Monk: Difference between revisions

From Unforgotten Realms Wiki
Jump to navigationJump to search
imported>Axo801
imported>Skydivizer
Abilities: format
Line 4: Line 4:


==Abilities==
==Abilities==
== Abilities ==


Until we receive an updated set of cards, the following are from the [[Nuren Campaign]], and may change in the future.
{| class="wikitable sortable mw-collapsible"
 
!style="background:#92BCEA; border:1px solid #2a2a2a; padding:1em; margin:auto;" |Ability
===Spirit Rush===
!style="background:#92BCEA; border:1px solid #2a2a2a; padding:1em; margin:auto;" class="unsortable" |Description
 
!style="background:#92BCEA; border:1px solid #2a2a2a; padding:1em; margin:auto;" |Gem Classification
The Monk begins a meditation ritual that will cause them to skip their next two turns. The Monk will be unable to dodge or react in this state. On the third turn after using Spirit Rush, the Monk may play all three turns of combat. These turns cannot be saved and must be used at the end of Spirit Rush.
!style="background:#92BCEA; border:1px solid #2a2a2a; padding:1em; margin:auto;" data-sort-type="number" |Range
 
!style="background:#92BCEA; border:1px solid #2a2a2a; padding:1em; margin:auto;" data-sort-type="number" |Stamina Cost
===Soothe Spirits===
!style="background:#92BCEA; border:1px solid #2a2a2a; padding:1em; margin:auto;" class="unsortable" |Image
 
|- style="background:#F0F7F4; margin:auto; border:1px solid #2a2a2a;  text-align: center" id ="Force Pillar"
===Force Pillar===
|Force Pillar
 
|The Monk Uses their inner spirit to bend a square pillar out of the ground, walls, or ceiling of a solid surface to create a 1x1 or 2x2 wall. Targets in the space the Monk summons this pillar will attempt to roll away or take three damage.
The Monk Uses their inner spirit to bend a square pillar out of the ground, walls, or ceiling of a solid surface to create a wall. Targets in the space the Monk summons this pillar will attempt to roll away or take one damage. This ability can be used at any time, even to interrupt another action currently in play.
|Spell<br>Interrupt
 
|10
===Shift Style Punch===
|3
 
|[[File:Monk_Force_Pillar.png:|325x325px]]
===Nimbus Familiar===
|- style="background:#F0F7F4; margin:auto; border:1px solid #2a2a2a;  text-align: center" id ="Nimbus Familiar"
 
|Nimbus Familiar
At all times, a small cloud will follow the Monk around. The Monk's Nimbus cannot be attacked or hurt by physical damage. Once per round of combat, their Nimbus may intervene by moving a target or object of normal size one space. This may be used at any time.
|Summon forth a Nimbus Familiar to your side. Your nimbus cannot be damaged in anyway. Once per round of combat, your Nimbus may intervene by moving a target or object of normal size 1 space. Your nimbus must represent a person in your life who has passed on.
|Interrupt<br>NPC<br>?
|N/A
|0
|[[File:Monk_Nimbus_Familiar.png|325x325px]]
|- style="background:#F0F7F4; margin:auto; border:1px solid #2a2a2a;  text-align: center" id ="Shift Style Punch"
|Shift Style Punch
|Unleash a series of punches that each deal 2 damage. For each punch, you only fail if you roll a 1 plus however many punches you have done so far. With each punch, you can move 1 space and even change target. If you manage to punch 7 times in a row, all targets hit by punches take 5 damage.
|Melee
|N/A
|3
|[[File:Monk_Shift_Style_Punch.png|325x325px]]
|- style="background:#F0F7F4; margin:auto; border:1px solid #2a2a2a;  text-align: center" id ="Soothe Spirits"
|Soothe Spirits
|Attempts to soothe the inner spirit of a target, reducing hatred, aggression, fear or an emotion of your choice. If successful, the target won't be able to feel this emotion for 24 hours. Multiple targets are allowed, but at the expense of effectiveness.
|Spell
|10
|3
|[[File:Monk_Soothe_Spirits.png|325x325px]]
|- style="background:#F0F7F4; margin:auto; border:1px solid #2a2a2a;  text-align: center" id ="Spirit Rush"
|Spirit Rush
|You may use three more actions this turn. These actions do not cost stamina, but you may not use class abilities twice.
|Spell<br>?
|N/A
|3
|[[File:Monk_Spirit_Rush.png|325x325px]]
|}


==Powers==
==Powers==

Revision as of 12:29, 3 June 2015

The Monk is a playable class prominently seen in the first campaign, the Nuren Campaign.

Abilities

Abilities

Ability Description Gem Classification Range Stamina Cost Image
Force Pillar The Monk Uses their inner spirit to bend a square pillar out of the ground, walls, or ceiling of a solid surface to create a 1x1 or 2x2 wall. Targets in the space the Monk summons this pillar will attempt to roll away or take three damage. Spell
Interrupt
10 3 File:Monk Force Pillar.png:
Nimbus Familiar Summon forth a Nimbus Familiar to your side. Your nimbus cannot be damaged in anyway. Once per round of combat, your Nimbus may intervene by moving a target or object of normal size 1 space. Your nimbus must represent a person in your life who has passed on. Interrupt
NPC
?
N/A 0 File:Monk Nimbus Familiar.png
Shift Style Punch Unleash a series of punches that each deal 2 damage. For each punch, you only fail if you roll a 1 plus however many punches you have done so far. With each punch, you can move 1 space and even change target. If you manage to punch 7 times in a row, all targets hit by punches take 5 damage. Melee N/A 3 File:Monk Shift Style Punch.png
Soothe Spirits Attempts to soothe the inner spirit of a target, reducing hatred, aggression, fear or an emotion of your choice. If successful, the target won't be able to feel this emotion for 24 hours. Multiple targets are allowed, but at the expense of effectiveness. Spell 10 3 File:Monk Soothe Spirits.png
Spirit Rush You may use three more actions this turn. These actions do not cost stamina, but you may not use class abilities twice. Spell
?
N/A 3 File:Monk Spirit Rush.png

Powers

Monk Training:

  • Spiritual Meditation: Monks can choose to meditate for a time. This will allow them to awaken their inner power at once. The power is then suppressed once more, leaving the host weakened from utilizing the various abilities at their disposal.
    • Paralysis Inducement: Due to the Monks meditating, they remain in a seated position, unable to move on their own will. Their allies may move them, but if the Monk it attacked, they will be awakened prematurely.
    • Inner Power: Once the Monks awaken from their meditation, they can release all their power at once. The result of release this power will often turn the tide of any battle, but will leave the Monk exhausted from the sudden burst of energy once it recedes. It is known that the longer the Monk retains their meditation stance, the more powerful they will be once they awaken.
  • Cloud Creation: Monks can create a “Nimbus Familiar” from the spirit of a deceased companion. This Nimbus will then assist the Monk who summoned it and will have a natural mental connection between them.
    • Mental Link: The Monk has a mental connection to the Nimbus, in which if the Monk wishes it to appear in a certain location or do a certain action, the Nimbus will take part.
  • Earth Generation: Monks can summon large “Force Pillars” from the earth itself. The pillars can actually push targets away or even appear from underwater.
  • Emotion Negation: By using the spell “Sooth Spirits,” Monks can remove a negative emotion from a target. Should the spell be successful, the target is unable to feel the chosen emotion for a day. If the spell is critical, however, the target will unable to feel the chosen emotion for an extremely lengthy period of time.
  • Multiple Strikes: By performing the technique known as “Shift Style Punch,” Monks strike a target multiple times so long as they do not fail to punch. They can even use the speed of these punches to propel themselves forward, potentially switching targets during the midst of the technique.

Notable Monks

Thanks