Cenobite (Ehmekai, Monk):
Ehmekai: Old Yhtillic for "Warrior Monk".
Kehmora: Carcosan Black Man for "Mystic or Monk".
English: Cenobite (ce-no-bite) [noun]: a member of a monastic community. (Not to be confused with the Cenobites of Hellraiser, though the Chaotic types might share some similarities...)
Description:
Carcosan Monks (Cenobites) study deep philosophy and martial arts in remote monasteries. Like cultists, their Affiliation effects how they treat others of opposing Affiliations greater than most other character types due to dogmatic ideologies. The Monk generally does not worship a diety but may recognize such an entity as a spiritual guide or teacher. Most Chaotic types seek the secrets of Nyarlanthotep. Lawful types may be guided by the teaching of a Yag or other entity opposed to the Great Old Ones. They learn weapons skills, though their primary form of attack involves natural weapons such as punches & kicks.
Note: Cenobites of Order are required to recognize a Lawful Cultist who has successfully "Invokes Sanctuary" if he/she and his/her order are in a position to offer it.
1st Level (Cenobite) Monk start with the following:
Equipment: Meditation Beads, Monk Robes
Affiliation Modifier: Roll 1D6:
1-2) Monastery Opposes Great Old Ones and/or seeks enlightenment from the Lord of Order: +10 Law Affiliation.
3-4) Monastery Is Neutral: Seeks Enlightenment from nature, drug induced dreams, dreamland entities, etc... +10 Neutral Affiliation.
5-6) Monastery Seeks Enlightenment from the Great Old Ones: +10 Chaos Affiliation.
Class Specific Bonuses per level:
Level: Bonuses:
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First Level:
1 Title: []
Action Combat Dice: D20
Affiliation Modifier: +10 [based on Affiliation of your Monastery.]
Attributes: +1 DEX,
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Iron Will, Hold Breath, Unarmored Bonus,
Class Upgrades: N/A
Combat: +1 Dodge, + 1 Melee to Hit,
Hit Points: 1D4+6+(CON modifier)
Power Points: +3 Power Points,
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Fortitude, +2 Reflex, +2 Will,
Skills: Lore + 1, Physical + 1, Art/Craft +1,
Specializations:
Weapon Proficiency:
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First Level Cenobite Abilities:
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Unarmored Bonus & Penalty:
Monks rarely wear armor, even light. If you are in light armor, your first three powers are halved in effect. They are negated while they
wear medium or heavy armor. While NOT wearing armor, the base chance of being hit by opponents (at all ranges) of being hit is
increased by +1 and an additional +1 for every three full levels of the monk. This is almost like a psychic awareness that allows you to instinctively sidestep threats. (This includes surprise attacks and other attacks the Monk cannot see/perceive normally) Shields are
counted as armor but does not apply to other weapons. (Force fields & distortion fields are treated as unarmored unless they are heavy.)
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Iron Will:
The Monk can add his/her level as a bonus to SAN checks and every three full levels of the Monk will grant a +1 to saving throws vs
any form of mind control/manipulation.
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Hold Breath:
Via mastery of the body/mind/spirit the Monk can hold his/her breath for as many minutes equal to his/her level and keep active.
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Second Level:
2 Title: []
Action Combat Dice: D20
Affiliation Modifier: +2 [based on Affiliation of your Monastery.]
Attributes: +1 WIS,
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Feather Fall, Water Walk, Far Jump,
Class Upgrades: N/A
Combat: +1 Parry, +1 Range to Hit,
Hit Points: 1D4+6+(CON modifier)
Power Points: +2 Power Points,
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills: +1 Lore, +2 Art/Craft, +1 Influence,
Specializations: +2 Plants & Fungi (Lore specialization),
Weapon Proficiency:
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Second Level Cenobite Abilities:
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Feather Fall:
(0 PP)
Each level you can ignore 10' of falling damage.
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Water Walk:
(2 PP)
You can walk over water for 1 action per level.
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Far Jump:
(2 PP)
You can jump/glide over 10' running or 5' standing per level.
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Third Level:
3 Title: []
Action Combat Dice: D20
Affiliation Modifier:
Attributes: +1 CON,
Bonus Skill Points: +2 skill points,
Bonus Specialization Points: +3
Class Abilities: Far Punch/Kick, +1D6 Punch/Kick Damage,
Class Upgrades: +1 "Cenobite Class Ability" (Not "Any Class Upgrade"),
Combat: +1 Dodge, +1 Initiative, +1 Melee to Hit, +1 "Free Extra Parry", +1 "Free Extra Dodge",
Hit Points: 1D4+6+(CON modifier)
Power Points: +2 Power Points,
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Fortitude, +1 Reflex, +1 Will,
Skills: +2 Physical, +1 Perception, + 1 Linguistics,
Specializations:
Weapon Proficiency: +1 Weapon Proficiency,
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Third Level Cenobite Abilities:
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Far Punch/Kick:
(3 PP)
At 3rd level the Monk has learned the method to project the kinetic force from his/her kicks as a shockwave towards a target. This method of attack does half of the damage rolled for the punch or kick used, but can hit a target up to ten feet away for every three full levels of the Monk. The Monk can, if declared beforehand, use this power to attempt a knock back maneuver. For every three full levels of the Monk any target knocked back an additional strike range (usually ten feet) and has a -1 penalty applied to their reflex checks.
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Fourth Level:
4 Title: []
Action Combat Dice: D20
Affiliation Modifier:
Attributes: +1 DEX,
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Defiance of Gravity, Mastery of Body,
Class Upgrades: N/A
Combat: +1 Melee Attack Action, +1 DR, +1 Range to Hit,
Hit Points: 1D4+6+(CON modifier)
Power Points: +2 Power Points,
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills: +1 Arcane, + 1 Science, + 2 Stealth,
Specializations:
Weapon Proficiency:
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Fourth Level Cenobite Abilities:
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Defiance of Gravity:
At 4rd level the Monk has learned to harness the Gravitic Aether and with a prior action of uninterrupted meditation, can cause him/herself to levitate up to five feet into the air, plus an additional five feet per three full levels of the monk. If the Monk is attacked during this time, he/she will be unable to maintain the meditation needed to stay levitated, though if they have not impacted the ground within the next round, can attempt to regain meditation with a simple (Arcane: difficulty ten) meditation to begin levitation again.
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Mastery of the Body:
(3 PP)
At 4rd level via mastery of the mind/spirit over the body the Monk can heal his/her body for 1D6 hit points plus any CON bonus. (ignore any CON penalty for this.) For every three full levels of the Monk, add another 1D6 hit points healed and this can be performed an extra time per day. ("Master of One's Biology" uses this same limitations as they are connected.)
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Fifth Level:
5 Title: []
Action Combat Dice: D20
Affiliation Modifier:
Attributes: +1 DEX,
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Punch/Kick Attacks Critical on 19+, Arrow Catch, Neck Snap,
Class Upgrades: +1 "Any Class Upgrade" (Not Cenobite Class Abilities),
Combat: +1 Parry, +1 Melee to Hit,
Hit Points: 1D4+6+(CON modifier)
Power Points: +3 Power Points,
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills: +2 Survival,
Specializations:
Weapon Proficiency:
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Fifth Level Cenobite Abilities:
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Arrow Catch:
At 5th level the Cenobite can attempt to catch an arrow as a parry attack. This can be done with one hand.
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Neck Snap:
At 5th level the Cenobite gains the ability to perform a neck snap maneuver. If the target is a humanoid of equal or less level/HD as the Cenobite/Monk, the Monk must first successfully perform a grapple attack with a -5 penalty against a target with a prior declared neck snap. [If the grapple still succeeds, but fails to meet the amount required with the -5 penalty, the grapple still succeeds and the neck snap can be attempted on the next action if the target fails a Strength check following the maneuver vs the Monk.] If the called strike succeeds, the target must make a Fortitude save with a penalty of -1 per three full levels of the Monk. If failed, their neck is snapped, killing them.
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Sixth Level:
6 Title: []
Action Combat Dice: D20
Affiliation Modifier:
Attributes:
Bonus Skill Points: +2 skill points,
Bonus Specialization Points: +3
Class Abilities: Power Word, Weapon Catch, Additional +1D6 Punch/Kick Damage,
Know Biological Vulnerability, +1 Biological Vulnerability,
Class Upgrades: +1 "Cenobite Class Ability" (Not "Any Class Upgrade"),
Combat: +1 Dodge, +1 Initiative, +1 "Free Extra Parry", +1 "Free Extra Dodge", +1 Range to Hit,
Hit Points: 1D4+6+(CON modifier)
Power Points: +2 Power Points,
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Fortitude, +1 Reflex, +1 Will,
Skills:
Specializations: +2 Medicine (Lore specialization), +1 Alchemy (Lore specialization),
Weapon Proficiency: +1 Weapon Proficiency,
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Sixth Level Cenobite Abilities:
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Power Word:
(2 PP)
Starting at level six, the Monk has learned to focus his/her spiritual energies into powerful words used when striking targets.
Any version of the power word can only be performed once per day per three full levels of the Monk.
* 6th Level: When used, the power word provides a +1 to hit (per three full levels of the Monk) and inflicts double damage.
* 9th Level: When used, the power word does as above, but damage rolls of 1 are re-rolled.
* 12th Level: As above, but all rolls of 1 or 2 on damage dice are re-rolled. Any target below your level/HD who is struck must make a saving throw vs Fortitude or be stunned for 1D4 actions. (In addition to any other abilities with stun) If target would typically be immune to such an attack, they are still -2 to all attack and skill rolls for the next melee round.
* 15th Level: As above, but re-roll 1's, 2's & 3's as well. Any humanoid target of half your level/HD or less is killed if they fail as saving throw vs Fortitude with a penalty of -1 per level/HD they are below your level.
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Weapon Catch:
At 6th level the Cenobite can attempt to catch an melee weapon as a parry attack. This requires both hands be available to perform this maneuver. The parry roll is done at -2 to successfully catch the weapon. At level 9, it is done at -1, at level 12, it is done with no penalty and at level 15 it is done with a +1 bonus. [At level 8 this upgrades to Weapon Disarm.]
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Know Biological Vulnerability:
At 6th level the Cenobite begins to understand vulnerable points in certain creatures/races that allows them to inflict extra damage. Starting at 6th and every level afterwards, you may add a specific race/creature type to your list that will take have your natural critical dice roll reduced by one against that target, and an extra +1D6 damage for every three full levels of the Cenobite in damage. Each one selected can be a specific color of human, a type of dinosaur, etc... It cannot be for a diverse group like regular Shub~Spawns as they are mostly unique but members of the six main spawn, such a Byakhee, Primordial Ones, Yithians, etc.. can be chosen.
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Seventh Level:
7 Title: []
Action Combat Dice: D20
Affiliation Modifier:
Attributes: +1 INT, WIS or CHA (Player chooses one),
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Opening of the Third Eye, Spacial Awareness, +1 Biological Vulnerability,
Class Upgrades: N/A
Combat: +1 Parry, +1 Melee to Hit,
Hit Points: 1D4+6+(CON modifier)
Power Points: +2 Power Points,
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills: +1 Lore, +2 Art/Craft, +1 Influence,
Specializations: +2 Plants & Fungi (Lore specialization),
Weapon Proficiency:
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Seventh Level Cenobite Abilities:
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Spacial Awareness:
At 7th level the Monk has become extremely aware of his/her surroundings almost as if he/she had eyes on the back of their head (and around corners.)
You cannot be surprised and you gain a +5 to catch or deflect missile weapons, such as arrows and darts. You can fight in the dark or blind with no penalties, unless the target requires special vision to perceive, such as those that dwell between the waking and dreamlands for example, though even then the penalty is half that of a blind character.
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Opening of the Third Eye:
At 7th level the Monk has awakened his/her third eye, allowing them to perceive thing that were not prior perceivable. You can get a rough idea of the Affiliations of a character. (Law,Neutral,Chaos) 0-5 low, 6-15 average, 16+ high by sight, no cost. You can make an arcane check by touching a target or being within five feet per three full levels of the caster (up to 25 feet at level 15) to sense the following: Has the target recently killed (within 24 hours and if so if victims were sentient or not as well as highest affiliation of victims.) If they possess any enchanted, shub bound items or mystical artifacts on their person (but not specifying which) and/or if the person is a Sorcerer, Mystic, Psychic or Possessed, but not specifying which, unless the character is of tenth level or higher. You will be able to see ghosts, spirits and dream entities leaking into the waking world, unless they specifically try to be invisible, but even then you will "feel" their presence. Normally invisible anomalies and portals will be perceived as shimmering anomalies but not be specific as to what they are.
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Eighth Level:
8 Title: []
Action Combat Dice: D20
Affiliation Modifier:
Attributes: + 1 CON,
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Punch/Kick Attacks Critical on 18+, Fist of the Twin Suns, Weapon Disarm, +1 Biological Vulnerability,
Class Upgrades: N/A
Combat: +1 Melee Attack Action, +1 DR, +1 Range to Hit,
Hit Points: 1D4+6+(CON modifier)
Power Points: +2 Power Points,
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills: +2 Physical, +1 Perception, + 1 Linguistics,
Specializations:
Weapon Proficiency:
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Eighth Level Cenobite Abilities:
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Weapon Disarm:
At 8th level the Cenobite ability of "Weapon Catch" upgrades to "Weapon Disarm". If you successfully roll to catch a weapon, your opponent must make a Reflex check to avoid you removing the weapon from them. You can choose to either keep ready the weapon or drop it after disarming as a free action. On a critical parry, you can not only disarm but strike the attacker with their own weapon as a free riposte attack.
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Fists of the Twin Suns:
At 8th level the Monk has developed the ability to inflict damage upon targets with fists fueled by the twin suns! (At least according to legends.) For every three full levels of the Monk, your fists will inflict an additional +1D6 in fire/energy damage. (No specific spectrum of energy.) During your use of this ability, your normal fist damage (with strength modifiers) will also be treated as fire/energy damage. On rolls of a Natural 20 the target in addition to taking double (or more damage based on your abilities) will also be treated as being engulfed in Celestial Fire for 1D4 actions + one for every three full levels of your character. This damage will be based on your fire/energy damage bonus alone each action.
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Ninth Level:
9 Title: []
Action Combat Dice: D20
Affiliation Modifier:
Attributes: +1 STR,
Bonus Skill Points: +2 skill points,
Bonus Specialization Points: +3
Class Abilities: Mastery of One's Biology, Additional +1D6 Punch/Kick Damage, +1 Biological Vulnerability,
Class Upgrades: +1 "Cenobite Class Ability" (Not "Any Class Upgrade"),
Combat: +1 Dodge, +1 Initiative, +1 to Melee to Hit, +1 to Ranged to Hit, +1 "Free Extra Parry", +1 "Free Extra Dodge",
Hit Points: 1D4+6+(CON modifier)
Power Points: +2 Power Points,
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Fortitude, +1 Reflex, +1 Will,
Skills: +1 Arcane, + 1 Science, + 2 Stealth,
Specializations:
Weapon Proficiency: +1 Weapon Proficiency,
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Ninth Level Cenobite Abilities:
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Master of One's Biology:
(3 PP)
At 9th level the Cenobite develops extension of "Mastery of the Body", which can choose to purge his/herself of a disease or poison instead of heal hit points. The Monk need only attempt a save again with a bonus of +1 for every three full levels of the Monk. Please note some Sorcery related diseases cannot be purged or will have a penalty assigned by the GM. This can be used to resist being affected by a mutation, but the Monk must defeat the difficulty level assigned by the mutation. Difficulty will vary, but radiation/environmental will me moderate to low, psychic and sorcerous inflicted will be higher and possibly depend on contesting the source if it's an individual PC/NPC. Some artifact and god inflicted mutations will be extremely difficult to resist. This cannot be used on long term untreated mutations or ones that the character starts the game with.
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Tenth Level:
10 Title: []
Action Combat Dice: D20+1D4
Affiliation Modifier:
Attributes: +1 DEX,
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Punch/Kick Attacks Critical on 17+, Break Weapon, +1 Biological Vulnerability,
Class Upgrades: +1 "Any Class Upgrade" (Not Cenobite Class Abilities),
Combat: +1 Parry, +1 Range to Hit,
Hit Points: 4+(CON modifier)
Power Points: +3 Power Points,
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills: +2 Survival,
Specializations:
Weapon Proficiency:
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Tenth Level Cenobite Abilities:
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Break Weapon:
At 10th level the Cenobite ability of "Weapon Catch" also upgrades to "Break Weapon". Treat like a "Weapon Catch" maneuver to parry. If successful, you may attempt to inflict damage to the weapon like a punch or kick doubled. Compare your damage at the top of the Weapon Quality Chart vs the QR of the weapon. See if opponents weapon is lowered in quality or destroyed.
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Eleventh Level:
11 Title: []
Action Combat Dice: D20+1D4
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Visions of Extra-Dimensional Pathways, +1 Biological Vulnerability,
Class Upgrades: N/A
Combat: +1 Dodge, +1 Melee to Hit,
Hit Points: 4+(CON modifier)
Power Points: +2 Power Points,
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Fortitude, +1 Reflex, +1 Will,
Skills:
Specializations: +2 Medicine (Lore specialization),+1 Alchemy (Lore specialization),
Weapon Proficiency:
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Eleventh Level Cenobite Abilities:
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Vision of Extra-Dimensional Pathways:
At 11th level the Cenobite gains a similar ability to the Gaunt Man/woman.. He/she can make basic navigate the streets of Dim Carcosa & has a chance to navigate extra-dimensional non-Euclidian geometry places, such as Limbo or the Dreamlands. If your character is also a Gaunt Man/Woman or has similar abilities, then this ability provides a bonus of +1 to perception/tracking checks for every three full levels of the character.
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Twelth Level:
12 Title: []
Action Combat Dice: D20+1D6
Affiliation Modifier:
Attributes: +1 INT, WIS or CHA (Player chooses one),
Bonus Skill Points: +2 skill points,
Bonus Specialization Points: +3
Class Abilities: Psychic Mirror, Additional +1D6 Punch/Kick Damage, +1 Biological Vulnerability,
Class Upgrades: +1 "Cenobite Class Ability" (Not "Any Class Upgrade"),
Combat: +1 Parry, +1 Initiative, +1 Melee Attack Action, +1 DR, +1 "Free Extra Parry", +1 "Free Extra Dodge", +1 Range to Hit,
Hit Points: 4+(CON modifier)
Power Points: +2 Power Points,
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills: +1 Lore, +2 Art/Craft, +1 Influence,
Specializations: +2 Plants & Fungi (Lore specialization),
Weapon Proficiency: +1 Weapon Proficiency,
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Twelth Level Cenobite Abilities:
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Psychic Mirror:
At 12th level the Monk has developed the ability to temporarily mimic the effects of psychic powers used against them. Within one action per full level of the Monk since a psychic power has been used upon you (if you are even aware of it) you can attempt to use this ability to mirror the effect
that was directed at you. This requires you make an Arcane check of twenty or higher. If successful, you have successfully tapped into the psychic field and instinctively made use of this power. You must pay the energy cost of the power, but it works like normal. If your rolled a
Natural 20 on your Arcane check to use this ability, you may instead of the usual bonus related to such a roll, obtain the psychic power as a part of your natural abilities! Please note the GM must WITNESS you roll the natural 20 for this to be valid. No after the fact "Look see!"
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Thirteenth Level:
13 Title: []
Action Combat Dice: D20+1D8
Affiliation Modifier:
Attributes: +1 CON,
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Punch/Kick Attacks Critical on 16+, +1 Biological Vulnerability,
Class Upgrades: N/A
Combat: +1 Dodge, +1 Melee to Hit,
Hit Points: 4+(CON modifier)
Power Points: +2 Power Points,
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Fortitude, +1 Reflex, +1 Will,
Skills: +2 Physical, +1 Perception, + 1 Linguistics,
Specializations:
Weapon Proficiency:
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Thirteenth Level Cenobite Abilities:
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Fourteenth Level:
14 Title: []
Action Combat Dice: D20+1D10
Affiliation Modifier:
Attributes: +1 STR, +1 WIS,
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Weird Warp Strike, +1 Biological Vulnerability,
Class Upgrades: N/A
Combat: +1 Parry, +1 Initiative, +1 Range to Hit,
Hit Points: 4+(CON modifier)
Power Points: +2 Power Points,
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills: +1 Arcane, + 1 Science, + 2 Stealth,
Specializations:
Weapon Proficiency:
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Fourteenth Level Cenobite Abilities:
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Warp Weird Strike:
At 14th level the Monk's ability to manipulate space/time with his/her abilities allows them to once per melee round warp strike a target, essentially bending space to allow you to warp nearby or at a different angle to attack a target. This must be line of site and within range of the ability.
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Fifteenth Level:
15 Title: []
Action Combat Dice: D20+1D12
Affiliation Modifier:
Attributes: +1 DEX ,
Bonus Skill Points: +2 skill points,
Bonus Specialization Points: +3
Class Abilities: Punch/Kick Attacks Critical on 15+, Additional +1D6 Punch/Kick Damage, +1 Biological Vulnerability,
Class Upgrades: +1 "Any Class Upgrade" (Not Cenobite Class Abilities), +1 "Cenobite Class Ability" (Not "Any Class Upgrade"),
Combat: +1 Melee Attack Action, +1 "Free Extra Parry", +1 "Free Extra Dodge", +1 Melee to Hit, +1 Range to Hit,
+1 DR, +1 Dodge, +1 Parry,
Hit Points: 4+(CON modifier)
Power Points: +3 Power Points,
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Fortitude, +1 Reflex, +1 Will,
Skills: +2 Survival,
Specializations:
Weapon Proficiency: +1 Weapon Proficiency,
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Fifteenth Level Cenobite Abilities:
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Kill Pressure Point Strike:
At xth level the Monk gains the ability to do a pressure point strike that instantly kills a target.
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Monk Advancement Abilities: (Choose one at levels 5, 10 and 15.)
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* Choose one starting ability of another character class:
instead of choosing a class advancement ability, you can choose a starting ability of another class. Must be verified with the DM as being appropriate and learn-able by your character.
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* Stunning Palm: (1 PP)
This ability must be declared before rolling an attack. If target takes damage, they must make a Fortitude save or be stunned for 1 action for every three full levels of the Monk. This ability will not affect robots, undead or other creatures that lack any form of nervous system. Non-Humanoid shaped creatures get a +2 bonus to resist this effect and gods are completely immune to it. If the target is the same race as you, they get a -2 penalty to resist being stunned. The target is essentially immobilized in place. (Think maneuver used by the agent in the movie "Serenity".) On a natural 20 double the stun duration and target is -2 to save.
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* Vibrating Palm: (2 PP)
This ability must be declared before rolling an attack and requires a full uninterrupted action of meditation prior to it's use. It allows the Monk to inflict specific vibrations that can damage and/or destroy solid objects. A target's weapon or armor may be contested by the Monk's Arcane skill against it's quality difficulty rating. If successful the Monk can reduce the item's quality, possibly destroying it. In the case of Undead or Robots, the target takes x2 damage at level 5, x3 damage at levels 10, x4 damage at level 15, however they can attempt to make
Fortitude checks to save for half damage. Living targets take +2D6 damage at level 3, +1D6 more to this at levels 6, 9, 12 and 15.
For every three full levels of the Monk, treat the amount your Arcane roll as being ten points higher for purposes of damaging the rating of an item on the Quality Chart below. In addition, for every three full levels of your character, you can affect +3 cubic feet of matter.
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* At One With The Ancient Masters:
If your character dies in a way which does not consume his/her soul, he/she can choose to "haunt" another player character after death offering advice in a weird "Obi-Wan Kenobi" mentor sort of way. Your soul is stuck somewhere between this world and the Dreamlands. Once per game session (per three full levels of your character before death) you can channel the "Secrets of the Ancients" to give a +1 per three full levels of your character as a bonus to a single action as you guide them. (This can be attack roll or a bonus to a dodge or parry maneuver. It can also manifest as a five point reduction in the difficulty of a skill contest of the target individual is going to perform, for every three full levels of your character prior to death.) If your character had any psychic abilities, he/she can attempt to use them, but with a penalty of -10 to the difficulty checks. You will have power points equal to the amount you had prior to death. If reduced to zero or less power points you disappear into the dreamlands and cannot return for 1D4 days. Spirit & dream creatures can attack you as if you were alive, so keep your character sheet. If such creatures kill you, your soul is destroyed.
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* Soul Strike (Difficulty: 15, 5 PP):
This ability allows the Cenobite to attempt to dislocate the soul from a target with a strike that focuses the life force of the cenobite via his/her will into a strike at the very essence of the target. This attack does absolute minimum physical damage to the target, but ignores DR of less than 10. This will only permanently displace the soul from the body of the target (kill) of equal or less HD/levels as the Cenobite. The target if equal or less HD/levels must make a Will save with a penalty of -1 for every three full levels of the Cenobite. If they fail, their soul is displaced from their body and they die. Any targets of greater HD/levels will be effectively mentally stunned as their soul tries to properly re-connect with it's body and be depleted of all but one power points failing a Will save. They lose their next action and will be -2 to all attacks and -5 to all skill for the next 2D4 melee rounds. (On a critical strike, the target is knocked unconscious for 1D4 hours if human/half human. 1D4 minutes if not human.)
This is most effective against humans and half humans.
Non-Human races such as Maggot Men, Gaunt Men & Irrationalists get a +2 to their saving throws against this attack.
Monsters get a +5 to their saving throws against this attack.
Undead and Gods are immune to this attack.
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* [To be determined...]
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