Shintar Monk Abilities Explanations (Adventurer - Levels 15-17):

 

1st Brown (Dance with your foes)

 

Defense Mastery (Seiza - Live-Foot)

Focus (Meditation)

Shiho Nage

Weapon Mastery (Staff, Short)

 

 

Defense Mastery (Seiza - Live-Foot) (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

 

Seiza is a position of kneeling.

When you kneel, you will keep your toes curled under your feet - thus live-foot; ready for action.

When in this position, you can meditate on being rooted to the earth, even during combat.

You may perform Shiko and stay in the Seiza - Live-Foot position.

 

While in Seiza - Live-Foot, the following will be in effect:

+1 added to % dice-rolls (+1 per 3 levels advanced (+1 per scroll memorized after learning this ability) for avoidance-rolls vs. "Strength" and/or "Coordination".  This bonus will also be calculated when pitting "Strength vs. Strength", and "Coordination vs. Coordination".

 

This ability is used to stop a foe, or foes, from overwhelming, unbalancing, forcing you back, or lifting you.

 

Value: 8,000 W.G.

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Focus (Meditation) (Adventurer Ability (levels 6+) Return to top

 

Gain a bonus on defensive rolls.

 

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.

Area of Effect:

Shintar Monk only.

Avoidance-Roll:

Yes: You must make a successful avoidance-roll vs. "Mental-Strength" for Focus (Meditation) to come into effect.

Damage:

None.

Duration:

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

Effect Time:

Instant.

Explanation:

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After succeeding the "Avoidance-Roll", you will gain a +1 on all defensive % roll check and avoidance-rolls (+1 per 7 levels advanced).

 

Note:

You will also gain a +1 on all defensive % roll check and avoidance-rolls per scroll memorized after learning this ability.

Hand Movement:

Bring the hands together in praying fashion.

Healing:

Not applicable.

Immunities:

None.

Invoke time:

1 turn (5 seconds).

Maximum Adjustment:

+25 bonus.

Notes:

None.

Range:

Self only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

10,000 white-gold

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

 

Shiho Nage means "death throw".

 

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.

 

Ability-points to invoke:

Passive ability that is always in effect.

Area of Effect:

One foe.

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).

 

Special:

If 70%+ damage is infliced, it will force a fall, which will be rolled on the "Combat, Chance of falling during".  The player playing the Shintar Monk will be able to sway the % dice-roll result as follows:

 

Level of the Shintar Monk:

18-21: 1

22-25: 2

26-29: 3

30-33: 4

34-37: 5

38-41: 6

42-45: 7

46-49: 8

50-53: 9

54-57: 10

58-61: 11

62-65: 12

66+:    13

 

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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When a foe strikes, the Shintar Monk will use both hands to guide the strike into a lower position. Then stepping beside the attacker the monk brings both hands to his or her forehead and spins, turning to a position as if the monk is walking past his or her attacker.

 

Shiho Nage means death throw. The Shintar Monk can indicate whether he or she wishes it to be a death throw, or merely a damaging throw before performing the technique (it is up to the player, and must be stated prior to completing the technique -- or it will be a full shiho nage).

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 smaller, or larger, than the Shintar Monk.

Invoke time:

Instant. See: “Avoidance-roll”

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch. One foe.

Resting Time:

None.

Special:

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

 

Special:

If 70%+ damage is infliced, it will force a fall, which will be rolled on the "Combat, Chance of falling during".  The player playing the Shintar Monk will be able to sway the % dice-roll result as follows:

 

Level of the Shintar Monk:

18-21: 1

22-25: 2

26-29: 3

30-33: 4

34-37: 5

38-41: 6

42-45: 7

46-49: 8

50-53: 9

54-57: 10

58-61: 11

62-65: 12

66+:    13

 

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:

Staff, Short

 

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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