Shintar Monk Abilities Explanations (Adventurer - Levels 12-14):

 

2nd Green (expand your universe)

 

Defense Mastery (Blind Defense)

Focus (Intimidation-Immunity)

Koshi Nage

Weapon Mastery (Tonto)

 

 

Defense Mastery (Blind Defense) (Adventurer Ability (levels 6+) Return to top

 

You will automatically have this Defense Mastery if you started this class at the creation of your character.  If you started this class after leveling, the MPC is: 8

 

When blinded, an avoidance-roll vs. "Faith" can be attempted each turn. Each turn in which this avoidance-roll is successful, all blinding effects will be only at 10% (rounded down). If damage to the head exceeds 50%, this ability will not work.

 

Blind Defense must be invoked, using ability-points every turn.

 

Ability-Points to invoke: 4

Duration: 1 turn

 

Defense Mastery is not considered if you are surprised.

 

Value: 8,000 W.G.

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Focus (Intimidation-Immunity) (Adventurer Ability (levels 6+) Return to top

 

Gain the inner strength to become immune to intimidation effects.

 

Modification-Point Cost (M.P.C.): None. You will automatically have this ability if you started this class at the creation of your character.  If you started this class after leveling, the MPC is: 10

 

Prerequisites --------------------------- : Shintar Monk.

 

Ability-points to invoke:

None. This is a passive ability, and is always in effect IF you are in an independent state of mind (i.e., you are not under the control of a substance, spell, or an ability that dulls or controls your mind).

Area of Effect:

Shintar Monk only.

Avoidance-Roll:

Yes: Pit your Mental-Strength vs. the Mental-Strength of your foe (race to 4) to become immune to intimidation effects.

Damage:

None.

Duration:

1-D6 turns (+ 1-D6 turns per scroll memorized after learning this ability).

Effect Time:

Instant.

Explanation:

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When a foe, or some force, attempts to intimidate you, if you make the successful "Avoidance-Roll", you will become immune to intimidation effects for the "Duration".

Hand Movement:

None.

Healing:

Not applicable.

Immunities:

See: "Ability-points to invoke".

Invoke time:

Instant. This ability is always in effect.

 

See: "Ability-points to invoke".

Maximum Adjustment:

None.

Notes:

None.

Range:

Self only.

Resting Time:

None.

Special:

None.

Susceptibilities:

See: "Ability-points to invoke".

Value:

10,000 white-gold

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Koshi Nage (Adventurer Ability (levels 6+) Return to top

 

Throw your opponent hard to the ground.

 

Modification-Point Cost (M.P.C.): None. You will automatically have this ability if you started this class at the creation of your character.  If you started this class after leveling, the MPC is: 12

 

Prerequisites --------------------------- : Shintar Monk Seeker Abilities: "Back-roll" and "Front-roll".

 

Ability-points to invoke:

Passive ability that is always in effect.  See: "Avoidance-Roll".

Area of Effect:

Monk only.

Avoidance-Roll:

Yes: You must match, or win, an initiative roll with your attacker.

Also: You must make a successful avoidance-roll vs. "Coordination" and "Dexterity".

Damage:

1-D6 (+1-D6 per 3 levels advanced (+1-D6 damage per scroll memorized after learning this ability).

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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When an opponent attacks you, if you are successful at the "Avoidance-Roll", you will step up beside him or her, placing your feet together.  As you do this, you will guide your foe over the fulcrum of your hip. Your foe will strike the ground hard, sustaining damage (See: "Damage").

 

See: "Immunities".

Hand Movement:

Yes. The hands are used, not to guide your foe into an off balanced position, and then deliver the speed and impact of the technique.

Healing:

None.

Immunities:

This technique cannot be used on a foe that is x3, or larger, than yourself.

Invoke time:

Instant. See: “Avoidance-roll”

Maximum Adjustment:

None.

Notes:

None.

Range:

One foe.

Resting Time:

None.

Special:

When maximum damage is caused, your foe will roll on the "Combat, Chance of falling during".

Susceptibilities:

An intoxicated (or the like) foe must roll on the "Combat, Chance of falling during" if 50%+ damage is inflicted.

Value:

12,000 white-gold

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Weapon Mastery (Adventurer Ability (levels 6+) Return to top

 

You will automatically have this Weapon Mastery if you started this class at the creation of your character.  If you started this class after leveling, the MPC is: 6

 

In the hands of the Shintar Monk, the chance to parry attacks will be increased:

Tonto

 

Bonus to parry:

+1 per 7 levels advanced.

 

At levels:   Parry bonus:

0 to 7 ---- : +1

8 to 14 -- : +2

15 to 21 - : +3

22 to 28 - : +4

29 to 35 - : +5

Etc.

 

Note:

Because you are a Shintar Monk, you do NOT need to expend the 1 modification-point to be proficient with this weapon.

 

Value: 6,000 W.G.

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