Monk

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This master of Martial Arts uses his inner chi to strike down his foes with bare hands and his own considerable power.

HP: 35

Defense: 11

Passive Ability: Chi Sense

Ignore effects of Blindness. [Not hooded]

Attacks

Name Type Dice Description
Strike Melee Attack 1d6 A deft martial arts strike! May use legs or hands to strike, taking the penalty of that section. +2 to hit.
Chakra Strike Melee Attack 1d10, -4 to hit Strike an enemy on one of their vulnerable points! Must have unbound arms.
Flurry Melee Attack 1d4x4 Hits with a combo of up to four hits. Separate attack rolls for each strike. If all four attacks hit, add +2 damage to your last hit. Any missed strike gives the target a +2 to hit against you for each miss. Two turn cooldown. This attack cannot crit. Critical fails end the combo, and grant the enemy a free attack, PLUS the hit bonus on the free attack AND the turn following.
Patience Self/Ally Buff N/A Grants + 2 to each consecutive escape attempt against the same piece of bondage. If ungagged, may be used on another player. Lasts until the binding is escaped. Unusable on Impossible binds. Only one binding per player may be effected at a time.
Jump Kick Melee Attack 1d6 Monk may take from -0 to -4 on the hit roll, and add the same number to the damage roll. If missed, causes a defense penalty equal to the bonus chosen. If used at a -4, stuns the player on a miss, and the enemy on a hit. Can be used while mittened, but not if legs are at all bound.
Dragon Roar Spell Buff/Debuff N/A Stuns all enemies for a turn on a 12+ roll. Also does 1d6 damage to each enemy on a roll of 18+. Grants +2 escape, hit, or damage to each player, their choice. Bonus is granted even if stun fails. This attack may only be one time for each kill you score personally. Buff lasts 3 turns.
Chi Blast Ranged Attack  ?d4 Unleashes a powerful energy blast at an enemy. The monk can give himself -1 to -4 to defense and use that number of dice for this attack, however, the cooldown of the power and duration of the debuff is set at however many dice are used. The monk must recover for a turn after this attack if it doesn't defeat an enemy.
Phoenix Strike Melee Attack,

Special

1d6+?d4 The Monk prepares for a round, standing still, then throws everything into a single powerful blow. The attack gains +1d4 damage and +1 to hit for every five HP the player is missing, round down. Hit or miss, the player is stunned the turn after use unless a kill is scored by this technique. This technique may only be used if the Monk's HP is below half, or if one of the other players has been eliminated. This ability has a 3 turn cooldown.