A forum for the Neverwinter Nights 2 Persistent World, City of Rookroost.
 
HomeCalendarFAQSearchMemberlistUsergroupsRegisterLog in

Share | 
 

 Core Class: Monk

Go down 
AuthorMessage
All Washed Up
Admin
avatar

Posts : 70
Join date : 2010-08-23
Location : Texas

PostSubject: Core Class: Monk   Tue May 17, 2011 12:58 am

Monk
Alignment: Any Lawful.
Attack Bonus: Medium (¾).
Strong Saves: Fortitude, Reflex and Will.
Hit Points: 8/level.
Skills: Craft (Any), Hide, Intimidate, Listen, Move Silently, Parry, Sense Motive, Spot, Tumble.
Skill Points: 4 + Intelligence Modifier
Armor Proficiencies: None.
Shield Proficiencies: None.
Weapon Proficiencies: Simple and Monk Weapons.

Monk
  1. Bonus Feat, Flurry of blows, Improved Unarmed Strike (1d6), Stunning Fist, Unarmored AC bonus.
  2. Evasion, Bonus Feat
  3. Still mind, Fast Movement
  4. Ki Strike (Magic), Improved Unarmed Strike(1d8)
  5. Purity of body, Unarmored AC Bonus +1
  6. Bonus Feat, Fast Movement
  7. Wholeness of Body
  8. Improved Unarmed Strike(1d10)
  9. Improved Evasion, Fast Movement
  10. Bonus Feat , Ki Strike (Lawful), Unarmored AC Bonus +2
  11. Diamond Body, Greater Flurry of Blows
  12. Fast Movement, Improved Unarmed Strike (2d6)
  13. Diamond Soul

  • Bonus Feat (Ex): At 1st, 2nd, 6th, 10th, 14th, and 18th level the monk receives a bonus feat.
    • Circle Kick, Cleave, Great Cleave, Combat Expertise, Improved Combat Expertise, Feint, Deflect Arrows, Disarm, Improved Disarm, Dodge, Mobility, Spring Attack, Improved Initiative, Knockdown, Improved Knockdown, and Power Attack. All normal requirements for the feats must be fulfilled.

  • Flurry of Blows (Ex): At 1st level, when unarmored, the monk may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. When using flurry of blows, a monk may attack only with unarmed strikes or with a kama, a quarterstaff or shuriken.
  • Improved Unarmed strike (Ex): At 1st level, the monk gains improved unarmed strike as a bonus feat. Monks deal more damage than other characters with unarmed attacks, and can deal lethal damage with his fists, knees, kicks, and head butts.
  • Stunning Fist (Ex): At 1st level, the monk can attempt a disabling strike with a -4 attack penalty and a -4 damage penalty. If successful, the target must succeed at a Fortitude save (DC 10 + 1/2 your monk's level + the attacker's Wisdom modifier) or be held for three rounds. This attack may be used once per day for every four levels of the monk. Constructs and undead are immune to this attack, as are any creatures that are immune to critical hits. 
    Unarmored AC Bonus (Ex): At 1st level, the monk adds his wisdom modifier to his armor class. He receives an addition +1 to his armor class at 5th, 10th, 15th, and 20th level. The monk looses these bonuses if while wearing armor or using a shield.
  • Evasion (Ex): At 2nd level, the monk can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), he instead takes no damage. 
  • Still Mind (Ex): At 3rd level, the monk gains a +2 bonus on saving throws against spells and effects from the school of enchantment, since his meditation and training improve his resistance to mind-affecting attacks. 
  • Fast Movement (Ex): At 3rd level, the monk gains an enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this extra speed.
  • Ki Strike: Magic (Su): At 4th level, the monk's unarmed attacks are empowered with ki. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
  • Purity of Body (Su): At 5th level, the monk masters his body's immune system. He gains immunity to all diseases, including magic and supernatural ones. 
  • Wholeness of Body (Su): At 7th level, the monk can restore hit points equal to twice his monk level to himself. 
  • Improved Evasion (Ex): At 9th level, the monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, but henceforth he takes only half damage on a failed save. 
  • Ki Strike: Lawful (Su): At 10th level, The monk's unarmed attacks are empowered with ki. His unarmed attacks are treated as Lawful weapons for the purpose of dealing damage to creatures with damage reduction.
  • Diamond Body (Su): At 11th level, the monk is in such firm control of his own metabolism that he gains immunity to poisons of all kinds. 
  • Greater Flurry of Blows (Ex): At 11th level, the monk receives a second extra attack when using Flurry of Blows and using unarmed strikes or his special monk weapons. 
  • Abundant Step (Su): At 12th level, the monk can slip magically between spaces as if using the spell dimension door. He may use this ability twice per day.
  • Diamond soul (Ex): At 13th level, the monk gains spell resistance equal to his current monk level + 10.



Last edited by All Washed Up on Sun Jun 19, 2011 11:25 am; edited 3 times in total
Back to top Go down
View user profile
All Washed Up
Admin
avatar

Posts : 70
Join date : 2010-08-23
Location : Texas

PostSubject: Re: Core Class: Monk   Sun May 22, 2011 3:28 pm

Monk
Alignment: Any Lawful.
Attack Bonus: Medium (¾).
Saves: Strong Fortitude, Reflex and Will.
Hit Points: 8/level.
Skills: Concentration, Craft alchemy, Craft trap, Diplomacy, Hide, Listen, Lore, Move silently, Parry, Spot, and Tumble.
Skill Points: 4 + Intelligence Modifier
Armor Proficiencies: None.
Shield Proficiencies: None.
Weapon Proficiencies: Simple and Monk Weapons.

Monk
  1. Flurry of blows, Improved Unarmed Strike (1d6), Stunning Fist, Unarmored AC bonus.
  2. Evasion, Deflect Arrows
  3. Still mind, Fast Movement
  4. Ki Strike (Magic), Improved Unarmed Strike(1d8)
  5. Purity of body, Unarmored AC Bonus +1
  6. Knockdown, Improved Knockdown, Fast Movement
  7. Wholeness of Body
  8. Improved Unarmed Strike(1d10)
  9. Improved Evasion, Fast Movement
  10. Ki Strike (Lawful), Unarmored AC Bonus +2
  11. Diamond Body, Greater Flurry of Blows
  12. Fast Movement, Improved Unarmed Strike (2d6)
  13. Diamond Soul

 
  • Flurry of Blows (1st): When unarmored, the monk may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. When using flurry of blows, a monk may attack only with unarmed strikes or with a kama, a quarterstaff or shuriken.
  • Improved Unarmed strike (1st): The monk gains improved unarmed strike as a bonus feat. Monks deal more damage than other characters with unarmed attacks, and can deal lethal damage with his fists, knees, kicks, and head butts.
  • Stunning Fist (1st): The monk can attempt a disabling strike with a -4 attack penalty and a -4 damage penalty. If successful, the target must succeed at a Fortitude save (DC 10 + 1/2 your monk's level + the attacker's Wisdom modifier) or be held for three rounds. This attack may be used once per day for every four levels of the monk. Constructs and undead are immune to this attack, as are any creatures that are immune to critical hits.
    Unarmored AC Bonus (1st): At 1st the monk adds his wisdom modifier to his armor class. He receives an addition +1 to his armor class at 5th, 10th, 15th, and 20th level. The monk looses these bonuses if while wearing armor or using a shield.
  • Evasion (2nd): The monk can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), he instead takes no damage.
  • Still Mind (3rd): The monk gains a +2 bonus on saving throws against spells and effects from the school of enchantment, since his meditation and training improve his resistance to mind-affecting attacks.
  • Fast Movement (3rd): The monk gains an enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this extra speed.
  • Ki Strike: Magic (4th): The monk's unarmed attacks are empowered with ki. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
  • Wholeness of Body (7th): The monk masters his body's immune system. He gains immunity to all diseases, including magic and supernatural ones.
  • Improved Evasion (9th): The monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, but henceforth he takes only half damage on a failed save.
  • Ki Strike: Lawful (10th): The monk's unarmed attacks are empowered with ki. His unarmed attacks are treated as Lawful weapons for the purpose of dealing damage to creatures with damage reduction.
    Diamond Body (11th): The monk is in such firm control of his own metabolism that he gains immunity to poisons of all kinds.
  • Greater Flurry of Blows (11th): The monk receives a second extra attack when using Flurry of Blows and using unarmed strikes or his special monk weapons.
  • Diamond soul (13th): The monk gains spell resistance equal to his current monk level + 10.
Back to top Go down
View user profile
 
Core Class: Monk
Back to top 
Page 1 of 1
 Similar topics
-
» class, what to choose
» Intel: 1,000-core Processor Possible
» Phoenix-Class PCG Reliant
» SNIPER CLASS FRIGATE
» Clan Repartidores de pizzas nº69 3º in class ES

Permissions in this forum:You cannot reply to topics in this forum
City of Rookroost :: General Discussion :: Major Changes to the Game-
Jump to: