Masters of physical-spiritual harmony, Monks draw their strength from incredible martial training and harnessing their inner spirit. Monks represent the pinnacle in mind/body unity.
Attack: High
Accuracy: Medium
Defense: High
Resistance: Low
Tough: High
Quick: Medium
Mind: Low
Hit Points: High
Maximum Energy Points at 20th Level: 123
Weapon Proficiencies: Light
Armor Proficiencies: None
Allowed Alignments: Any
GRANTED ABILITIES
Tier 1
Monks gains the Brawling Fighting Style. A Monk’s martial style is embedded in all their mystical training. Their ability to draw on the full benefits of their inner chi require them to spend advanced time studying each form of fighting they wish to master. Fighting Styles are required for ability trees that are marked “Requires Fighting Style.” Fighting styles learned from other classes do not apply to Monk abilities.
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
SELECTABLE ABILITIES
Monks gain selections at level 1,3,5 // 6-12 // 13-19 // 20
Tier 1
Monk gains proficiency with medium weapons.
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
This ability may be selected multiple times.
Tier 1
Monk gains a permanent addition of 3 HPs.
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
This ability may be selected multiple times.
Tier 1
Monk gains a permanent addition of 2 EPs.
Cost: None
Activation: None
Duration: Always On
Ability Check: None
A Monk’s ability to draw on the mind/body connection grants them the unique ability to easily boost their saving throws. This ability may be selected up to three times: once for each saving throw.
Tier 1 – Save Bonus – Choose Tough, Quick, or Mind
Monk gains a +5 to one save of the Monk’s choice (Tough, Quick, or Mind)
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
Monks are known for their ability to draw upon deep inner reserves. This tree grants the Monk the ability to triumph when it counts, avoiding near-failures.
Tier 1 – Sensing Victory
Monk spends EP to know whether using the Tier 2 skill of this tree would change the result of a roll that is about to fail.
Cost: 2 EP
Activation: General Action
Duration: Instant
Ability Check: None
Tier 2 – Snatching Victory
Monk spends EP to immediately add one Save of her choice to a roll that is about to fail. This does not count as the Monk’s action, but may only be performed once per roll.
Cost: 7 EP
Activation: None
Duration: Instant
Ability Check: None
This ability may be selected 4 times – once for each element. The Monk chooses one element from the following list when selecting this skill: [Earth] [Air] [Fire] [Water]
Tier 3 – Elemental Attunement
Monk spends EP and Ritual Time to attune herself to the chosen element. Once attuned, she gains an additional action every count that may only be used to activate Monk abilities that share her chosen element’s Descriptor.
Cost: 14 EP
Activation: Ritual Action
Duration: Day
Ability Check: None
Tier 3
Monks who possess this skill and master a Mystic Path may spend 7 EP to teach any ability in the prerequisite list for that Path, or the Tier 4 ability of the Path, to another Monk (this requires ritual time to accomplish). This skill may be taken multiple times to fulfill requirements (when needed – as indicated in the Mystic Path’s Requirement list).
Cost: 7 EP
Activation: Ritual Action
Duration: Permanent
Ability Check: None
The following Paths are all Tier 4 abilities. Monk selects 1 Path when this ability is chosen. Each represents intense devotion to a mystic discipline, as indicated by the many prerequisites needed to gain access to the ability. Each Path is attuned to an Element, and the path ability gains that element’s Descriptor. Some Paths require greater discipline and devotion than others, with more time spent studying their ways. This is represented by the need to take the Tier 3 “Seeking Enlightenment” ability multiple times.
Tier 4 – Way of the Crane (North) [Air]
Monk gains +2 Movement. Monk’s movement gains Simple+ movement. While moving in this fashion, Monk may ignore obstacles, brush, people, etc. Monk simply weaves her way through/over them as if they did not exist.
Requirements: Save Bonus: Quick, Evasion (Tier 1-3), Acrobatic Movement, Acrobatic Avoidance (Tier 2-3), Seeking Enlightenment (x2)
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None
Tier 4 – Way of the Tortoise (South) [Earth]
Any time the Monk makes a Defense+Tough or Resistance+Tough check, it completely negates the effect being resisted. Further, effects that grant a Tough Save (Parry, Defense+Tough, Resistance+Tough) remove the attacker’s ability to add their Save to either Attack or Accuracy, regardless of the original save called for.
Requirements: Save Bonus: Tough, Earth’s Endurance (Tier 1-3), Poison Purge (Tier 1-2), Seeking Enlightenment (x3)
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None
Tier 4 – Way of the White Tiger (East) [Fire]
Monk gains 1 Ready action and 1 Martial action per count.
Requirements: Quick Strikes (Tier 2-3), Precision Strikes (Tier 1-2), Master Striker (Tier 1-3), Seeking Enlightenment (x2)
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None
Tier 4 – Way of the Bear (West) [Water]
Monk now gains an extra concentration action for maintaining Grapples, and deals +2 damage to Martial Attacks and Judo Combat Tiers 2 and 3.
Requirements: Save Bonus: Tough, Judo Combat (Tier 1-3), Power Strikes (Tier 1-2), Seeking Enlightenment (x3)
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None
Tier 4 – Way of the Dragon (Southwest) [Acid]
Any time the Monk deals damage with a melee attack, the Monk heals EP equal to the damage dealt, but never more than 3 EP per attack.
Requirements: Save Bonus: Mind, Chi Strikes (Tier 1-3), Earth’s Endurance (Tier 1-3), Seeking Enlightenment (x2)
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None
Tier 4 – Way of the Hare (Northeast) [Lightning]
Any time the Monk makes a Defense+Quick or Resistance+Quick check, it completely negates the effect being resisted. Further, effects that grant a Quick Save (Dodge, Defense+Quick, Resistance+Quick) remove the attacker’s ability to add their Save to either Attack or Accuracy, regardless of the original save called for.
Requirements: Save Bonus: Quick, Evasion (Tier 1-3), Dance of the Flames (1-2), Seeking Enlightenment (x3)
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None
Tier 4 – Way of the Ki-Rin (Northwest) [Ice]
When the Monk makes a successful Parry, she automatically readies up to 2 of her weapons, regardless of weapon category.
Requirements: Acrobatic Avoidance (Tier 2-3), Power Strikes (Tier 1-3), Medium Weapon Proficiency, Seeking Enlightenment (x3)
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None
Tier 4 – Way of the Phoenix (Southeast) [Magma]
Monk automatically deals 2 damage to any opponent that successfully strikes the Monk with a melee attack, regardless of whether or not the attacker deals damage to the Monk. This damage Bypasses Armor.
Requirements: Skin of Stone (Tier 1-3), Sundering Parry (Tier 2), Master Striker (Tier 1-2), Seeking Enlightenment (x3)
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None
Monk may select any style from the Fighting Styles list below. A Monk’s martial style is embedded in all their mystical training. Their ability to draw on the full benefits of their inner chi require them to spend advanced time studying each form of fighting they wish to master. Fighting Styles are required for ability trees that are marked “Requires Fighting Style.” Fighting styles learned from other classes do not apply to Monk abilities.
Tier 1 – Fighting Style Selection
This ability may be selected multiple times. Monk chooses 1 Fighting Style to learn from the following list:
- Single Weapon (Monk wields a weapon in one hand, and no weapon in the other)
- Double Weapons (Any weapon with the Double Weapon attribute listed on its item card)
- Ranged Weapons (Bows, Crossbows, Slings, and Thrown Weapons)
- Light/Light Two Weapon (Monk wields a Light weapon in each hand – except shields)
- Exotic Weapons (Any weapon with the Exotic attribute listed on its item card)
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
Swiftness (North / Air) - Requires Fighting StyleTier 1 – Wind Burst
Monk spends EP to gain +1 Move for 1 count. This does not require an action, but may only be performed once per count.
Cost: 2 EP
Activation: None
Duration: Instant
Ability Check: NoneTier 2 – Fast as the Breeze
Monk spends EP to gain +2 Move for 1 encounter.
Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneTier 3 – Speed of the Gale
Monk spends EP to gain +3 Move for 1 encounter.
Cost: 14 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneTier 4 – Harness the North Wind
Monk spends EP to gain +5 move for 1 encounter.
Cost: 20 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneEvasion (North / Air) - Requires Fighting StyleTier 1 – Move With the Breeze (Way of the Crane, Way of the Hare)
Monk spends EP to move 1 step away from a melee attacker immediately after successfully Parrying or Dodging a melee attack. This does not require an action.
Cost: 2 EP
Activation: With successful Parry or Dodge action
Duration: Instant
Ability Check: NoneTier 2 – Dance Like the Breeze (Way of the Crane, Way of the Hare)
Monk spends EP to negate and move 1 step away from a melee attack. No Parry or Dodge check is required.
Cost: 7 EP
Activation: General Action
Duration: Instant
Ability Check: NoneTier 3 – A Leaf on the Wind (Way of the Crane, Way of the Hare)
Monk spends EP to move 2 steps away from, and negate, one effect that is about to affect the Monk. This ability works on magic or martial attack, and can save the Monk from area effects as well. The Monk must be able to move clear of an area attack in order to negate its effect on the Monk. This ability only negates the effect on the Monk; others in the area of effect may still be affected normally.
Cost: 14 EP
Activation: General Action
Duration: Instant
Ability Check: NoneTier 4 – Harness the Breeze
Monk spends EP to move 5 steps away from, and negate, one effect that is about to affect the Monk. This ability works on magic or martial attack, and can save the Monk from area effects as well. The Monk must be able to move clear of an area attack in order to negate its effect on the Monk. This ability only negates the effect on the Monk; others in the area of effect may still be affected normally.
Cost: 20 EP
Activation: General Action
Duration: Instant
Ability Check: NoneAcrobatic Movement (North / Air) - Requires Fighting StyleTier 1 – Flow With the Air (Way of the Crane)
Monk spends EP to gain the ability to leap/tumble while moving, gaining Simple+ movement for 1 encounter. While moving in this fashion, the Monk may ignore obstacles, brush, people, etc. while moving. The Monk simply weaves her way through/over them as if they did not exist.
Cost: 2 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneAcrobatic Avoidance (North / Air) - Requires Fighting StyleTier 2 – Wave Like the Grass (Way of the Crane, Way of the Ki-Rin)
Monk spends EP to make an extra Dodge Attempt. This does not require an action.
Cost: 7 EP
Activation: None
Duration: Instant
Ability Check: NoneTier 3 – Bend Like the Reed (Way of the Crane, Way of the Ki-Rin)
Monk spends EP to gain an extra Dodge Action for 1 encounter.
Cost: 14 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneSkin of Stone (South / Earth) - Requires Fighting StyleTier 1 – Wear the Stone (Way of the Phoenix)
Monk spends EP to gain Natural AC +10(1) Defense/Resistance for 1 encounter. This DOES NOT stack with other armors.
Cost: 2 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneTier 2 – Embrace the Stone (Way of the Phoenix)
Monk spends EP to gain Natural AC +15(2) Defense/Resistance for 1 encounter. This DOES NOT stack with other armors.
Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneTier 3 – Focus the Stone (Way of the Phoenix)
Monk spends EP to gain Natural AC +20(3) Defense or Resistance for 1 encounter. The Monk must choose which (Defense or Resistance) is applied when the ability is activated. This DOES NOT stack with other armors.
Cost: 14 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneTier 4 – The Stone Within
Monk spends EP to gain Natural AC +25(4) Defense or Resistance for 1 encounter. The Monk must choose which (Defense or Resistance) is applied when the ability is activated. This DOES NOT stack with other armors.
Cost: 20 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneSundering Parry (South / Earth) - Requires Fighting StyleTier 2 – Break Against the Rock (Way of the Phoenix)
Monk spends EP to Sunder 1 Weapon on a successful Parry. Sundered items are broken, and useless until repaired. This does not require an action.
Cost: 7 EP
Activation: With successful Parry action
Duration: Instant
Ability Check: Parry vs. Item CL: negatesTier 3 – Snap it Like a Twig
Monk spends EP to Sunder 1 Weapon on a successful Parry. Weapons receive a penalty of -5 to resist this effect (indicated in Ability Check below). Sundered items are broken, and useless until repaired. This does not require an action.
Cost: 7 EP
Activation: With successful Parry action
Duration: Instant
Ability Check: Parry vs. (Item CL – 5): negatesEarth's Endurance (South / Earth) - Requires Fighting StyleTier 1 – Toughness of the Mountain (Way of the Tortoise, Way of the Dragon)
Monk spends EP to gain +10 to Tough saves.
Cost: 2 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneTier 2 – The Mountain Does not Bend (Way of the Tortoise, Way of the Dragon)
Monk spends EP to gain immunity to all Maneuvers (as described in the Fighter class).
Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneTier 3 – Spirit of the Mountain (Way of the Tortoise, Way of the Dragon)
Monk spends EP to gain immunity from any effect that Blocks EP Spending, regardless of the source.
Cost: 14 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneTier 4 – The Mountain Does not Move
Monk spends EP, when reduced to 0 HP, to avoid Death and immediately heal 35 HP. This does not require an action.
Cost: 20 EP
Activation: None; may only be activated immediately upon being reduced to 0 HP.
Duration: Instant
Ability Check: NonePurge Poison (South / Earth) - Requires Fighting StyleTier 1 – Delay the Poison (Way of the Tortoise)
Monk spends EP to delay the Onset Time of 1 Poison until the end of the Encounter. Monk may continue to spend EP to delay the poison, delaying it by 20 minutes (or 1 Encounter) each time.
Cost: 2 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneTier 2 – Purge the Poison (Way of the Tortoise)
Monk spends EP to Negate the effects of 1 Poison that is currently affecting, or just beginning to affect, the Monk.
Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneQuick Strikes (East / Fire) - Requires Fighting StyleTier 2 – Flicker of Fire (Way of the White Tiger)
Monk spends EP to begin each count with one weapon Readied for 1 encounter.
Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneTier 3 – Flare of Flame (Way of the White Tiger)
Monk spends EP to gain 2 additional Combat actions for 1 encounter.
Cost: 14 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneDance of the Flames (East / Fire) - Requires Fighting StyleTier 1 – Trick of the Candlelight (Way of the Hare)
Monk spends EP to force 1 target within melee reach to Parry this feint. This does not require an action, but may only be performed once per count.
Cost: 2 EP
Activation: General Action
Duration: Encounter
Ability Check: Attack+Quick vs. Defense: negatesTier 2 – Dance of the Flame (Way of the Hare)
Monk spends EP to gain +6 bonus to Quick saves for 1 encounter, and Initiative Effect (the ability to choose when during the count to act).
Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneMaster Striker (East / Fire) - Requires Fighting StyleTier 1 – Lick of Flame (Way of the White Tiger, Way of the Phoenix)
Monk spends EP to gain a +8 bonus to Attack and Accuracy for 1 count. This does not require an action but may only be performed once per count.
Cost: 2 EP
Activation: None
Duration: Instant
Ability Check: NoneTier 2 – Heart of the Inferno (Way of the White Tiger, Way of the Phoenix)
Monk spends EP to gain a +15 bonus to Attack and Accuracy.
Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneTier 3 – Penetrating Fires (Way of the White Tiger)
Monk spends EP to increase her Critical Hit Threshold by +10, and decrease her Critical Failure Threshold by -4.
Cost: 14 EP
Activation: General Action
Duration: Encounter
Ability Check: NonePrecision Strikes (East / Fire) - Requires Fighting StyleTier 1 – Strike From the Flames (Way of the White Tiger)
Monk spends EP to negate the effects of a critical failure she makes on any Attack or Accuracy roll. This does not require an action.
Cost: 2 EP
Activation: None
Duration: Instant
Ability Check: NoneTier 2 – Burning Strike (Way of the White Tiger)
Monk spends EP to decrease the Defense of 1 target within melee reach by 15% vs. the Monk’s attacks. The Monk’s strike also Bypass Armor. This does not require an action, but may only be performed once per count.
Cost: 7 EP
Activation: None
Duration: Instant
Ability Check: Attack+Quick vs. Resistance(Tough): negates Defense reductionTier 3 – Touch of the Flame
Monk spends EP to ignore the 4 EP cost of making Called Shots for 1 encounter.
Cost: 14 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneTier 4 – Unstoppable Fire
Monk spends EP to ignore all Parries and Dodges for 1 count. This does not require an action.
Cost: 20 EP
Activation: None
Duration: Instant
Ability Check: NoneChi Strikes (West / Water) - Requires Fighting StyleTier 1 – Striking the Lifeblood (Way of the Dragon)
Monk spends EP to inflict damage with Martial attacks to the target’s EP instead of HP for 1 encounter. The Monk may end this effect early as an action.
Cost: 2 EP
Activation: General Action
Duration: Encounter; may be discharged by using a General Action
Ability Check: NoneTier 2 – Striking the Mind (Way of the Dragon)
Monk spends EP and makes a melee attack to Stun 1 target. This effect replaces weapon damage.
Cost: 7 EP
Activation: Attack Action
Duration: Encounter
Ability Check: Attack+Mind vs. Resistance(Tough): negatesTier 3 – Striking the Chakra (Way of the Dragon)
Monk spends EP and makes a melee attack to Block EP Spending in 1 target for 1 day. This effect replaces weapon damage.
Cost: 14 EP
Activation: Attack Action
Duration: Day
Ability Check: Attack+Mind vs. Resistance(Mind): negatesTier 4 – Striking the Soul
Monk spends EP and makes a melee attack to remove 1 target’s remaining Special Ability uses for the current day. This effect replaces weapon damage.
Cost: 20 EP
Activation: Attack Action
Duration: Instant
Ability Check: Attack+Mind vs. Resistance(Mind): negatesJudo Combat (West / Water) - Requires Fighting StyleTier 1 – Thundering Wave Grapple (Way of the Bear)
Monk spends EP and makes a melee attack to inflict Non Damage Attack: Held 1 target. The effect continues as long as the Monk concentrates. Held targets may not move or take physical actions (Speech and Thought are still allowed).
Cost: 2 EP
Activation: Attack Action
Duration: Concentration
Ability Check: Attack+Tough vs. Defense(Tough): negatesTier 2 – Cresting Wave Throw (Way of the Bear)
Monk spends EP to throw 1 target of up to Large size that is affected by the Monk’s Tier 1 – Thundering Wave Grapple effect. Target is thrown 2 steps and receives 6 damage. Grappled targets are thrown automatically, and the Monk need not ready her weapon before using this ability.
Cost: 7 EP
Activation: Attack Action; this effect discharges Tier 1 – Caught in the Current
Duration: Instant
Ability Check: Attack+Tough vs. Defense(Quick): Throw is reduced to 1 step and 3 damageTier 3 – Crushing Wave Grasp (Way of the Bear)
Monk spends EP to deal 2 damage every count to a target that is affected by the Monk’s Tier 1 – Thundering Wave Grapple. This does not require an action.
Cost: 14 EP
Activation: None
Duration: Encounter; ending the Tier 1 – Thundering Wave Grapple discharges this effect
Ability Check: Attack+Tough vs. Defense(Tough): Grasp is reduced to 1 damage per countTier 4 – Pounding Wave Strike
Monk spends EP to render 1 target completely unconscious until the next sunrise. The target must be affected by the Monk’s Tier 1 – Thundering Wave Grapple effect. Unconscious targets are so deeply out that they may not be woken up except by effects that Negate Non-Damage Attacks. This does not require an action.
Cost: 20 EP
Activation: None
Duration: Day
Ability Check: Attack+Tough vs. Defense(Mind): negatesPower Strikes (West / Water) - Requires Fighting StyleTier 1 – Tidal Strike (Way of the Bear, Way of the Ki-Rin)
Monk spends EP to gain +1 damage for 1 encounter.
Cost: 2 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneTier 2 – Sundering Strike (Way of the Bear, Way of the Ki-Rin)
Monk spends EP and makes a melee attack to Sunder 1 Item. Sundered items are broken, and useless until repaired.
Cost: 7 EP
Activation: Attack Action
Duration: Instant
Ability Check: Attack+Tough vs. Item CL: negatesTier 3 – Crashing Wave Strikes (Way of the Ki-Rin)
Monk spends EP to gain +3 damage for 1 encounter. Monk’s Martial Attacks gain Bypass Armor while this effect is active.
Cost: 14 EP
Activation: General Action
Duration: Encounter
Ability Check: None