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=Pugil=
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=Monk=
  
Those who follow the arts of war and combat began not with a sword, but with a fist, shieldless and unarmored against predators of the world. The pugil is a sort of fighter that focuses on the simplest aspect of battle, refining it into a unique self-magic that manifests as superhuman but seemingly natural abilities.
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Fantasy literature's view of the "martial artist" has about as much to do with a real martial artist as its view of salamanders has to do with real salamanders. But let's face the facts: Monks are totally sweet. They flip out and kill people with their hands. A Monk does not practice any "real" martial art, we call those people "[[Fighter (3.5e Class)|Fighters]]" – a Monk practices an entirely magical martial art that only works in areas where badgers can talk and winged horses can fly.
  
Pugils are highly maneuverable, difficult to hit, and capable of changing what kind of fighter they are from one round to the next through their fighting styles.
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Every Monk follows a different martial path that involves jumping super high and having glowing things coming off of their hands when they perform their super moves. Some monks use weapons, but most just use their hands and feet to devastating effect. Some Monks shout the names of their techniques in battle to demoralize their opponents, others stay aloof and silent during even the toughest of challenges.  
  
===Making a Pugil===
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===Making a Monk===
  
'''Abilities:''' As a class that focuses on combat, Strength and Constitution are always useful. However, the primary ability scores for a pugil are either Dexterity or Wisdom, which are functionally of equal value.
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Monks are a combat class. They're meant to be good in combat and have a high [[Yagura:SRD:Base Attack Bonus|Base Attack Bonus]].
  
'''Races:''' The first pugils were humans, training in a secretive and isolated school. Eventually they branched out, starting schools in distant lands, but the majority of pugils remain human. The discipline and devotion of the training does not attract many halflings, and the concept of not wielding armor and weapons in combat seems pointless to dwarves. Elves and gnomes usually become pugils for very different reasons, the elves seeking self-perfection and the gnomes seeking merely to investigate the class to discover what is possible as a pugil. The discipline emphasizes physical strength as much as it emphasizes perceptiveness and inner strength, so some ogres are drawn to the life of a pugil.
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'''Abilities:''' You have a choice to crank either [[Yagura:SRD:Dexterity|Dexterity]] or [[Yagura:SRD:Wisdom|Wisdom]]; they'll both do the same thing for you. Aside from that, the Monk is a normal combat class.
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'''Races:''' Because the martial paths of a Monk embrace all manners of comportment, from Stoic Lawfulness to Boisterous Chaos, almost every sapient race has those who take up the monk's path. With its lack of emphasis on ranged weaponry, few of the slower races turn towards these magical combat styles, and [[Yagura:SRD:Halfling|halflings]] and [[Yagura:SRD:Dwarves|dwarves]] rarely become monks. The discipline emphasizes physical strength as much as it emphasizes perceptiveness and inner strength, so [[Yagura:SRD:Orc|orcs]] are as likely to become monks as kuo-toa are.
  
 
'''Starting Gold:''' 2d4×10 gp (50 gp).
 
'''Starting Gold:''' 2d4×10 gp (50 gp).
  
'''[[Yagura:SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[Yagura:SRD:Pugil|Pugil]].
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'''[[Yagura:SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[Yagura:SRD:Monk|Monk]].
  
 
{| class="wikitable"
 
{| class="wikitable"
|+ Table: The Pugil
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|+ Table: The Monk
 
Hit Die: d8
 
Hit Die: d8
 
|-
 
|-
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====Class Features====
 
====Class Features====
  
As a pugil, all of the following are class features.
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As a monk, all of the following are class features.
  
 
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons. You are not proficient with any armor or shields of any kind.
 
'''Weapon and Armor Proficiency:''' You are proficient with all simple weapons. You are not proficient with any armor or shields of any kind.
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'''<span id="Armored in Life">Armored in Life</span> ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):''' (lvl 1) You have a special Armor bonus whenever you are not using armor or shields in which you are not proficient. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks, and has a value of +4. Every even numbered class level, the Armored in Life bonus increases by 1. If you wear armor in which you are proficient (for example: normal clothing) that has an enhancement bonus, that enhancement bonus applies to your Armored in Life Armor Bonus. If you wear armor in which you are proficient that grants an armor bonus you retain your Armored in Life Armor Bonus, but the armor bonuses do not stack.
 
'''<span id="Armored in Life">Armored in Life</span> ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):''' (lvl 1) You have a special Armor bonus whenever you are not using armor or shields in which you are not proficient. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks, and has a value of +4. Every even numbered class level, the Armored in Life bonus increases by 1. If you wear armor in which you are proficient (for example: normal clothing) that has an enhancement bonus, that enhancement bonus applies to your Armored in Life Armor Bonus. If you wear armor in which you are proficient that grants an armor bonus you retain your Armored in Life Armor Bonus, but the armor bonuses do not stack.
  
'''<span id="Willow Step">Willow Step</span> ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):''' (lvl 1) A true pugil does not seek to outrun the fist, but to anticipate it. If you would be allowed to add your Dexterity modifier to a Reflex Save or Armor Class, you may add your Wisdom bonus (if positive) instead.
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'''<span id="Willow Step">Willow Step</span> ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):''' (lvl 1) A true monk does not seek to outrun the fist, but to anticipate it. If you would be allowed to add your Dexterity modifier to a Reflex Save or Armor Class, you may add your Wisdom bonus (if positive) instead.
  
'''<span id="Fatal Strike">Fatal Strike</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' (lvl 1) You have a [[Yagura:SRD:Natural Weapon|natural weapon]] Slam in addition to however else you are capable of attacking. This attack can be made with any part of your body, regardless of what might be held in your hands or whether or not you are hindered somehow. As a natural slam attack, if you use no other natural or manufactured weapons you add your Strength and a half to damage and may make iterative attacks if you have sufficient BAB. If the slam is used with other weaponry, it becomes a secondary natural attack, suffers a -5 penalty to-hit, and adds only half your Strength modifier to damage. Your slam attack does a base of 1d8 damage for a Medium sized pugil and does more or less damage as appropriate if you are larger or smaller than medium size.
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'''<span id="Fatal Strike">Fatal Strike</span> ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):''' (lvl 1) You have a [[Yagura:SRD:Natural Weapon|natural weapon]] Slam in addition to however else you is capable of attacking. As a natural slam attack, if you use no other natural or manufactured weapons you add your Strength and a half to damage and may make iterative attacks if you have sufficient BAB. If the slam is used with other weaponry, it becomes a secondary natural attack, suffers a -5 penalty to-hit, and adds only half your Strength modifier to damage. Your slam attack does a base of 1d8 damage for a Medium sized monk and does more or less damage as appropriate if you are larger or smaller than medium size.
  
 
'''<span id="Fighting Style">Fighting Style</span> ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):''' (lvls 1, 3, 5, 7) You learn a Fighting Style. Each Fighting style requires a [[Yagura:SRD:Swift Actions|Swift Action]] to activate, lasts one round, and is usable at will. Each Fighting Style must have a name (see [[#Naming Your Fighting Style|Naming Your Fighting Style]]), and provides two bonuses from the Fighting Style Abilities:
 
'''<span id="Fighting Style">Fighting Style</span> ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):''' (lvls 1, 3, 5, 7) You learn a Fighting Style. Each Fighting style requires a [[Yagura:SRD:Swift Actions|Swift Action]] to activate, lasts one round, and is usable at will. Each Fighting Style must have a name (see [[#Naming Your Fighting Style|Naming Your Fighting Style]]), and provides two bonuses from the Fighting Style Abilities:
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====Naming Your Fighting Style====
 
====Naming Your Fighting Style====
 
Make up your own, use an [http://www.seventhsanctum.com/generate.php?Genname=mamove online generator], or use a chart like the following one:
 
  
 
Roll a d10, or choose an adjective, an animal, and a noun:
 
Roll a d10, or choose an adjective, an animal, and a noun:
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|}
 
|}
  
Feel free to add any adjectives, animals, or nouns that you want, or to use a wholly different naming structure. There's no reason that your character's fighting style has to be called "Naked Tiger Stance" rather than "Skin of the Earth" or "Blue 42".
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'''Note from the authors:''' Feel free to add any adjectives, animals, or nouns that you want. There's no reason that your character's fighting style has to be called "Naked Tiger Stance" rather than "Astonished Centaur Defense".

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