Monk: Difference between revisions

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The '''Monk''' is a playable [[class]] prominently seen in the first campaign, the [[Nuren Campaign]].  They use a verity of tactics focusing on harnessing the power from deep within themselves.  
The '''Monk''' is a playable [[class]] prominently seen in the first campaign, the [[Nuren Campaign]].  They use a variety of tactics focusing on harnessing the power from deep within themselves.  


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==Abilities==
==Abilities==
{{Class Card Sheet
{{Class Card Sheet
|name1=Force Pillar
|name1=Starting Gear and Passives
|desc1=Using your inner spirit, 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 you summon this pillar may attempt to roll away or take 3 damage.
|desc1=Monks start with a [[Bo Staff]] or [[Fistwraps]]. Monks start with 1000 gold. All monks have a Nimbus Familiar. Your nimbus must represent someone in your life who has passed on and cannot be damaged in any way. Once per round, your Nimbus may intervene an attack by moving an ally 1 space.
|spe1=Yes
|sta1=+7
|ran1=10
|img1=File:Monk_Starting_Gear_and_Passives.png
|rad1=2
|name2=Force Pillar
|int1=Yes
|desc2=Using your inner spirit, bend the earth in an area to summon a square pillar out of the ground, walls, or ceiling creating an immovable wall of earth. Targets in the space you summon this pillar may attempt to roll away or take 3 damage.
|sta1=3
|spe2=Yes
|img1=File:Monk_Force_Pillar.png
|ran2=10
|name2=Nimbus Familiar
|rad2=2
|desc2=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.
|int2=Yes
|int2=Yes
|npc2=Yes
|lim2=Round
|lim2=Combat
|sta2=3
|sta2=0
|img2=File:Monk_Force_Pillar.png
|img2=File:Monk_Nimbus_Familiar.png
|name3=Serenity
|name3=Shift Style Punch
|desc3=You and all adjacent allies are protected in a magical barrier that makes it so others will look at you as if your skin is made of a mirror and all damage reduced to 1.
|desc3=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.
|mel3=Yes
|sta3=3
|sta3=3
|img3=File:Monk_Shift_Style_Punch.png
|spe3=Yes
|ran3=Yes
|int3=Yes
|lim3=Combat
|img3=File:Monk_Serenity.png
|name4=Soothe Spirits
|name4=Soothe Spirits
|desc4=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.
|desc4=Attempts to soothe the inner spirit of a target, reducing hatred, aggression, fear or an emotion of your choice. Some enemies can be removed from combat or made to join your party with proper use of this spell.
|spe4=Yes
|spe4=Yes
|ran4=10
|ran4=10
|lim4=Combat
|sta4=3
|sta4=3
|img4=File:Monk_Soothe_Spirits.png
|img4=File:Monk_Soothe_Spirits.png
|name5=Spirit Rush
|name5=Spirit Rush
|desc5=You may use three more actions this turn. These actions do not cost stamina, but you may not use class abilities twice.
|desc5=You may use three more actions this turn. These bonus actions do not cost stamina. Your other class skills that are limited are not limited this turn.
|spe5=Yes
|lim5=Combat
|lim5=Combat
|sta5=3
|sta5=3
|img5=File:Monk_Spirit_Rush.png
|img5=File:Monk_Spirit_Rush.png
|name6=Starting Gear and Passives
|name6=Windwalk
|desc6=Monks start with a Bo staff or Fistwraps, and 1000 gold. All monks have a Nimbus Familiar. Your nimbus represents someone in your life who has passed away and cannot be damaged in any way. Once per round, your Nimbus may intervene an attack by moving an ally 1 space
|desc6=Transform into a nimbus and travel at great speeds to move up to 5 spaces. Each space you move through leaves a fog that lasts until the start of your turn that makes it hard to see or move through for everyone other than you and your allies.
|sta6=+7
|sta6=3
|spe6=Yes
|int6=Yes
|lim6=Round
|img6=File:Monk_Windwalk.png
}}
 
== Former Abilities ==
These abilites are either retired, or removed because of special circumstances.
{{Class Card Sheet
|name1=Nimbus Familiar
|desc1=Summon forth a Nimbus Familiar to your side. Your nimbus cannot be damaged in any way. 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.
|int1=Yes
|npc1=Yes
|lim1=Combat
|sta1=3
|img1=File:Monk_Nimbus_Familiar.png
|name2=Shift Style Punch
|desc2=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.
|mel2=Yes
|sta2=3
|img2=File:Monk_Shift_Style_Punch.png
}}
}}



Revision as of 21:41, 5 August 2015

The Monk is a playable class prominently seen in the first campaign, the Nuren Campaign. They use a variety of tactics focusing on harnessing the power from deep within themselves.

Abilities

Name / Description Stamina Cost Image
Starting Gear and Passives +7
File:Monk Starting Gear and Passives.png
Monks start with a Bo Staff or Fistwraps. Monks start with 1000 gold. All monks have a Nimbus Familiar. Your nimbus must represent someone in your life who has passed on and cannot be damaged in any way. Once per round, your Nimbus may intervene an attack by moving an ally 1 space.
Force Pillar Yes 10 2 Yes Round 3
File:Monk Force Pillar.png
Using your inner spirit, bend the earth in an area to summon a square pillar out of the ground, walls, or ceiling creating an immovable wall of earth. Targets in the space you summon this pillar may attempt to roll away or take 3 damage.
Serenity Yes Yes Yes Combat 3
File:Monk Serenity.png
You and all adjacent allies are protected in a magical barrier that makes it so others will look at you as if your skin is made of a mirror and all damage reduced to 1.
Soothe Spirits Yes 10 Combat 3
File:Monk Soothe Spirits.png
Attempts to soothe the inner spirit of a target, reducing hatred, aggression, fear or an emotion of your choice. Some enemies can be removed from combat or made to join your party with proper use of this spell.
Spirit Rush Combat 3
File:Monk Spirit Rush.png
You may use three more actions this turn. These bonus actions do not cost stamina. Your other class skills that are limited are not limited this turn.
Windwalk Yes Yes Round 3
File:Monk Windwalk.png
Transform into a nimbus and travel at great speeds to move up to 5 spaces. Each space you move through leaves a fog that lasts until the start of your turn that makes it hard to see or move through for everyone other than you and your allies.

Former Abilities

These abilites are either retired, or removed because of special circumstances.

Name / Description Stamina Cost Image
Nimbus Familiar Yes Combat 3
File:Monk Nimbus Familiar.png
Summon forth a Nimbus Familiar to your side. Your nimbus cannot be damaged in any way. 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.
Shift Style Punch Yes 3
File:Monk Shift Style Punch.png
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.

Notable Monks