another Master's art, you must complete the quest below.
-Monastery Quest-
You can obtain a Master Art created by another master by completing this quest. In order to do the quest, you must roleplay with another character with the Monk Prestige Class (does not have to be the one who created the art). Your topic must be you training with the other monk to learn the desired Art. How you do this is completely up to you. The topic itself must reach at least 5 post with each post being 150 words or more. Once you have completed this quest you can add the Art you were training for.Before your time
Having increased your ability and have grown closer to the spiritual realm, the monk has attuned further, allowing you to choose another art from the listed table. You can still choose any of the arts you have not already chosen, regardless of elemental or martial skill.
Level Four
125 Solars and level three to purchase level four
Monastery Master
You have honed your physical prowess so much that you are now able to completely ignore an enemies defenses. While wielding a weapon from your chosen Monk Tradition you now ignore all hit preventions an enemy may have, from armor or other sources. This only applies to a weapon from a shop related to the monk tradition chosen. This does not cause your enemy to lose their hit preventions, even when struck, you just ignore them.
Tranquility
Not only have you become a physical master, you have intertwined your spirit with the natural world, becoming one with the elements. You can now tap into the Light and Dark energies of the world, harnessing their power. Once per topic you can choose either the Light or Dark damage type, allowing the energy to course through your being for the next five post. For this duration all of your damage, regardless of its source or type, will also now deal Light or Dark damage. In addition, your damage type will ignore resistance or invulnerability, allowing your Light or Dark damage to still inflict damage even if the enemy has resistance or immunity to it.
Tranquility
Not only have you become a physical master, you have intertwined your spirit with the natural world, becoming one with the elements. You can now tap into the Light and Dark energies of the world, harnessing their power. Once per topic you can choose either the Light or Dark damage type, allowing the energy to course through your being for the next five post. For this duration all of your damage, regardless of its source or type, will also now deal Light or Dark damage. In addition, your damage type will ignore resistance or invulnerability, allowing your Light or Dark damage to still inflict damage even if the enemy has resistance or immunity to it.
Player Created Master Arts
Name | Type | Creator | Description |
Dragon's Flight | Motion | Tellan | Applying the concept of air flows from high to low pressure, the user applies a particular method of movement that draws air from in front of them to behind them. Effectively they have created that high to low pressure scenario which then moves them forward in a rapid and frictionless manner. This works in whichever direction you apply the movement. Upon the application of the movement, this effect will last for the next two posts. Recharges after two additional posts past. |
Forced Imbalance | Strike | Shaa | The user focuses on striking the sections of the body that preserve stability. After a culmination of three strikes, progressing a state of lightheadedness to dizziness to once you finish successfully hitting those body parts, the individual falls to the ground. After the first successful strike, each of the other two strikes must occur within two posts, if a second strike lands then the post count resets |
Veracious Velocity | Strike | Vikram | By making a shift in weight forward, the users blade flicks in and out of its sheathe at a speed that generates a physical mirage of the the blade, extending the full length of the attack by the size of the blade. A hit from the mirage causes a burn and directly bypasses hit preventions from armor, a hit from the physical blade will remove a limb and cauterize the wound due to the heat generated from the speed and friction that the blade left its sheathe. This can be used in a single or dual wield scenario but can only be used with a weapon from the Blade shop. Can be used once per topic. |
Hand of The Crucible | Stance | Delaela | The life-energy within you takes on the ability to create change. Your hands glow with the golden heat and intensity of the Crucible. You can manipulate and mold this energy to take on whatever shape you need it to; for instance, it can be wielded as a weapon, used as a ladder, worn as a shield or armor, or manipulated into the shape of a person. For the next two posts, once per thread, you can use this energy to attack, defend, or use for some utility purpose alongside your normal action. Any object or person that comes into contact with the energy will sustain a moderate amount of fire damage, and can be concentrated to melt or burn through objects. The user cannot change the shape of the energy once it has been set, and after two posts, it will recede back into the users body. |
The Lion-Dog's Paw | Stance | Yasei | By focusing spiritual energy into one's palm, some monks can copy the unique ability of the Koma-Inu to wield the material elements. With this ability, the user is able to not just deflect elemental ranged spells that are aimed at them, but catch and hold onto them. The monk must have at least one empty hand and the spell must have a physical projectile for them to do this. Any spell caught is transformed into an orb that they can hold and throw. The monk can only have one spell orb on them at a time. The spell orb doesn't need to be thrown back at the caster, but instead can be thrown wherever or at whoever the monk chooses. The orb will deal whatever type of damage the caught spell would have delt in addition to blunt damage from being transformed into a solid orb. Any abilities the monk has active that add additional damage to their physical attacks also applies to the thrown orb. Abilities that affect spells do not affect the orb. This can be used three times per topic but you can only have one active orb at a time. The orb will dissipate on its own after 5 post, even if not used. |
Void Slash | Strike | Arashi Tento | The user concentrates their mana into their blade and performs a slow starting but swift slice vertically in front of them, this can do one of two things: it can either do hefty non elemental magic damage to whatever it hits or it opens a portal in front of them that anything entering it will exit at another point within 20 feet. This can be used to block or redirect attacks or for nearly instantaneous movement. Once this has been used it can't be used again for three posts. |
Bonegrinder’s Battlesong | Stance | Ak'ka The Bonegrinder | Your fighting style revolves around tapping into the primal rage in your inner being and unleashing that willpower on your surroundings. Your emotions and fighting style, in combat, create the Battlesong; where your movements are the harmony, your weapons are the instrument, and your heartbeat is the drum. Once per topic, you let out a primal scream, tapping into your deepest well of rage - this scream triggers your Battlesong for the next post. You stamp your feet on the ground to the beat of your heart, akin to the pounding of a drum. Your sheer willpower makes the very ground beneath you shake, creating a powerful earthquake in all directions, at which you are the epicenter. You cannot yet make attacks but you cannot be knocked down. Enemies can still cast spells and take actions during this quake, but preventing from being knocked prone requires concentration and will severely drain and take mental strain on them, leaving them exhausted. Conversely, any allies which hear your cry are emboldened. For the next two posts after your battlesong, you and your allies have an innate understanding and synergy one another, not requiring words to fight in coordination. Conversely, you have rattled your enemies, forcing them to slip up and reveal their weak points to you. When you are under rage or fear effects that speed up your heartbeat, the severity of the quake increases. When you are subjected to a spell or effect that calms the mind, the ability ends and does not take effect. It is a technique that forces you to halt your combat, but can be a powerful rallying cry that, when used strategically, can turn the tide of any battle. |