Job Information
Main Abilities
Innate Ability: Martial Arts
Upon gaining this Innate Ability, the Monk permanently gains access to the Pugilist equipment property, granting them proficiency with Improbable Weapons and causing them to deal a minimum of (PWR x Current Level’s Weapon Tier) + 2d6 points of damage with unarmed attacks and improbable weapons. They may make two unarmed attacks per round if not wielding any equipment in their hands and their unarmed attacks are also considered Brawl-class weapons they have proficiency with, giving them access to the Counterattack property. In addition, they now use two special mechanics: Stances and Chakras.
Each time the Monk hits at least one target with a damaging attack and does not spend Chakra they gain a point of Chakra up to a maximum of five. These can be used for powerful maneuvers based on their other abilities including the Chain Finisher move, as noted below:
Chain Finisher [X Points]: The Monk makes a finishing blow as a Standard action, dealing additional steps of damage equal to the amount of Chakra they spent with this attack. After this attack the Monk may immediately enter any stance that they know.
A Monk loses all their accumulated Chakra whenever one of the following things happens;
Defining Ability: Anatman
By spending 3 points of Destiny a Monk may make the next ability that they use not expend any Chakra. They still need to have the correct amount of Chakra to use the ability and may only use Anatman once per round.
Defining Ability: Counterstance
The Monk gains a 25% chance to make an attack as an Instant action whenever they are struck by an attack by an enemy within Short range. As a reminder, counterattacks made by the Monk generate Chakra since they are single target damaging attacks that do not use Chakra.
Defining Ability: Form Shift
The Monk may change stances as an Instant action instead of a Standard action. In addition, changing stances does not cause the Monk to lose any accumulated Chakra. They may only do so once per round.
Ultimate Ability: Infinite Chain
The Monk does not lose Chakra while in combat unless they spend them to use an ability and the Monk may have an infinite number of Chakra.
Upon gaining this Innate Ability, the Monk permanently gains access to the Pugilist equipment property, granting them proficiency with Improbable Weapons and causing them to deal a minimum of (PWR x Current Level’s Weapon Tier) + 2d6 points of damage with unarmed attacks and improbable weapons. They may make two unarmed attacks per round if not wielding any equipment in their hands and their unarmed attacks are also considered Brawl-class weapons they have proficiency with, giving them access to the Counterattack property. In addition, they now use two special mechanics: Stances and Chakras.
Each time the Monk hits at least one target with a damaging attack and does not spend Chakra they gain a point of Chakra up to a maximum of five. These can be used for powerful maneuvers based on their other abilities including the Chain Finisher move, as noted below:
Chain Finisher [X Points]: The Monk makes a finishing blow as a Standard action, dealing additional steps of damage equal to the amount of Chakra they spent with this attack. After this attack the Monk may immediately enter any stance that they know.
A Monk loses all their accumulated Chakra whenever one of the following things happens;
- They miss with an attack.
- They are reduced to 0 HP.
- They spend Chakra.
- They change Stances.
- They wear armor of any sort.
Defining Ability: Anatman
By spending 3 points of Destiny a Monk may make the next ability that they use not expend any Chakra. They still need to have the correct amount of Chakra to use the ability and may only use Anatman once per round.
Defining Ability: Counterstance
The Monk gains a 25% chance to make an attack as an Instant action whenever they are struck by an attack by an enemy within Short range. As a reminder, counterattacks made by the Monk generate Chakra since they are single target damaging attacks that do not use Chakra.
Defining Ability: Form Shift
The Monk may change stances as an Instant action instead of a Standard action. In addition, changing stances does not cause the Monk to lose any accumulated Chakra. They may only do so once per round.
Ultimate Ability: Infinite Chain
The Monk does not lose Chakra while in combat unless they spend them to use an ability and the Monk may have an infinite number of Chakra.
Job Abilities
Ability: Bear Stance
As a Standard action the Monk enters the Bear Stance, a stance that focuses on taking punishment. While within this stance the Monk’s ARM and M.ARM scores become equal to the Monk’s RES score times twice their current tier.
While in Bear Stance, the Monk may spend Chakra to do the following:
No Mercy [1 Point]: As a Standard action the Monk makes a standard weapon attack that deals (RES x Half-Level) + 2d6 damage if it hits, ignoring ARM. After using this attack the Monk has their ARM reduced to 0 until the end of the next round.
Shoulder Tackle [2 Points]: As a Standard action the Monk may move up to a Medium range and makes a standard weapon attack against either an enemy or an object. If it hits, the attack deals (RES x Half-Level) + 2d6 damage, or double that if the Monk moved at least a Medium range before making this attack. If this attack hits an inanimate object after moving at least a Medium range, this attack gains a +4 bonus to force checks made to destroy that object.
Raging Fist [3 Points]: As a Slow action the Monk makes a standard weapon attack that deals (PWR x Half-Level) + 2d6 damage if it hits. If the Monk has taken damage already this round this attack instead deals (PWR x Twice Level) + 2d6 damage.
Cross-Counter [4 Points]: When the Monk makes a counterattack they may use this ability as an Instant action. That counterattack is now a Critical Hit.
Suplex [5 Points]: As a Standard action the Monk lifts and drives a single target into the ground, dealing (RES x Twice Level) + 2d6 damage and causing Stun and Stop to the target. After this attack the Monk may immediately change to a different stance it knows.
Ability: Chi
When the Monk has nothing equipped their unarmed strikes have a weapon property of their choosing that is appropriate for a weapon tier of their level. They may choose to change this property each time they take a Full Rest.
Ability: Chocobo Stance
As a Standard action the Monk enters the Chocobo Stance, a stance that uses acrobatic kicks to maneuver enemies into disadvantageous situations. While within this stance the Monk is immune to falling damage and can move a Medium range instead of a Short range on a round.
While in Chocobo Stance, the Monk may spend Chakra to do the following:
Footwork [1 Point]: As an Instant action the Monk may immediately move a Long range.
Roundhouse [2 Points]: As a Standard action the Monk makes a powerful kick against a single target, dealing (PWR x Level) + 2d6 damage and dealing Short range knockback.
Mach Kick [3 Points]: As an Instant action the Monk kicks a creature, dealing (PWR x Half-Level) + 2d6 points of physical damage – then, the Monk and the target make an opposed Force check. If the Monk is successful, the target is knocked back a Medium Range – directly upwards. In addition to effectively removing the target from combat for one round as if the target was afflicted by Stun, characters that are not immune to falling damage (from the Defy Gravity ability or Flight, for example) lose 50% of their maximum HP upon colliding with the ground again on the following turn. Large creatures, Bosses, Secret Bosses, and Notorious Monsters are immune to Mach Kick’s secondary effect. Attempting this technique in an enclosed location causes the secondary effect to fail as the target merely finds themselves thrown toward a low-hanging roof, at the GM’s discretion.
Chi Kick [4 Points]: As a Standard action the Monk makes a ranged attack that damages and provokes an enemy, dealing (PWR x Level) + 2d6 damage. For the next 4 rounds the target of Chi Kick must specifically attack the Monk or include them as the target. If the Monk cannot be targeted or damaged, the enemy may attack freely, but will continue to go after the Monk if the opportunity presents itself.
Heel Meteor [5 Points]: As a Standard action the Monk jumps high into the air. Until the beginning of the Monk’s next turn the character is considered to be soaring through the air too quickly to be targeted, and the Monk is Immune to any negative or beneficial Single-target attacks or spells. Status conditions such as Poison continue to affect the Monk while doing this, and the character can still be affected by Group or Local target attacks. At the start of their next turn they come crashing down, dealing (PWR x Twice Level) + 2d6 damage to a single target. After this attack the Monk may immediately change to a different stance it knows.
Ability: Coeurl Stance
As a Standard action the Monk enters the Coeurl Stance, a stance that uses subtle strikes to disrupt enemies. While within this stance the Monk focuses, gaining +2 ACC.
While in Coeurl Stance, the Monk may spend Chakra to do the following:
Subtle Blow [1 Point]: As a Standard action the Monk makes a standard weapon attack that deals (DEX x Half-Level) + 2d6 damage if it hits. This attack does not change the target’s disposition towards you, as they do not know where the attack came from or what caused them pain.
Pressure Point [2 Points]: As a Standard action the Monk makes a standard weapon attack that deals (DEX x Half-Level) + 2d6 damage if it hits. This attack ignores ARM.
Expose [3 Points]: As a Standard action the Monk may either inflict Armor Break on a target or Disarm them with no opposed roll.
Wither [4 Points]: As a Standard action the Monk inflicts Power Break and Magic Break on a target with no opposed roll.
Snap Punch [5 Points]: As an Instant action the Monk makes a standard weapon attack that deals (DEX x Twice Level) + 2d6 damage if it hits. After this attack the Monk may immediately change to a different stance it knows.
Ability: Dolphin Stance
As a Standard action the Monk enters the Dolphin Stance, a stance that makes many attacks flow together into a single form. While within this stance the Monk always hits on an attack roll of 8 or better, regardless of a target’s AVD.
While in Dolphin Stance, the Monk may spend Chakra to do the following:
Beat Rush [1 Point]: As a Standard action the Monk makes a standard weapon attack. This attack is made with +2 ACC and if this attack hits the Monk may immediately spend 1 extra Chakra to use Somersault.
Somersault [2 Points]: As a Standard action the Monk makes a standard weapon attack that calculates damage using DEX instead of PWR. If the attack hits the Monk may immediately spend 1 extra Chakra to use Waterkick.
Waterkick [3 Points]: As a Standard action the Monk makes a standard weapon attack that deals water damage. If the attack hits the Monk may immediately spend 1 extra Chakra to use Quigong Wave.
Quigong Wave [4 Points]: As a Standard action the Monk makes a single weapon attack that deals water damage and calculates damage using DEX instead of PWR. This attack can target creatures at Medium range. If the attack hits the Monk may immediately spend 1 extra Chakra to use Dolphin Blow.
Dolphin Blow [5 Points]: As a Standard action the Monk makes a single weapon attack that deals (PWR x Half-Level) +2d6 water damage, plus an additional (DEX x Half-Level) damage if the attack was initially part of a combo that began with Beat Rush. After this attack the Monk may immediately change to a different stance it knows.
Ability: Dragon Stance
As a Standard action the Monk enters the Dragon Stance, a stance that uses violent attacks with disregard as to how it hurts the Monk’s own body. While within this stance the Monk deals two additional steps of damage and passively gains the Haste status effect when at 25% HP or fewer.
While in Dragon Stance, the Monk may spend Chakra to do the following:
Hidden Dragon [1 Point]: As a Slow action the Monk makes a standard weapon attack that deals (PWR x Half-Level) + 2d6 fire damage if it connects. This attack is always the last one to happen during a round; it cannot be counterattacked under any circumstances due to this.
Dragon Kick [2 Points]: As an Instant action the Monk makes a quick kick, dealing (PWR x Half-Level) + 2d6 fire damage. This attack deals damage to the Monk equal to the amount of damage dealt. Only one Dragon Kick can be made per round.
Dark Claw [3 Points]: The Monk empowers their attacks as an Instant action, making their attacks ignore ARM, Protect, and Unusual Defense until they are reduced to 0 HP or combat ends. At the end of each round this ability is active they lose 25% of their maximum HP.
Burning Rave [4 Points]: As a Standard action the Monk attacks all enemies within a Short range and damages themselves, dealing (PWR x Level) + 2d6 fire damage to each target.
Bonecrusher [5 Points]: As a Standard action the Monk attacks a single enemy within a Short range, dealing (PWR x Twice Level) + 2d6 damage. This attack always critically hits. After Bonecrusher is used the Monk is inflicted with the Power Break status and the Monk may immediately change to a different stance it knows.
Ability: Fluid Frenzy
Once per chapter as an Instant action the Monk may Counterattack each time they are targeted with an attack until the end of combat.
Ability: Golem Stance
As a Standard action the Monk enters the Golem Stance, a stance that focuses on shattering the guard of others through earthen strikes. While within this stance the Monk’s attacks act as though the Monk had the Armor Break Touch weapon property, giving them a 25% chance to inflict Armor Break while attacking.
While in Golem Stance, the Monk may spend Chakra to do the following:
Earth’s Riddle [1 Point]: As an Instant Action the Monk may use its Counterattack one additional time this combat if wielding a Brawl type weapon. This Counterattack uses RES to determine its damage instead of PWR.
Sight Unseeing [2 Points]: If the Monk is inflicted with Blind they may use a Standard action to attack a single enemy with an attack that always hits, dealing (PWR x Twice Level) + 2d6 damage.
Rend Armor [3 Points]: As a Standard action the Monk makes a Force or Finesse check against a target’s Finesse roll; if successful, a creature who is wearing armor has the equipped armor destroyed, or a monster who the GM deems is utilizing protective gear has their ARM and M.ARM scores reduced to 0 until combat ends.
Earth Rend [4 Points]: The Monk punches the ground below themselves in such a way that the earth below a single enemy within Long range explodes, dealing (PWR x Level) + 2d6 earth damage. Each creature within a Short range of that target is then inflicted with the Blind status, regardless of whether the attack hits or misses, and that area becomes Difficult terrain.
Rockbreaker [5 Points]: The Monk makes a normal attack action with a -2 penalty to ACC. If it connects, the blow deals (PWR x Twice Level) + 2d6 points damage and causes the Stun and Seal status effects with no roll to resist. After this attack the Monk may immediately change to a different stance it knows.
Ability: Hamedo
If using a Brawl type weapon the Monk may use the Counterattack property an additional time per combat. In addition, counterattacks are made before an enemy deals their damage with an attack (instead of after).
This ability may be taken multiple times, gaining an additional use of the Counterattack property each time.
Ability: Jiangsi Stance
As a Standard action the Monk enters the Jiangsi Stance, a stance that focuses on manipulating spiritual energies and the dead. While within this stance the Monk’s attacks target M.ARM instead of ARM.
While in Jiangsi Stance, the Monk may spend Chakra to do the following:
Formless Attachment [1 Point]: As an Instant action the Monk targets a single ally. That ally is considered a dead ally for the purposes of using the other Chakra abilities for Jiangsi Stance until the end of combat.
Tool of the Dead [2 Points]: As a Standard action the Monk allows a single dead or unconscious ally to make a single weapon attack.
Implement of the Dead [3 Points]: As a Slow action the Monk allows a single dead or unconscious ally to cast a spell or use an ability. The ally must have all the necessary requirements to use that ability available to them (other than consciousness).
Lifebane [4 Points]: As a Standard action the Monk casts the Doom spell on a single creature within a Short range. This spell costs no MP.
Ghost Army [5 Points]: As a Slow action the Monk has all dead or unconscious allies make an attack, cast a spell, or use an ability. The ally must have all the necessary requirements to use that ability available to them (other than consciousness). After this attack the Monk may immediately change to a different stance it knows.
Ability: Kaiser Stance
As a Standard action the Monk enters the Kaiser Stance, a stance that alters the flow of battle. Achieving victory in combat while within this stance reverts the monk’s HP and MP to where they were when they first entered this stance.
While in Kaiser Stance, the Monk may spend Chakra as an Instant action to do the following:
Centurion [1 Point]: For the next 4 rounds, attacks that would target all allies only target the monk. Attacks modified in this way deal double damage.
Winter Storm [2 Point]: For the next 4 rounds, all HP and MP recovery effects are reduced to 0.
Sonnenblume [3 Point]: For the next 4 rounds, all Slow actions are treated as Standard actions and all Standard actions are treated as Slow actions.
Cerberus [4 Point]: The Monk’s HP and MP revert to where they were when they first entered this stance.
Overlord [5 Point]: For the next 4 rounds, all attacks made by allies and enemies are automatically critical hits. After this attack the Monk may immediately change to a different stance it knows.
Ability: Lunarian Stance
As a Standard action the Monk enters the Lunarian Stance, a stance that focuses on using cosmic energy. While within this stance the Monk regains HP equal to twice their level whenever they perform some form of movement.
While in Lunarian Stance, the Monk may spend Chakra to do the following:
Blink Counter [1 Point]: As an Instant action after being struck by a Medium or Long range attack, ability, or spell the Monk immediately teleports to a location within Short range of the creature that triggered this action.
Meteodrive [2 Points]: As a Standard action the Monk immediately casts the spell Meteorite for no MP.
Demi Shock [3 Points]: As a Standard action the Monk casts the spell Demi against a single enemy within Close range. This spell costs no MP.
Meteor Strike [4 Points]: The Monk leaps into the air and brings their fist down hard, crushing a single enemy and ignoring their defense. As an Instant action, the monk may declare they are using Meteor Strike; after they do so, their next attack ignores ARM, Protect and Unusual Defense, deals an additional three damage steps, and may calculate damage with the Monk’s best attribute. After this attack the Monk may immediately change to a different stance it knows.
Six-Sided Star [5 Points]: As a Slow action the Monk may spend 1 point of Destiny to cast a single spell for no MP. The spell cast is based on the roll of a single d6, as noted below:
Ability: Mantra
As a Standard action the Monk expends Chakra to heal an ally. The healing is equal to (MND x Chakra Spent) + 2d6. If at least 3 Chakra are spent the Monk may remove a single negative status effect inflicting the target. If at least 5 Chakra are spent they may instead remove all negative status effects inflicted on that target.
In addition the monk may spend 5 Chakra to resurrect a target with 1 HP.
Ability: Mindfulness
The Monk is immune to mind-altering status effects and abilities, such as Berserk, Charm, Confuse, and Fear. In addition the Monk may take a Slow action to expand their Chakra limit to 10 until the end of combat.
Ability: Monastic Focus
Choose a specific location, type of creature, task, or other specific type of knowledge at the GM's approval. The Monk gains a Lore skill specific to that specific thing and their skill points for this Lore skill are always equal to their maximum Skill point cap. This may be taken multiple times, choosing a new type of Lore each time.
Ability: Natural Talent
When the Monk has nothing equipped they automatically generate one additional Chakra at the start of each round.
Ability: Opo-Opo Stance
As a Standard action the Monk enters the Opo-Opo Stance, a stance that has the Monk seemingly off-balance to better counterattack groups of enemies. While within this stance the Monk has +2 AVD.
While in Opo-Opo Stance, the Monk may spend Chakra to do the following:
Booya [1 Point]: As an Instant action when a creature misses the Monk with an attack the Monk inflicts Power Break on that target.
Greased Lightning [2 Points]: As a Standard action the Monk becomes more difficult to catch, gaining an additional +2 AVD until the end of combat. This ability is cumulative and the Monk may have a maximum of +6 AVD from Greased Lightning at any given time.
Different Beat [3 Points]: As an Instant action spells and abilities that would normally automatically hit the Monk now need to make a successful accuracy check against them. Otherwise, that attack or ability misses the Monk. This lasts until the end of combat.
Arm of the Destroyer [4 Points]: As an Instant action when a creature misses the Monk with an attack, spell, or ability the Monk may have that enemy hit a different target within Short range of the Monk. That attack is considered a critical hit against that target. This critical hit cannot trigger a Limit Break.
Four-Point Fury [5 Points]: As a Standard action the Monk inflicts Power Break to a single enemy, Speed Break to a single enemy, Magic Break to a single enemy, and Armor Break to a single enemy. These may either be the same or different targets and can hit any enemy within a Medium range of the Monk. After this attack the Monk may immediately change to a different stance it knows.
Ability: Perfect Form
While the Monk has equal amounts of Force and Finesse, they may use any attribute score in place of any other attribute score for purposes of using abilities, doing spells, or dealing damage with attacks.
Ability: Phoenix Stance
As a Standard action the Monk enters the Phoenix Stance, a stance that benefits from death and rebirth. While within this stance the Monk does not lose Chakra when dead and any skill or item that revives them revives them with at least 50% HP.
While in Phoenix Stance, the Monk may spend Chakra to do the following:
Frenzy-Fu [1 Point]: As a Standard action the Monk makes a standard weapon attack that deals (PWR x Half-Level) + 2d6 fire damage if it connects. The Monk may choose to reduce their HP by 25% to inflict Berserk on themselves before making this attack.
Phoenix Flight [2 Points]: As an Instant action the Monk gains the Fire Strike weapon property. If the Monk has fallen unconscious or been reduced to 0 HP in the current combat they also gain the Flight status effect. These benefits last for the next 4 rounds.
Rising Phoenix [3 Points]: As a Standard action the Monk drops their HP to 1. They then make a single weapon attack that deals (PWR x Level) + 2d6 fire damage. This damage is increased by 25% of the HP lost when using this ability.
Ash Rebirth [4 Points]: As an Instant action the Monk grants themselves the Auto-Life status effect. This is only usable once per round.
Phoenix Inferno [5 Points]: As a Standard action the Monk makes a weapon attack that deals (PWR x Twice Level) + 2d6 fire damage to a single target. This damage is increased by five steps for each time the Monk has fallen unconscious or been reduced to 0 HP in the current combat. After this attack the Monk may immediately change to a different stance it knows.
Ability: Prayer Stance
As a Standard action the Monk enters the Prayer Stance, a stance that focuses on supporting allies through discipline and hymn. While within this stance the Monk and all allies regain hit points equal to one-fourth the Monk’s level at the start of every round.
While in Prayer Stance, the Monk may spend Chakra as an Instant action to do the following:
Peaceful Hymn [1 Point]: This hymn grants each ally that can hear the monk a +2 bonus on opposed rolls against status effects for the next 4 rounds.
Merciful Hymn [2 Points]: This hymn grants each ally that can hear the monk +2 AVD for the next 4 rounds.
Unyielding Hymn [3 Points]: This hymn grants each ally that can hear the monk immunity to forced knockback for the next 4 rounds.
Forceful Hymn [4 Points]: This hymn grants each ally that can hear the monk the Triple Critical weapon property for the next 4 rounds.
Divine Hymn [5 Points]: This hymn grants each ally that can hear the monk the Auto-Life status effect for the next 4 rounds. After this hymn the Monk may immediately change to a different stance it knows.
Ability: Raptor Stance
The Monk may choose to automatically enter Raptor Stance as an Instant action at the start of combat, a stance that focuses on getting the drop on enemies with preemptive strikes. If they choose to do so they roll 1d6 and gain that amount of Chakra at the start of battle (though the maximum they can have is still 5, even if a 6 is rolled). This Stance cannot be entered after battle starts.
While in Raptor Stance, the Monk may spend Chakra to do the following:
Bootshine [1 Point]: As a Standard action the Monk immediately moves into a Short range of a single enemy within Medium range and sweeps its leg, inflicting Stop. After this attack the Monk may immediately change to a different stance it knows.
Phantom Rush [2 Points]: As a Standard action the Monk immediately becomes Invisible and may move up to a Medium range. After this attack the Monk may immediately change to a different stance it knows.
True Strike [3 Points]: As a Standard action the Monk makes an attack that deals (PWR x Half-Level) + 2d6 damage. If the target of this attack has not yet acted in combat this attack automatically scores a Critical Hit. After this attack the Monk may immediately change to a different stance it knows.
Demolish [4 Points]: As a Standard action the Monk immediately attempts to destroy a single target. If that target is a creature they are inflicted with the Unconscious status effect and if the target is an object the Monk gains a +4 to opposed rolls to attempt to destroy that object. After this attack the Monk may immediately change to a different stance it knows.
Headsman [5 Points]: As a Standard action the Monk makes an attack that deals (PWR x Level) + 2d6 damage, or (PWR x Twice Level) + 2d6 damage if the target has not yet acted in combat. For the rest of the combat the Monk deals one additional step of damage with their attacks. If this attack reduces an enemy to 0 HP the Monk has its power increased by three steps until the end of combat instead. After this attack the Monk may immediately change to a different stance it knows.
Ability: Roc Stance
As a Standard action the Monk enters the Roc Stance, a stance that focuses on striking foes with air currents. While within this stance the Monk’s attacks are considered as having the Ranged property and may attack enemies at a Medium range.
While in Roc Stance, the Monk may spend Chakra to do the following:
Air Render [1 Point]: As a Standard action the Monk makes a standard attack against a single enemy at Medium range, dealing (DEX x Half-Level) + 2d6 Wind damage if the attack connects.
Whirlwind [2 Points]: As a Standard action the Monk spins, making a normal attack which targets all enemies within a Short range.
Cyclone Fist [3 Points]: As a Standard action the Monk creates a powerful with their fist, making a normal attack which targets all enemies within a Medium range. The damage from this attack is Wind damage. This may be used as a Slow action instead, causing targets Short range knockback in addition to the normal effects of the attack.
Razor Gale [4 Points]: As a Standard action the Monk uses the Air Render attack above. If this attack connects, the Monk may then target a different enemy within a Medium range, dealing one additional step of damage against this new enemy. This attack continues to repeat itself and increase in damage until it misses a target or there are no new enemies in range to attack.
Tornado Kick [5 Points]: As a Standard action the Monk uses a wind spell for no MP based on their level. At levels 1-5 this spell is Aerora, at levels 6-10 this spell is Aeroga, and at any level above 10 this spell is Tornado. After this attack the Monk may immediately change to a different stance it knows.
Ability: Snake Stance
As a Standard action the Monk enters the Snake Stance, a stance that focuses on pummeling enemies with multiple blows at once. While within this stance the Monk may make one additional attack whenever they roll a 12 to hit a target with an attack. These extra attacks generate Chakra and do not deplete if they were gained while making attacks that cost Chakra.
While in Snake Stance, the Monk may spend Chakra to do the following:
Pummel [1 Point]: As a Standard action the Monk makes 2 standard attacks, each dealing (PWR x Quarter-Level) + 2d6 damage if they connect.
Twin Snakes [2 Points]: As a Standard action the Monk makes 2 standard attacks. If one of these attacks leads to an extra attack, that attack inflicts Poison.
Far Fist [3 Points]: As a Standard action the Monk makes a standard attack against each enemy within a Long range.
Punch Rush [4 Points]: As a Standard action the Monk makes 2 standard weapon attacks. These attacks can generate additional attacks on rolls of 10-12.
Hundred Fists [5 Points]: As a Standard action the Monk makes 4 standard weapon attacks. If an additional attack is generated from this ability, it generates twice as many additional attacks. After these attacks the Monk may immediately change to a different stance it knows.
Ability: Tiger Stance
As a Standard action the Monk enters the Tiger Stance, a stance that focuses on striking at a target’s weak spots. While within this stance the Monk generates 2 Chakra whenever they score a critical hit and they make attacks as though they had the Critical Attack weapon property.
While in Tiger Stance, the Monk may spend Chakra to do the following:
Impetus [1 Point]: As a Standard action the Monk sharpens its strikes, gaining the Triple Critical weapon property until the end of combat.
Brotherhood [2 Points]: As an Instant action when scoring a Critical Hit the Monk may immediately have a single ally make a weapon attack against the same target.
Crouching Tiger [3 Points]: As a Standard action the Monk crouches down, gaining a +2 bonus to Stealth until they move or make an attack. In addition, the next attack made by the Monk has double the critical strike range as it normally would (which is generally 9-12 while within Tiger Stance).
Jugular [4 Points]: As a Standard action the Monk makes an attack that automatically scores a Critical Hit.
Meteor Barret [5 Points]: As a Standard action the Monk may immediately spend Destiny to activate a Limit Break, even if the conditions to do so are not met.
Ability: Unicorn Stance
As a Standard action the Monk enters the Unicorn Stance, a stance that empowers their body with Holy energy. While within this stance the Monk’s attacks are treated as having the Holy Strike property.
While in Unicorn Stance, the Monk may spend Chakra to do the following:
Holy Sign [1 Point]: As a Standard action one Undead creature within a Medium Range of the Monk loses all positive status effects and has their Undying ability removed until the end of the next round.
Achilles [2 Points]: As a Standard action one creature within a Medium Range of the Monk has all of their Vulnerabilities become Weaknesses for the next 4 rounds.
Aurablast [3 Points]: As a Standard action enemies within a Short range of the Monk take (MND x Level) + 2d6 holy damage. Creatures struck by this cannot successfully make Stealth rolls or go Invisible until the end of combat.
Exorcise [4 Points]: After activating Exorcise as a Slow action, the monk’s next successful attack deals (MND x Twice Level) + 2d6 points of Holy ARM damage to any Undead or Fiend-type enemy. If Exorcise successfully deals damage, it also permanently removes the target’s Undying ability, even if the target was a Notorious Monster or a Boss.
Final Heaven [5 Points]: As a Standard action the Monk focuses their energy into a punch. They may release this punch as an Instant action at any time during the current combat. When they do so the punch deals (MND x Twice Level) + 2d6 points of Holy ARM damage. While focusing they may choose to use a Slow action to draw more power into this attack, dealing an additional ten steps of damage each time they choose to take this Slow action. After this attack is made the Monk may immediately change to a different stance it knows.
Ability: Unscarred Stance
As a Standard action the Monk enters the Unscarred Stance, a stance that focuses on maintaining full health. While within this stance the Monk’s attacks deal one additional step of damage while at full HP and the Defend action reduces damage taken to 25% instead of 50%.
While in Unscarred Stance, the Monk may spend Chakra to do the following:
Tactical Guard [1 Point]: As an Instant action the Monk takes the Defend action.
Penance [2 Points]: As a Standard action the Monk inflicts Power Break on a single enemy within Short Range.
Soul Spiral [3 Points]: As an Instant action the Monk maneuvers life energy around from allies nearby. When activated the Monk may have each ally lose HP to heal the HP of a different ally equal to the amount of health lost. Allies beyond a Long range are unaffected by this. Soul Spiral is only usable once per round.
Aura [4 Points]: The Monk grants themselves the Aura status effect as an Instant action.
Enlightenment [5 Points]: As an Instant action the Monk restores their HP to full and removes any negative status effects they are currently afflicted with. After this attack the Monk may immediately change to a different stance it knows.
As a Standard action the Monk enters the Bear Stance, a stance that focuses on taking punishment. While within this stance the Monk’s ARM and M.ARM scores become equal to the Monk’s RES score times twice their current tier.
While in Bear Stance, the Monk may spend Chakra to do the following:
No Mercy [1 Point]: As a Standard action the Monk makes a standard weapon attack that deals (RES x Half-Level) + 2d6 damage if it hits, ignoring ARM. After using this attack the Monk has their ARM reduced to 0 until the end of the next round.
Shoulder Tackle [2 Points]: As a Standard action the Monk may move up to a Medium range and makes a standard weapon attack against either an enemy or an object. If it hits, the attack deals (RES x Half-Level) + 2d6 damage, or double that if the Monk moved at least a Medium range before making this attack. If this attack hits an inanimate object after moving at least a Medium range, this attack gains a +4 bonus to force checks made to destroy that object.
Raging Fist [3 Points]: As a Slow action the Monk makes a standard weapon attack that deals (PWR x Half-Level) + 2d6 damage if it hits. If the Monk has taken damage already this round this attack instead deals (PWR x Twice Level) + 2d6 damage.
Cross-Counter [4 Points]: When the Monk makes a counterattack they may use this ability as an Instant action. That counterattack is now a Critical Hit.
Suplex [5 Points]: As a Standard action the Monk lifts and drives a single target into the ground, dealing (RES x Twice Level) + 2d6 damage and causing Stun and Stop to the target. After this attack the Monk may immediately change to a different stance it knows.
Ability: Chi
When the Monk has nothing equipped their unarmed strikes have a weapon property of their choosing that is appropriate for a weapon tier of their level. They may choose to change this property each time they take a Full Rest.
Ability: Chocobo Stance
As a Standard action the Monk enters the Chocobo Stance, a stance that uses acrobatic kicks to maneuver enemies into disadvantageous situations. While within this stance the Monk is immune to falling damage and can move a Medium range instead of a Short range on a round.
While in Chocobo Stance, the Monk may spend Chakra to do the following:
Footwork [1 Point]: As an Instant action the Monk may immediately move a Long range.
Roundhouse [2 Points]: As a Standard action the Monk makes a powerful kick against a single target, dealing (PWR x Level) + 2d6 damage and dealing Short range knockback.
Mach Kick [3 Points]: As an Instant action the Monk kicks a creature, dealing (PWR x Half-Level) + 2d6 points of physical damage – then, the Monk and the target make an opposed Force check. If the Monk is successful, the target is knocked back a Medium Range – directly upwards. In addition to effectively removing the target from combat for one round as if the target was afflicted by Stun, characters that are not immune to falling damage (from the Defy Gravity ability or Flight, for example) lose 50% of their maximum HP upon colliding with the ground again on the following turn. Large creatures, Bosses, Secret Bosses, and Notorious Monsters are immune to Mach Kick’s secondary effect. Attempting this technique in an enclosed location causes the secondary effect to fail as the target merely finds themselves thrown toward a low-hanging roof, at the GM’s discretion.
Chi Kick [4 Points]: As a Standard action the Monk makes a ranged attack that damages and provokes an enemy, dealing (PWR x Level) + 2d6 damage. For the next 4 rounds the target of Chi Kick must specifically attack the Monk or include them as the target. If the Monk cannot be targeted or damaged, the enemy may attack freely, but will continue to go after the Monk if the opportunity presents itself.
Heel Meteor [5 Points]: As a Standard action the Monk jumps high into the air. Until the beginning of the Monk’s next turn the character is considered to be soaring through the air too quickly to be targeted, and the Monk is Immune to any negative or beneficial Single-target attacks or spells. Status conditions such as Poison continue to affect the Monk while doing this, and the character can still be affected by Group or Local target attacks. At the start of their next turn they come crashing down, dealing (PWR x Twice Level) + 2d6 damage to a single target. After this attack the Monk may immediately change to a different stance it knows.
Ability: Coeurl Stance
As a Standard action the Monk enters the Coeurl Stance, a stance that uses subtle strikes to disrupt enemies. While within this stance the Monk focuses, gaining +2 ACC.
While in Coeurl Stance, the Monk may spend Chakra to do the following:
Subtle Blow [1 Point]: As a Standard action the Monk makes a standard weapon attack that deals (DEX x Half-Level) + 2d6 damage if it hits. This attack does not change the target’s disposition towards you, as they do not know where the attack came from or what caused them pain.
Pressure Point [2 Points]: As a Standard action the Monk makes a standard weapon attack that deals (DEX x Half-Level) + 2d6 damage if it hits. This attack ignores ARM.
Expose [3 Points]: As a Standard action the Monk may either inflict Armor Break on a target or Disarm them with no opposed roll.
Wither [4 Points]: As a Standard action the Monk inflicts Power Break and Magic Break on a target with no opposed roll.
Snap Punch [5 Points]: As an Instant action the Monk makes a standard weapon attack that deals (DEX x Twice Level) + 2d6 damage if it hits. After this attack the Monk may immediately change to a different stance it knows.
Ability: Dolphin Stance
As a Standard action the Monk enters the Dolphin Stance, a stance that makes many attacks flow together into a single form. While within this stance the Monk always hits on an attack roll of 8 or better, regardless of a target’s AVD.
While in Dolphin Stance, the Monk may spend Chakra to do the following:
Beat Rush [1 Point]: As a Standard action the Monk makes a standard weapon attack. This attack is made with +2 ACC and if this attack hits the Monk may immediately spend 1 extra Chakra to use Somersault.
Somersault [2 Points]: As a Standard action the Monk makes a standard weapon attack that calculates damage using DEX instead of PWR. If the attack hits the Monk may immediately spend 1 extra Chakra to use Waterkick.
Waterkick [3 Points]: As a Standard action the Monk makes a standard weapon attack that deals water damage. If the attack hits the Monk may immediately spend 1 extra Chakra to use Quigong Wave.
Quigong Wave [4 Points]: As a Standard action the Monk makes a single weapon attack that deals water damage and calculates damage using DEX instead of PWR. This attack can target creatures at Medium range. If the attack hits the Monk may immediately spend 1 extra Chakra to use Dolphin Blow.
Dolphin Blow [5 Points]: As a Standard action the Monk makes a single weapon attack that deals (PWR x Half-Level) +2d6 water damage, plus an additional (DEX x Half-Level) damage if the attack was initially part of a combo that began with Beat Rush. After this attack the Monk may immediately change to a different stance it knows.
Ability: Dragon Stance
As a Standard action the Monk enters the Dragon Stance, a stance that uses violent attacks with disregard as to how it hurts the Monk’s own body. While within this stance the Monk deals two additional steps of damage and passively gains the Haste status effect when at 25% HP or fewer.
While in Dragon Stance, the Monk may spend Chakra to do the following:
Hidden Dragon [1 Point]: As a Slow action the Monk makes a standard weapon attack that deals (PWR x Half-Level) + 2d6 fire damage if it connects. This attack is always the last one to happen during a round; it cannot be counterattacked under any circumstances due to this.
Dragon Kick [2 Points]: As an Instant action the Monk makes a quick kick, dealing (PWR x Half-Level) + 2d6 fire damage. This attack deals damage to the Monk equal to the amount of damage dealt. Only one Dragon Kick can be made per round.
Dark Claw [3 Points]: The Monk empowers their attacks as an Instant action, making their attacks ignore ARM, Protect, and Unusual Defense until they are reduced to 0 HP or combat ends. At the end of each round this ability is active they lose 25% of their maximum HP.
Burning Rave [4 Points]: As a Standard action the Monk attacks all enemies within a Short range and damages themselves, dealing (PWR x Level) + 2d6 fire damage to each target.
Bonecrusher [5 Points]: As a Standard action the Monk attacks a single enemy within a Short range, dealing (PWR x Twice Level) + 2d6 damage. This attack always critically hits. After Bonecrusher is used the Monk is inflicted with the Power Break status and the Monk may immediately change to a different stance it knows.
Ability: Fluid Frenzy
Once per chapter as an Instant action the Monk may Counterattack each time they are targeted with an attack until the end of combat.
Ability: Golem Stance
As a Standard action the Monk enters the Golem Stance, a stance that focuses on shattering the guard of others through earthen strikes. While within this stance the Monk’s attacks act as though the Monk had the Armor Break Touch weapon property, giving them a 25% chance to inflict Armor Break while attacking.
While in Golem Stance, the Monk may spend Chakra to do the following:
Earth’s Riddle [1 Point]: As an Instant Action the Monk may use its Counterattack one additional time this combat if wielding a Brawl type weapon. This Counterattack uses RES to determine its damage instead of PWR.
Sight Unseeing [2 Points]: If the Monk is inflicted with Blind they may use a Standard action to attack a single enemy with an attack that always hits, dealing (PWR x Twice Level) + 2d6 damage.
Rend Armor [3 Points]: As a Standard action the Monk makes a Force or Finesse check against a target’s Finesse roll; if successful, a creature who is wearing armor has the equipped armor destroyed, or a monster who the GM deems is utilizing protective gear has their ARM and M.ARM scores reduced to 0 until combat ends.
Earth Rend [4 Points]: The Monk punches the ground below themselves in such a way that the earth below a single enemy within Long range explodes, dealing (PWR x Level) + 2d6 earth damage. Each creature within a Short range of that target is then inflicted with the Blind status, regardless of whether the attack hits or misses, and that area becomes Difficult terrain.
Rockbreaker [5 Points]: The Monk makes a normal attack action with a -2 penalty to ACC. If it connects, the blow deals (PWR x Twice Level) + 2d6 points damage and causes the Stun and Seal status effects with no roll to resist. After this attack the Monk may immediately change to a different stance it knows.
Ability: Hamedo
If using a Brawl type weapon the Monk may use the Counterattack property an additional time per combat. In addition, counterattacks are made before an enemy deals their damage with an attack (instead of after).
This ability may be taken multiple times, gaining an additional use of the Counterattack property each time.
Ability: Jiangsi Stance
As a Standard action the Monk enters the Jiangsi Stance, a stance that focuses on manipulating spiritual energies and the dead. While within this stance the Monk’s attacks target M.ARM instead of ARM.
While in Jiangsi Stance, the Monk may spend Chakra to do the following:
Formless Attachment [1 Point]: As an Instant action the Monk targets a single ally. That ally is considered a dead ally for the purposes of using the other Chakra abilities for Jiangsi Stance until the end of combat.
Tool of the Dead [2 Points]: As a Standard action the Monk allows a single dead or unconscious ally to make a single weapon attack.
Implement of the Dead [3 Points]: As a Slow action the Monk allows a single dead or unconscious ally to cast a spell or use an ability. The ally must have all the necessary requirements to use that ability available to them (other than consciousness).
Lifebane [4 Points]: As a Standard action the Monk casts the Doom spell on a single creature within a Short range. This spell costs no MP.
Ghost Army [5 Points]: As a Slow action the Monk has all dead or unconscious allies make an attack, cast a spell, or use an ability. The ally must have all the necessary requirements to use that ability available to them (other than consciousness). After this attack the Monk may immediately change to a different stance it knows.
Ability: Kaiser Stance
As a Standard action the Monk enters the Kaiser Stance, a stance that alters the flow of battle. Achieving victory in combat while within this stance reverts the monk’s HP and MP to where they were when they first entered this stance.
While in Kaiser Stance, the Monk may spend Chakra as an Instant action to do the following:
Centurion [1 Point]: For the next 4 rounds, attacks that would target all allies only target the monk. Attacks modified in this way deal double damage.
Winter Storm [2 Point]: For the next 4 rounds, all HP and MP recovery effects are reduced to 0.
Sonnenblume [3 Point]: For the next 4 rounds, all Slow actions are treated as Standard actions and all Standard actions are treated as Slow actions.
Cerberus [4 Point]: The Monk’s HP and MP revert to where they were when they first entered this stance.
Overlord [5 Point]: For the next 4 rounds, all attacks made by allies and enemies are automatically critical hits. After this attack the Monk may immediately change to a different stance it knows.
Ability: Lunarian Stance
As a Standard action the Monk enters the Lunarian Stance, a stance that focuses on using cosmic energy. While within this stance the Monk regains HP equal to twice their level whenever they perform some form of movement.
While in Lunarian Stance, the Monk may spend Chakra to do the following:
Blink Counter [1 Point]: As an Instant action after being struck by a Medium or Long range attack, ability, or spell the Monk immediately teleports to a location within Short range of the creature that triggered this action.
Meteodrive [2 Points]: As a Standard action the Monk immediately casts the spell Meteorite for no MP.
Demi Shock [3 Points]: As a Standard action the Monk casts the spell Demi against a single enemy within Close range. This spell costs no MP.
Meteor Strike [4 Points]: The Monk leaps into the air and brings their fist down hard, crushing a single enemy and ignoring their defense. As an Instant action, the monk may declare they are using Meteor Strike; after they do so, their next attack ignores ARM, Protect and Unusual Defense, deals an additional three damage steps, and may calculate damage with the Monk’s best attribute. After this attack the Monk may immediately change to a different stance it knows.
Six-Sided Star [5 Points]: As a Slow action the Monk may spend 1 point of Destiny to cast a single spell for no MP. The spell cast is based on the roll of a single d6, as noted below:
- 1: Comet
- 2: Black Hole
- 3: Flare
- 4: Nuke
- 5: Meteo
- 6: Supernova
Ability: Mantra
As a Standard action the Monk expends Chakra to heal an ally. The healing is equal to (MND x Chakra Spent) + 2d6. If at least 3 Chakra are spent the Monk may remove a single negative status effect inflicting the target. If at least 5 Chakra are spent they may instead remove all negative status effects inflicted on that target.
In addition the monk may spend 5 Chakra to resurrect a target with 1 HP.
Ability: Mindfulness
The Monk is immune to mind-altering status effects and abilities, such as Berserk, Charm, Confuse, and Fear. In addition the Monk may take a Slow action to expand their Chakra limit to 10 until the end of combat.
Ability: Monastic Focus
Choose a specific location, type of creature, task, or other specific type of knowledge at the GM's approval. The Monk gains a Lore skill specific to that specific thing and their skill points for this Lore skill are always equal to their maximum Skill point cap. This may be taken multiple times, choosing a new type of Lore each time.
Ability: Natural Talent
When the Monk has nothing equipped they automatically generate one additional Chakra at the start of each round.
Ability: Opo-Opo Stance
As a Standard action the Monk enters the Opo-Opo Stance, a stance that has the Monk seemingly off-balance to better counterattack groups of enemies. While within this stance the Monk has +2 AVD.
While in Opo-Opo Stance, the Monk may spend Chakra to do the following:
Booya [1 Point]: As an Instant action when a creature misses the Monk with an attack the Monk inflicts Power Break on that target.
Greased Lightning [2 Points]: As a Standard action the Monk becomes more difficult to catch, gaining an additional +2 AVD until the end of combat. This ability is cumulative and the Monk may have a maximum of +6 AVD from Greased Lightning at any given time.
Different Beat [3 Points]: As an Instant action spells and abilities that would normally automatically hit the Monk now need to make a successful accuracy check against them. Otherwise, that attack or ability misses the Monk. This lasts until the end of combat.
Arm of the Destroyer [4 Points]: As an Instant action when a creature misses the Monk with an attack, spell, or ability the Monk may have that enemy hit a different target within Short range of the Monk. That attack is considered a critical hit against that target. This critical hit cannot trigger a Limit Break.
Four-Point Fury [5 Points]: As a Standard action the Monk inflicts Power Break to a single enemy, Speed Break to a single enemy, Magic Break to a single enemy, and Armor Break to a single enemy. These may either be the same or different targets and can hit any enemy within a Medium range of the Monk. After this attack the Monk may immediately change to a different stance it knows.
Ability: Perfect Form
While the Monk has equal amounts of Force and Finesse, they may use any attribute score in place of any other attribute score for purposes of using abilities, doing spells, or dealing damage with attacks.
Ability: Phoenix Stance
As a Standard action the Monk enters the Phoenix Stance, a stance that benefits from death and rebirth. While within this stance the Monk does not lose Chakra when dead and any skill or item that revives them revives them with at least 50% HP.
While in Phoenix Stance, the Monk may spend Chakra to do the following:
Frenzy-Fu [1 Point]: As a Standard action the Monk makes a standard weapon attack that deals (PWR x Half-Level) + 2d6 fire damage if it connects. The Monk may choose to reduce their HP by 25% to inflict Berserk on themselves before making this attack.
Phoenix Flight [2 Points]: As an Instant action the Monk gains the Fire Strike weapon property. If the Monk has fallen unconscious or been reduced to 0 HP in the current combat they also gain the Flight status effect. These benefits last for the next 4 rounds.
Rising Phoenix [3 Points]: As a Standard action the Monk drops their HP to 1. They then make a single weapon attack that deals (PWR x Level) + 2d6 fire damage. This damage is increased by 25% of the HP lost when using this ability.
Ash Rebirth [4 Points]: As an Instant action the Monk grants themselves the Auto-Life status effect. This is only usable once per round.
Phoenix Inferno [5 Points]: As a Standard action the Monk makes a weapon attack that deals (PWR x Twice Level) + 2d6 fire damage to a single target. This damage is increased by five steps for each time the Monk has fallen unconscious or been reduced to 0 HP in the current combat. After this attack the Monk may immediately change to a different stance it knows.
Ability: Prayer Stance
As a Standard action the Monk enters the Prayer Stance, a stance that focuses on supporting allies through discipline and hymn. While within this stance the Monk and all allies regain hit points equal to one-fourth the Monk’s level at the start of every round.
While in Prayer Stance, the Monk may spend Chakra as an Instant action to do the following:
Peaceful Hymn [1 Point]: This hymn grants each ally that can hear the monk a +2 bonus on opposed rolls against status effects for the next 4 rounds.
Merciful Hymn [2 Points]: This hymn grants each ally that can hear the monk +2 AVD for the next 4 rounds.
Unyielding Hymn [3 Points]: This hymn grants each ally that can hear the monk immunity to forced knockback for the next 4 rounds.
Forceful Hymn [4 Points]: This hymn grants each ally that can hear the monk the Triple Critical weapon property for the next 4 rounds.
Divine Hymn [5 Points]: This hymn grants each ally that can hear the monk the Auto-Life status effect for the next 4 rounds. After this hymn the Monk may immediately change to a different stance it knows.
Ability: Raptor Stance
The Monk may choose to automatically enter Raptor Stance as an Instant action at the start of combat, a stance that focuses on getting the drop on enemies with preemptive strikes. If they choose to do so they roll 1d6 and gain that amount of Chakra at the start of battle (though the maximum they can have is still 5, even if a 6 is rolled). This Stance cannot be entered after battle starts.
While in Raptor Stance, the Monk may spend Chakra to do the following:
Bootshine [1 Point]: As a Standard action the Monk immediately moves into a Short range of a single enemy within Medium range and sweeps its leg, inflicting Stop. After this attack the Monk may immediately change to a different stance it knows.
Phantom Rush [2 Points]: As a Standard action the Monk immediately becomes Invisible and may move up to a Medium range. After this attack the Monk may immediately change to a different stance it knows.
True Strike [3 Points]: As a Standard action the Monk makes an attack that deals (PWR x Half-Level) + 2d6 damage. If the target of this attack has not yet acted in combat this attack automatically scores a Critical Hit. After this attack the Monk may immediately change to a different stance it knows.
Demolish [4 Points]: As a Standard action the Monk immediately attempts to destroy a single target. If that target is a creature they are inflicted with the Unconscious status effect and if the target is an object the Monk gains a +4 to opposed rolls to attempt to destroy that object. After this attack the Monk may immediately change to a different stance it knows.
Headsman [5 Points]: As a Standard action the Monk makes an attack that deals (PWR x Level) + 2d6 damage, or (PWR x Twice Level) + 2d6 damage if the target has not yet acted in combat. For the rest of the combat the Monk deals one additional step of damage with their attacks. If this attack reduces an enemy to 0 HP the Monk has its power increased by three steps until the end of combat instead. After this attack the Monk may immediately change to a different stance it knows.
Ability: Roc Stance
As a Standard action the Monk enters the Roc Stance, a stance that focuses on striking foes with air currents. While within this stance the Monk’s attacks are considered as having the Ranged property and may attack enemies at a Medium range.
While in Roc Stance, the Monk may spend Chakra to do the following:
Air Render [1 Point]: As a Standard action the Monk makes a standard attack against a single enemy at Medium range, dealing (DEX x Half-Level) + 2d6 Wind damage if the attack connects.
Whirlwind [2 Points]: As a Standard action the Monk spins, making a normal attack which targets all enemies within a Short range.
Cyclone Fist [3 Points]: As a Standard action the Monk creates a powerful with their fist, making a normal attack which targets all enemies within a Medium range. The damage from this attack is Wind damage. This may be used as a Slow action instead, causing targets Short range knockback in addition to the normal effects of the attack.
Razor Gale [4 Points]: As a Standard action the Monk uses the Air Render attack above. If this attack connects, the Monk may then target a different enemy within a Medium range, dealing one additional step of damage against this new enemy. This attack continues to repeat itself and increase in damage until it misses a target or there are no new enemies in range to attack.
Tornado Kick [5 Points]: As a Standard action the Monk uses a wind spell for no MP based on their level. At levels 1-5 this spell is Aerora, at levels 6-10 this spell is Aeroga, and at any level above 10 this spell is Tornado. After this attack the Monk may immediately change to a different stance it knows.
Ability: Snake Stance
As a Standard action the Monk enters the Snake Stance, a stance that focuses on pummeling enemies with multiple blows at once. While within this stance the Monk may make one additional attack whenever they roll a 12 to hit a target with an attack. These extra attacks generate Chakra and do not deplete if they were gained while making attacks that cost Chakra.
While in Snake Stance, the Monk may spend Chakra to do the following:
Pummel [1 Point]: As a Standard action the Monk makes 2 standard attacks, each dealing (PWR x Quarter-Level) + 2d6 damage if they connect.
Twin Snakes [2 Points]: As a Standard action the Monk makes 2 standard attacks. If one of these attacks leads to an extra attack, that attack inflicts Poison.
Far Fist [3 Points]: As a Standard action the Monk makes a standard attack against each enemy within a Long range.
Punch Rush [4 Points]: As a Standard action the Monk makes 2 standard weapon attacks. These attacks can generate additional attacks on rolls of 10-12.
Hundred Fists [5 Points]: As a Standard action the Monk makes 4 standard weapon attacks. If an additional attack is generated from this ability, it generates twice as many additional attacks. After these attacks the Monk may immediately change to a different stance it knows.
Ability: Tiger Stance
As a Standard action the Monk enters the Tiger Stance, a stance that focuses on striking at a target’s weak spots. While within this stance the Monk generates 2 Chakra whenever they score a critical hit and they make attacks as though they had the Critical Attack weapon property.
While in Tiger Stance, the Monk may spend Chakra to do the following:
Impetus [1 Point]: As a Standard action the Monk sharpens its strikes, gaining the Triple Critical weapon property until the end of combat.
Brotherhood [2 Points]: As an Instant action when scoring a Critical Hit the Monk may immediately have a single ally make a weapon attack against the same target.
Crouching Tiger [3 Points]: As a Standard action the Monk crouches down, gaining a +2 bonus to Stealth until they move or make an attack. In addition, the next attack made by the Monk has double the critical strike range as it normally would (which is generally 9-12 while within Tiger Stance).
Jugular [4 Points]: As a Standard action the Monk makes an attack that automatically scores a Critical Hit.
Meteor Barret [5 Points]: As a Standard action the Monk may immediately spend Destiny to activate a Limit Break, even if the conditions to do so are not met.
Ability: Unicorn Stance
As a Standard action the Monk enters the Unicorn Stance, a stance that empowers their body with Holy energy. While within this stance the Monk’s attacks are treated as having the Holy Strike property.
While in Unicorn Stance, the Monk may spend Chakra to do the following:
Holy Sign [1 Point]: As a Standard action one Undead creature within a Medium Range of the Monk loses all positive status effects and has their Undying ability removed until the end of the next round.
Achilles [2 Points]: As a Standard action one creature within a Medium Range of the Monk has all of their Vulnerabilities become Weaknesses for the next 4 rounds.
Aurablast [3 Points]: As a Standard action enemies within a Short range of the Monk take (MND x Level) + 2d6 holy damage. Creatures struck by this cannot successfully make Stealth rolls or go Invisible until the end of combat.
Exorcise [4 Points]: After activating Exorcise as a Slow action, the monk’s next successful attack deals (MND x Twice Level) + 2d6 points of Holy ARM damage to any Undead or Fiend-type enemy. If Exorcise successfully deals damage, it also permanently removes the target’s Undying ability, even if the target was a Notorious Monster or a Boss.
Final Heaven [5 Points]: As a Standard action the Monk focuses their energy into a punch. They may release this punch as an Instant action at any time during the current combat. When they do so the punch deals (MND x Twice Level) + 2d6 points of Holy ARM damage. While focusing they may choose to use a Slow action to draw more power into this attack, dealing an additional ten steps of damage each time they choose to take this Slow action. After this attack is made the Monk may immediately change to a different stance it knows.
Ability: Unscarred Stance
As a Standard action the Monk enters the Unscarred Stance, a stance that focuses on maintaining full health. While within this stance the Monk’s attacks deal one additional step of damage while at full HP and the Defend action reduces damage taken to 25% instead of 50%.
While in Unscarred Stance, the Monk may spend Chakra to do the following:
Tactical Guard [1 Point]: As an Instant action the Monk takes the Defend action.
Penance [2 Points]: As a Standard action the Monk inflicts Power Break on a single enemy within Short Range.
Soul Spiral [3 Points]: As an Instant action the Monk maneuvers life energy around from allies nearby. When activated the Monk may have each ally lose HP to heal the HP of a different ally equal to the amount of health lost. Allies beyond a Long range are unaffected by this. Soul Spiral is only usable once per round.
Aura [4 Points]: The Monk grants themselves the Aura status effect as an Instant action.
Enlightenment [5 Points]: As an Instant action the Monk restores their HP to full and removes any negative status effects they are currently afflicted with. After this attack the Monk may immediately change to a different stance it knows.