Shintar Monk Abilities Explanations (Adventurer - Levels 24-26):

 

1st Black Belt (Center yourself within the maelstrome of chaos)

 

Defense Mastery (Quickened)

Focus (Redirection)

Leading Mind

Weapon Mastery (Snatch Hurled Weapon)

 

 

Defense Mastery (Quickened) (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: 18

 

+5 added to initiatives (+1 per scroll memorized after learning this ability).

 

Maximum initiative: +50

 

Note:

Defense Mastery is not considered if you are surprised.

 

Value: 18,000 W.G.

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

 

Bonus on all % rolls that deal with Coordination.

 

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: 14

 

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

 

Ability-points to invoke:

None. This is a passive ability, and is always in effect IF you are aware of an incoming attack or situation.

Area of Effect:

Shintar Monk only.

Avoidance-Roll:

None.

Damage:

None.

Duration:

This is a passive ability, and is always in effect IF you are aware of an incoming attack or situation.

 

See: "Ability-points to invoke".

Effect Time:

Instant.

Explanation:

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You will gain +1 on all % rolls that deal with Coordination per 3 levels advanced.

 

See: "Susceptibilities".

Hand Movement:

None.

Healing:

Not applicable.

Immunities:

Not applicable.

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

Self only.

Resting Time:

None.

Special:

None.

Susceptibilities:

You cannot use this coordination bonus for surprise situations and attacks (discretion of the GM).

Value:

14,000 white-gold

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Leading Mind (Adventurer Ability (levels 6+) Return to top

 

Throw your opponent without making physical contact.

 

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: 40

 

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

 

Ability-points to invoke:

None. This is a passive ability, and is always in effect IF you are aware of an incoming attack or situation.

Area of Effect:

1 space (5') out in all directions per 20 levels advanced.

Avoidance-Roll:

See: “Explanation”

Damage:

1-D10 per 2 levels advanced (+ 1-D10 per 3 scrolls memorized after learning this ability).

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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To preform this incredible technique, you must accomplish the following:

 

1. Win initiative against all opponent in the “Area of Effect”.

 

2. Pit your mental-strength against all opponents who lose initiative against you (single roll check).

 

Those whom you win against will be thrown 1 space (5') per 10 levels advanced. The direction of the throw will be up to the Shintar Monk.

Hand Movement:

The usage of hands is vital with this technique. In fact, the usage of your whole body led by your hands is vital. When this technique is preformed, you will enter in against your opponent making them all think that you are greeting them, invading their space, overwhelming them with an attack. Indeed this is the case, for an opponent that ignores Leading Mind as an attack is likely to be struck.

Healing:

None.

Immunities:

Mindless, non-sentient, creatures are not effected by the power of this technique.

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

See: “Area of Effect”

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

40,000 white-gold

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

 

Modification-Points to invoke: 3 (per hurled projectile you attempt to Snatch).

 

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: 14

 

When you parry a hurled weapon, if you can successfully make a "Dexterity Check" (dexterity = the % chance), you will catch it.  If you fail, you will be struck (as normal).

 

You will gain a +1 bonus to succeed the Dexterity Check per 3 scrolls memorized after learning this ability.

 

Maximum Dexterity Check chance: +25

 

Value: 14,000 W.G.

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