Template: Monk (Tier 3)
Body: 50
Mind: 10
Spirit: 30
Hit Points (HP): 70
Pleasure to Orgasm (PP): 50
Spirit Energy (EP): 90
Speed: 22
Dodge: 45
Armor: 6
Resistance: 25
Perception: 30
Stealth: 22
Grapple: 50
Pain Resistant
Perceptive
Massive Energy Pool
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Monster Name: Human Monk
Monster Type: Human
Monster Class: Warrior
Differences from Base Creature: +22 dodge (67) +2 AV (6)
Talents:
Spirit Warrior
Unarmed Fighter
Hard to Hit
Skill with Unarmed attacks
Flaws:
Honorable
Open Soul
Mutations:
Skills:
Defensive Grappler (Activated) – When the character is in a grapple, they can forsake any other actions in order to make an unarmed attack against any creatures that are grappling them. This attack is treated as though the character was not grappled, but takes a -4 penalty to attack rolls and damage for each hostile creature participating in the grapple beyond the first. Requires Unarmed Fighter.
Stunning Blow (Activated) – The character can take a -8 penalty to their attack rolls and damage, but if they hit their target must win a Resistance check against them or be Stunned. Requires Unarmed Fighter.
Trip (Activated) – The character can choose not do damage on a successful attack, and instead force the creature they’re attacking to make a Resistance check against them. If the creature loses this check, they are knocked prone. Against opponents who are Stunned, an attack made with this skill automatically hits, deals damage as normal, and the target automatically loses the Resistance check. Requires Unarmed Fighter.
Shattering Blow (Activated) – The character can choose to take a -10 penalty to their attack rolls and damage, and in exchange, any attacks that hit deal double damage. The damage is multiplied after the penalty is subtracted. Requires Unarmed Fighter.
Disarm (Activated) – The character can forsake the damage done by their attack to instead disarm their opponent. A creature wielding a weapon that is hit by this attack loses any weapon they are holding unless they win a Resistance check against the character, and must take a turn to retrieve it if they want to continue using it. Requires Duelist OR Unarmed Fighter.
Flurry of Blows (Activated) – The character can strike repeatedly against the same target. They may take up to 4 additional attacks, but for each attack beyond the first the character takes a -8 penalty to attack rolls and a -5 penalty to damage for all attacks that round. The same penalties apply to each attack. Requires Unarmed Fighter.
Disarm (Activated) – The character can forsake the damage done by their attack to instead disarm their opponent. A creature wielding a weapon that is hit by this attack loses any weapon they are holding unless they win a Resistance check against the character, and must take a turn to retrieve it if they want to continue using it. Requires Duelist OR Unarmed Fighter.
Knight (Passive) – The character gets a +2 bonus to AV, Dodge, all attacks rolls, and damage rolls for all melee attacks. Requires: Honorable.
Base Casting:
Favored Elements:
Spirit Ceiling: 18
Powers: 3
Instant Transmission
The character can teleport themselves and anyone they are in contact with to any location that they have been previously, or can see from where they are.
-If out of combat, the character pays 6 EP, and teleports to any location that they have previously been to or can see from their current position.
-If in combat, the character pays X EP and teleports to any location up to 15X feet away from where they currently are. The space they enter must be empty and visible to them.
Battle Aura
The character begins to glow as power surges through their body, granting them heightened strength and speed temporarily.
-The character pays X EP. In addition, they must pay X - 2 EP upkeep every round.
-The character gets a bonus to attack rolls, melee damage, Speed and Dodge equal to 3X, as well as a +X bonus to Resistance.
-In addition, the character cannot attempt to make any Stealth checks so long as this Power is active.
Energy Blade
The character conjures a sword formed of pure energy attached to their arm.
-The character pays 1 + X EP. In addition, they must pay 1 EP upkeep every round.
-The blade can be of any color or shape that the character desires, and can range from 1-3 feet in length. Attacks with the blade deal ((2d4 + 1) * X) + Spirit/4 damage that ignores armor.
-The character can attack in the same turn that this power is activated, but only using this power. If the character has the Duelist Talent, they can use this power as their weapon. If the character has the Two Weapon Fighting Talent, this power can be used as one (or both if they conjure two) of their weapons. If the character has the Unarmed Fighter Talent, this power counts as unarmed even if it is used to attack rather than that character's unarmed attack. The weapon conjured by this power counts as a sword (any of the three kinds depending on how the player describes it,) and gets the attack bonus if the character has the Skill with X Talent.
Succubus Powers:
Inventory:
Unarmed Attacks. +64 D8+29
Description: