Shintar Monk Abilities Explanations (Adventurer - Levels 9-11):

 

1st Green (seek to become the center of the universe)

 

Break-Fall

Defense Mastery (Stop Fall)

Focus (Dexterity)

Weapon Mastery (Quarter Staff)

 

 

Break-Fall (Adventurer Ability (levels 6+) Return to top

 

When being slammed to the ground, this Break-fall ability will reduce damages and enable you to continue defensive
moves without penalties for falling.

 

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: 8

 

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”.

Damage:

Not applicable / None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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When an opponent attempts to damage you by throwing you to the ground, instead of resisting, you will allow it, slapping the ground when you land. This slap must be synchronized with the landing of your body to the earth, dispersing, sometimes nullifying, damages caused by the impact.

 

Also:

If successful, you can also remain defensive and able to preform a counter technique.

 

When Break-fall is preformed successfully, physical damage taken will be negated by 1-D6 per level (+1-D6 per 3 scrolls memorized after learning this ability).

 

When Break-fall is preformed successfully, if you can win an initiative roll, you may continue attempting defensive maneuvers against your opponent unless damage has occurred that exceeds your constitution score.

Hand Movement:

Yes. The hands are used, not to stop your fall, but to hang onto your opponent in a manner that slows your fall and keep you inside the safest part of the throw (the closer you are to your opponent when being thrown, the less force of the fall you will be impacted with). The other hand will slap the ground as your body lands in a relaxed manner, thus helping to disperse damage that would otherwise be inflicted upon you.

Healing:

None.

Immunities:

None.

Invoke time:

Instant. See: “Avoidance-roll”

Maximum Adjustment:

None.

Notes:

None.

Range:

Self only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

8,000 white-gold

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Defense Mastery (Stop Fall) (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

 

A successful avoidance-roll vs. "Awareness" and "Coordination" will cut the distance you are thrown by 50% (rounded down).

 

Note:

Defense Mastery is not considered if you are surprised.

 

Value: 8,000 W.G.

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

 

Bonus on all % rolls that deal with Dexterity.

 

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 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.

 

As: "Ability-points to invoke".

Effect Time:

Instant.

Explanation:

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You will gain +1 on all % rolls that deal with Dexterity 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 dexterity bonus for surprise situations and attacks (discretion of the GM).

Value:

10,000 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, Quarter

 

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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