The Monk Class

The Monk
Monks are dedicated proponents of a path of study, or “Way”. They believe in a higher power and work to follow that powers path to achieve balance throughout the universe. That doesn’t mean you are a simple healer, relegated to back row duties as you chant to your God. The monk is a master of communication as well, and can learn martial arts to decimate their enemies…Whatever it takes to remain on his/her path.

Monks contribute communication and translation services to the Time Machine.

Major Stat: WIL Minor Stat: INT, PER

=== ·        Holy === o The Holy Monk is mostly focused on healing and providing resistances to various elements to the party.

=== ·        Power === o The Monk that follows the path of Power is a master at martial arts and is a formidable opponent, armed or not.

=== ·        Harmony === o The path of harmony allows the monk to both provide offensive and healing powers. They are also focused on communication.

Time Machine Translation
The Monk “blesses” the craft to be able to translate all incoming and outgoing transmissions from the ship to be understood by all within range of the transmission. This is a single point talent Min Attribute INT 70, WILL 80 Counter:  Spell Prerequisite Skill: None Cast Time: 5 Rounds Range: Touch

Path of the Patrician
The monk believes that the universe is guided by an omniscient entity that is peaceful in nature, but understands that in order for good to exist, there must be evil. This path offers a permanent +2 to INT, WIL and PER and a -2 to STR. They may also call upon Blessing if the God once per 24 Earth Hours

==== Blessing of the God ==== Each party member is given a +2 to their major and minor stats for 4 Earth hours. This does not persist through death. Caster must be level 7

Daze
The monk stuns the target, giving a -5 to hit penalty for 2 rounds. Each point gives -2 to hit and 1 more round Min Attribute: WIL 50 Counter:  Spell Prerequisite Skill: None Cast Time: instant Range: 6’ MP: 5

=== Cure Minor Wounds === The monk calls on the powers of the universe to cure a wound for 1-10 points. Each point gives a +5 to total damage healed. Takes 1 round to cast Min Attribute: WILL 55 Counter: Spell Prerequisite Skill: None Cast Time: instant Range: Touch MP: 5

Regeneration
The player is able to regenerate limbs. One limb per cast. ''1pt. 36 Earth hours for full regeneration 2pt. 24 Earth hours 3pt. 12 Earth hours 4pt. 4 Earth Hours'' Min Attribute: WIL 55, INT 55 Counter:  Spell Prerequisite Skill: None Cast Time: instant Range: 6’ MP: 5

Bless
The monk can bless an individual to increase To Hit by 5 and damage by 2 for 5 rounds. Each point adds 2 to the amount of To Hit bonus and increases duration by 1 round Min Attribute:  WIL 55 Counter:  Spell Prerequisite Skill: None Cast Time: instant Range: 6’ MP: 5

=== Acid Resistance === The monk has been can bless an individual to increase acid resistance, adding a +5 to AR against acid attacks. Each point spent adds 5 to the amount of AR bonus Min Attribute:  INT 50, WIL 55 Counter:  Spell Prerequisite Skill: None Cast Time: 1 Round Range: Touch MP: 5

Cure Major Wounds
The monk can cure major wounds, including stopping bleeds for 2-20 points. Each point gives a +5 to total damage healed. Takes 1 round to cast Min Attribute: WILL 55 Counter: Spell Prerequisite Skill: None Cast Time: instant Range: Touch MP: 5

Detect Lie
The monk can detect if someone is not being truthful. Each point gives a 5% bonus on the perception check Min Attribute: WIL 55 Counter:  PER skill roll Prerequisite Skill: None Cast Time: instant Range: 6’ MP: 5

=== Electricity Resistance === The monk has been can bless an individual to increase electric resistance, adding a -5 to AR against electricity-based attacks. Each point spent adds 5 to the amount of AR bonus Min Attribute:  INT 55, WIL 60 Counter:  Spell Prerequisite Skill: None Cast Time: 1 Round Range: Touch MP: 5

=== Dispel Illusion === The monk can see through any simple illusions. This is a single point talent Min Attribute: WIL 60, PER 55 Counter:  PER skill roll Prerequisite Skill: None Cast Time: instant Range: 10’ MP: 5

=== Fire Resistance === The monk has been can bless an individual to increase fire resistance, adding a +5 to AR against fire attacks. Each point spent adds 5 to the amount of AR bonus Min Attribute:  INT 55, WIL 65 Counter:  Spell Prerequisite Skill: None Cast Time: 1 Round Range: Touch MP: 5

=== Cold Resistance === The monk has been can bless an individual to increase cold and frost resistance, adding a +5 to AR against cold attacks. Each point spent adds 5 to the amount of AR bonus Min Attribute:  INT 60, WIL 65 Counter:  Spell Prerequisite Skill: None Cast Time: 1 Round Range: Touch MP: 5

=== Power Resistance === The monk has been can bless an individual to increase power-based resistance, adding a +5 to AR against power attacks, such as lasers (light-based) and plasma weapons Each point spent adds 5 to the amount of AR bonus Min Attribute:  INT 65, WIL 65 Counter:  Spell Prerequisite Skill: None Cast Time: 1 Round Range: Touch MP: 5

Remove Curse
The monk is able to cure any curses on a being. This is a single point talent that takes 1 round to cast. Min Attribute: INT 65, WILL 65 Counter: Spell and Successful WIL roll from patient Prerequisite Skill: None Cast Time: 1 Round Range: Touch MP: 5

Remove Paralysis
The monk is able to cure any paralysis on a being. This is a single point talent. Min Attribute: INT 65, WILL 70 Counter: Spell Prerequisite Skill: None Cast Time: 1 Round Range: Touch MP: 5

Iron Fist
The monk can harden their hands with the force of the universe, adding +5 to all damage when unarmed. The effect lasts 5 rounds. Each point spent increases damage and duration by 2. Min Attribute WIL 55 Counter:  Spell Prerequisite Skill: None Cast Time: 1 Round MP: 5

=== Bestow Curse === The monk can bestow one of 2 curses upon a target: Curse of Spirit: lowers WIL, PER, INT by -3 for 3 rounds Curse of Body: lowers STR, CON, AGI by 3 for 3 rounds. Only one curse may be active at a time. Each point increases the duration and penalty by 1. Takes 1 round to cast

Min Attribute: INT 55, WIL 55 Counter:  Spell Prerequisite Skill: Faith Cast Time: 2 Rounds Range: 12’ MP: 15

Iron Flesh
The monk can harden their skin with the force of the universe, adding +2 to AR when wearing cloth armor. The effect lasts 2 rounds. Each point spent increases AR and duration by 1. Min Attribute WIL 60 Counter:  Spell Prerequisite Skill: Iron Fist Cast Time: 1 Round MP: 10

Martial Arts Mastery
The monk has mastered a set of martial arts, allowing them to perform kicks, punches and defensive moves. This gives them a +2 to damage and +1 to AR when fighting unarmed or with a staff or one-handed weapon. Each point adds 1 to the amount of bonus for To Hit and Damage Min Attribute WIL 60, INT 60, PER 55 Counter:  N/A Prerequisite Skill: Boxing

Crippling Strike
The monk can hamstring a victim, crippling them and reducing their to hit and movement speeds. Each point reduces movement by 4’/turn as well as giving a -5 to hit penalty. If the opponent is using a melee weapon, then suffer a -1 to their damage rolls as well. Min Attribute: WIL 60, PER 60 Counter:  NA Prerequisite Skill: None Cast Time: instant MP: 5

Iron Heart
the monk can boost their or a targets HP by 5 points. The effect lasts 5 rounds. Each point spent increases HP bonus by 5 and duration by 2. Note: when times out, HP return to normal. Min Attribute WIL 60, CON 50 Counter:  Spell Prerequisite Skill: Iron Flesh Cast Time: 1 Round Range: Touch MP: 15

Flying Kick
The monk can use this move to kick an opponent from up to 15’ away causing 2-20 points of damage. Each point spent increases distance by 3’, To Hit by 2 and damage by 5. Min Attribute WIL 65, PER 60 Counter:  Melee Prerequisite Skill: Martial Arts Cast Time: 1 Round MP: 10

Fear
This spell causes the target to run in fear for 3 rounds. Each point adds 2 more rounds and reduces targets WIL save by 5 Min Attribute: WIL 70 Counter:  Spell and vs. Targets Will Prerequisite Skill: None Cast Time: 1 Round Range: 6’ MP: 10

Sleep
This spell puts the target to sleep for 2 rounds. Each point adds 1 more round and reduces targets WIL save by 5 Min Attribute: WIL 70 Counter:  Spell and vs. Targets Will Prerequisite Skill: Daze Cast Time: instant Range: 6’ MP: 10

Nonlethal Force
The monk has been trained in restraint and the use of non-lethal weapons like pepper spray. This skill gives a +5 To Hit and STR bonus when trying to restrain or knock out an opponent, and a -5 to all damage when using this ability. To restrain, physically, the monk must use this skill, then roll a To Hit, then restrain roll with monks STR vs. targets STR. (with bonus). Use of non-lethal weapons provides individual bonuses. Each point increases the STR and To Hit bonus by 5. Min Attribute INT 65, PER 65 Counter:  N/A Prerequisite Skill: None Cast Time: 1 round Range: Touch MP: 5

Blindsight
The monk has the ability to place a blindfold across their eyes and remove their vision in order to see the world through their clear mind. In doing so, they gain a +2 To Hit, + 2 to PER, and +2 to AGI This is single point talent. Min Attribute AGI 55, PER 70, WIL 70 Counter:  N/A Prerequisite Skill: ''Requires 4 points in Flying Kick. ''Cast Time: 2 Rounds MP: 15

Aid
The monk can increase theirs or another’s attribute (Players choice, except LUC) by 5 for 5 rounds. Each point adds 5 to the amount of bonus and increases duration by 1 round Min Attribute:  WIL 55, a score of 50+ in chosen stat Counter:  Spell Prerequisite Skill: None Cast Time: 1 Round Range: Touch MP: 10

Force Push
The Monk can push the ether itself into a whooshing blow that causes 1d6 damage and causes an AGI roll on the target against getting knocked down for 1 round Each point adds a +2 to damage dealt. Min Attribute:  WIL 55 Counter:  Spell Prerequisite Skill: None Cast Time: 1 Round Range: 10’ MP: 10

Neutralize Poison
The monk is able to remove all poisons from a being’s system, or nullify the toxins in a potion. When the monk first gets this talent they can neutralize Level 1 and 2 poisons, each point thereafter allows the monk to work with 1 level higher. Takes 1 round to cast Min Attribute: INT 55, WILL 55 Counter: Spell and Successful CON roll from patient Prerequisite Skill: None Cast Time: 1 round Range: Touch MP: 5

=== Treat Disease === The player is able to call on the universe to remove a single disease from a victim. This is a single point talent Min Attribute: WIL 60, INT 55 Counter:  Spell and Successful WIL roll from patient Prerequisite Skill: None Cast Time: 1 Round Range: Touch MP: 15

=== Animate Dead === The monk can create an Animus from a corpse that will last and follow the monk’s orders for 5 rounds. The corpse will operate at 50% of all of the stats it possessed while living. Each point adds 2 rounds to the time and removes 5% from the stat penalty. Min Attribute: INT 60, WIL 65. Counter:  Spell / Targets WIL – 10% Prerequisite Skill: ''Requires 4 points in Regeneration. ''Cast Time: 2 Rounds Range: Touch MP: 15

Far-See
This allows the monk to meditate and see into the distance upon coming out of the meditation. The average person can see 16 miles, flat, on a clear day. This allows the monk to see 16 miles in light fog, rain, snow and through small hills. Each point adds 2 miles to the distance. Min Attribute: WIL 65 Counter:  Spell Prerequisite Skill: None Cast Time: 2 Rounds MP: 15

=== Rebuke Undead/Demon === The monk can chastise undead beings causing them to run away for 3 turns. There is a chance that upon a successful rebuke, the abomination will be destroyed instead. The monk rolls a WIL for the spell; the creature rolls a physical damage (AR) to save. If the monk succeeds and the creature fails by 20% or more, they are destroyed. Each point reduces the creatures save roll by 2%. Min Attribute: WIL 65, PER 65 Counter:  Spell and targets AR Prerequisite Skill: Bless Cast Time: 1 Round Range: 10’ MP: 10

Sense Trap
The monk has developed sense for where people would put a trap, and seeking it out. Each point adds 5% to the PER roll Min Attribute: WIL 65, PER 70 Counter:  PER skill roll Prerequisite Skill: None Cast Time: instant Range: 10’

Sense Motive
This allows the monk to attempt to figure out what a person’s true intentions are. Each point gives a 5% bonus on the perception check Min Attribute: WIL 65, PER 70 Counter:  PER skill roll Prerequisite Skill: Detect Lie Cast Time: instant Range: 6’ MP: 10

Speak with Animals
The monk can communicate with complex, non-sentient animals, deciphering their speech Initial: Animals from home planet 2 Point: Animals from same galaxy 3 Points: Animals from same super cluster 4 Points: Any animal in the universe''' Min Attribute''' INT 70, PER 70 Counter:  Spell Prerequisite Skill: None Cast Time: instant Range: 12’ MP: 5

=== True Seeing === At this point, the world presents itself to the monk as it truly is. They can see through all types of illusion and masking, discern lies and judge intent of target. If they make a call to use true seeing, they can find secret doors and traps. Each point spent give a +5% to ANY perception rolls in addition to that specific skills bonus. Min Attribute: WIL 75, PER 75 Counter:  PER skill roll Prerequisite Skill: None Cast Time: 1 Round Range: 15’ MP: 10

Imprint Tattoo (Holy)
The monk can tattoo their own or another’s scalp with powerful runes. This rune will give a permanent bonus of +5 to INT, PER, and WIL and a +2 to CHA. Healing abilities will still hit for half, even on a miss This is a single point ability. Min Attribute INT 70, WIL 70 Counter:  N/A Prerequisite Skill: Requires 4 points in Iron Heart.

Imprint Tattoo (Power)
The monk can tattoo their own or another’s scalp with powerful runes. This rune will give a permanent bonus of +5 to STR, AGI, and CON and a +2 to AR. The monk is also able to move and strike in the same round. This is a single point ability. Min Attribute AGI 65, WIL 70 Counter:  N/A Prerequisite Skill: Requires 4 points in Iron Heart.

'NOTE: You can choose only one of the Imprint Tattoo abilities'

Speak to Dead
The monk can speak to a corpse that has been deceased for less than 8 hours to gather simple, short term memories. This is a single point talent Min Attribute: WIL 75, PER 70 Counter:  Spell Prerequisite Skill: None Cast Time: 2 Rounds Range: 8’ MP: 20

=== Zone of Truth === The monk creates an 8’ aura around them, where anyone stepping inside is force to tell the truth about whatever is directly asked of them. If they are directly asked a question, they must answer. This is a single point talent Min Attribute: WIL 75, PER 75 Counter:  Spell Prerequisite Skill: None Cast Time: 2 Rounds Range: 8’ MP: 20

Raise Dead
The monk can take a corpse that has been dead for less than 8 hours and raise them back to life with a WIL roll. The revived individual will be at half stats for 4 Earth hours. This can be used once every 24 hours. Min Attribute: WIL 80, INT 70 Counter:  WIL Prerequisite Skill: None Cast Time: 5 Rounds Range: Touch MP: 3

=== Monk Tables ===

Table 7: Cure Poison Difficulty