Commando - Sentinel - Saboteur - Short Range
Skill Bonus: Athletics, Stamina, Stength, Agility, Intuition Weapons: Gloves Armor: Light Armor, Hats, Headgear Innate Magic: None
Swift as the air, he strikes with blinding speed. Fluid as the river, he sweeps his opponents under his current, leaving them prone to his unceasing assault. Tough as the earth, he unflinchingly absorbs the hardest blows. Passionate as the fire, he is always ready for more. To those who have mastered both body and mind, there is no part of either which cannot be used as a weapon. In the eyes of any unfortunate soul swept under the Monk's feet, even the finest warhammers wish they had the punch of the Monk's fists.
Abilities
The Monk's primary A-Ability is Martial Arts.
Most Martial Arts can only be used with Gloves equipped, or bare handed.
Monk Feature Abilities
Way of the Fist
Feature
Effect: A Monk wearing Gloves can use a Chain 1 Martial Arts ability as their free, full ACC action instead of a basic attack.
When a Monk makes basic attacks or Weapon abilities outside of Martial Arts while unarmed or with Gloves, they may choose whether the attack is a Punch or a Kick.
In addition, the Monk may select multiple Reaction abilities from Martial Arts. If multiple are triggered simultaneously, the Monk must choose which one to trigger.
The Monk receives one of Pummel, Spinning Kick, or Lion Hand for free as an Innate.
Brawler
Innate
Effect: The Monk's unarmed attacks have a WP based on their Rank, per the table listed below.
If a Monk makes a Kick attack, they deal their normal damage instead of the listed damage.
In addition, when a Monk wears no gear in either their Head or Armor slot, they gain benefits based on the table listed below.
A Monk may still wear Relics and gain these benefits.
Grappling
Many of the Monk's abilities involve grappling. When a target is grappled, the character that initiated the grapple is called the Initiator, and the character being grappled is the Grappled. A character can only successfully grapple a target if they are unarmed, have a hand with nothing equipped in it, or are using Gloves.
While grappling, both the Initiator and the Grappled:
- Have half EVA.
- Cannot target anything else other than each other (or themselves).
- Can only move 1 square, regardless of their MOV or movement granting abilities. When they move, the other character moves into the space they vacated.
- Critical misses targeting one character will automatically hit the other (no EVA).
The Initiator:
- Has +20 ACC against the Grappled.
- Can move via certain Martial Arts abilities.
- Can use abilities that require the target to be Grappled, and can combo off Grapple abilities.
The Grappled:
- May only target the Initiator or themselves.
- As a Static 1, can attempt to break away with a DEX vs. RES check. If the check is beaten by at least 20, they can instead maintain the grapple and become the Initiator, making the other character the Grappled.
Rank 1
In addition to Accumulate and Focus Strike, the Monk may choose one of Pummel, Spinning Kick, or Lion Hand as Innate abilities.
Accumulate
Innate - Martial Arts - Innate - Chain 1 - PA - Weapon Range - Requires: Gloves/Unarmed - Punch or Kick - Ground OK
Description:
Damage: Normal damage.
On Hit: Adds +PA as bonus damage to all further attacks in the chain. This bonus stacks with further uses of Accumulate.
Focus Strike
Innate - Martial Arts - Innate - Chain 1 - PA -Weapon Range - Requires: Gloves/Unarmed - Punch or Kick - Ground OK
Description:
Damage: Normal Physical damage.
On Hit: Adds +5 ACC to all further attacks in this chain. This bonus stacks with further uses of Focus Strike.
Pummel
Combos from: Punch
Martial Arts - Finisher 1 - PA - Weapon Range - Requires: Gloves/Unarmed - Punch - Ground OK
Description:
Damage: Normal damage, plus an additional PA*2 Physical damage for each Punch used in this chain before Pummel (but not including Pummel).
Spinning Kick
Martial Arts - Chain 1 - PA - Weapon Range - Kick
Description:
Damage: PA*4 damage.
On Hit: Deals PA*2 to all enemies adjacent to the character.
Prime: The initial hit of Spinning Kick deals normal damage instead.
Lion Hand
Martial Arts - Chain 1 - PA - Weapon Range - Requires: Gloves/Unarmed - Punch
Description:
Damage: Normal Damage.
On Hit: Once per round, Knockback 1 and move into the target vacated.
Bear Paw
Martial Arts - Chain 1 - PA - Weapon Range - Requires: Gloves/Unarmed - Grapple
Description: Strike the target and drag them in closer for a grab.
Damage: Normal Damage.
On Hit: Grapples the target.
Air Throw
Martial Arts - Chain 1 - PA - Weapon Range - Requires: Gloves/Unarmed - Throw - Ground OK
Combo from Grapple
Description:
Damage: Half damage.
On Hit: Once per round, DEX vs. RES save or Knockdown.
Combo: Deals normal damage instead; can make a DEX vs. RES save to Knockdown even if Air Throw misses or has already been used this round.
Chakra
Martial Arts - Static 2 - Self - 1 LP - Ground OK
Description:
Effect: Restore 25% of the Monk's maximum HP, restores MA*1 MP, and removes Exhaust. This ability costs 1 LP.
Prime: Area increased by 1. Use the Monk's Max HP to determine restoration amount.
Break - Soul Mantra: Area increased by 1.
Break - Hundred Strikes
Martial Arts - Simple Action - Self - Requires: Gloves/Unarmed - Ground OK
Description:
Effect: Allows two additional Action Slots that can be used for Punch or Kick basic attacks.
Break - Dragon Palm
Martial Arts - Interrupt - PA - Self - Requires: Gloves/Unarmed - Ground OK
Description:
Trigger: The Monk is attacked with a melee attack.
Damage: Normal damage.
On Hit: The target's attack is cancelled and the target gains Exhaust 1--the target may continue to attack if they have slots remaining.
Rank 2
Brawler
Support Ability
Description:
Effect: The character may equip Gloves, regardless of job. In addition, unarmed attacks gain WPbased on the character's Monk Rank, as if they were a Monk (but gain none of the other benefits).
A character deals Normal damage when making a Kick attack instead of listed damage, as if they were a Monk.
Spring Feet I
Support Ability
Description:
Effect: The character may stand up as a Simple Action.
HP Up I
Support Ability
Description:
Effect: The character's HP increases by 10%. This does not stack with similar effects (such as from Vests).
Invigorate
Martial Arts - Simple Action - Self
Description:
Effect: 25%: Bestows Brave (2) and Clarity (2).
Backhand Blow
Martial Arts - Chain 1 - PA - Weapon Range - Requires: Gloves/Unarmed - Punch
Combos from: Punch
Description:
Damage: Normal damage.
Combo: Backhand Blow's critical range is increased by 10. If Backhand Blow is a critical hit, the Monk immediately makes a Punch or Kick basic attack at full ACC.
One Inch Punch
Martial Arts - Chain 1 - PA - Weapon Range - Requires: Gloves/Unarmed - Punch
Combos from: Punch
Description:
Damage: Normal damage.
Combo: Deals an additional (PA*2) damage if the target has a DEF higher than 0.
Banishing Fist
Martial Arts - Chain 1 - PA - Weapon Range - Requires: Gloves/Unarmed - Punch
Description:
Damage: Normal damage.
On Hit: If the target is Undead and is KO'd during this chain, they are snuffed.
Rotation Kick
Martial Arts - Chain 1 - PA - Range 1 - Kick - Ground OK
Combos from: Kick
Description:
Damage: PA*4 damage.
Combo: Rotation Kick has ACC + 10. The character stands up.
Prime: Rotation Kick deals normal damage instead.
Heel Drop
Martial Arts - Finisher 1 - PA - Weapon Range - Kick
Description:
Damage: PA*4 damage.
On Hit: Deals an additional PA*4 damage if the target is Knocked Down, or the target is under the effects of Flight or Float.
Prime: Rotation Kick deals normal damage instead.
Moonsault Kick
Martial Arts - Finisher 1 - PA - Weapon Range - Kick - Ground OK
Description:
Damage: PA*4 damage.
Effect: Deals an additional PA*4 damage if the character is Knocked Down. The character stands up.
Prime: Moonsault Kick deals normal damage instead.
Rolling Cradle
Martial Arts - Chain 2 - PA - Weapon Range - Requires: Gloves/Unarmed - Grapple - Ground OK
Combos from: Grapple
Description:
Damage: Normal damage.
On Hit: DEX vs. RES save to Grapple the target. If the target is Grappled (either previously or from Rolling Cradle) and the Monk is prone, 100%: Knockdown.
Combo: Move one space away from the target, then move the target into the space the Monk vacated.
Giant Swing
Martial Arts - Finisher 2 - PA - Weapon Range - Requires: Gloves/Unarmed - Throw
Combos from: Grapple
Description:
Damage: Normal damage.
On Hit: Deals the target's PA*4 to all enemies adjacent to the Monk.
Combo: Moves the target 2 squares away from the Monk in the direction of the Monk's choice.
Sliding Attack
Martial Arts - Static 2 - PA - Charging Effect - Kick
Description:
Damage: PA*4 damage.
Effect: The Monk moves up to his MOV -2 in a straight line, attacking the first enemy he meets, and then ends his movement directly behind him, Downed. The Monk cannot use Sliding Attack if the square behind the target is blocked.
On Hit: DEX vs. RES: Causes Knockdown.
Prime: Sliding Attack deals normal damage instead.
Air Render
Martial Arts - Chain 1 - PA - Range 3
Description:
Damage: VT*6 Physical damage.
Effect: Weapon-based effects (such as elemental or on-hit chances) do not apply to Air Render. Air Render can still critically hit, and bonuses such as ACC+ or Damage+ still apply.
Aurabolt
Martial Arts - Static 1 - MA - Line 3 - Requires: Gloves/Unarmed
Description:
Damage: MA*8 Light damage.
Effect: If Aurabolt hits one target, it deals an additional MA*2 damage.
Rank 3
Swayback
Reaction Ability - PA
Trigger: 30%: The character evades an attack by a melee weapon.
Description:
Effect: Make a standard attack for half damage, and causes Knockback 1.
Counter Strike
Reaction Ability - PA
Trigger: 30%: The character is damaged by an attack by a melee weapon.
Description:
Effect: Make a standard attack for normal damage.
KO Throw
Reaction Ability
Trigger: 30%: The character evades an attack by a melee weapon.
Description:
Effect: DEX vs. RES save to cause Knockdown.
Suplex
Martial Arts - Chain 2 - PA - Weapon Range - Requires: Gloves/Unarmed - Throw
Combos from: Grapple
Description:
Damage: Normal damage.
On Hit: The Monk and the target are both Downed.
Combo: Deals additional damage equal to 5% of the target's maximum HP.
Hammer Arm
Martial Arts - Chain 1 - PA - Weapon Range - Requires: Gloves/Unarmed - Punch
Description:
Damage: Normal damage.
Combo: Deals an additional PA damage for each square moved prior to this attack. No additional damage if it is not the first attack in the attack chain.
Combo - On Hit: DEX vs. RES save to cause Knockdown.
Monkey Fist
Martial Arts - Chain 1 - PA - Weapon Range - Requires: Gloves/Unarmed - Punch - Ground OK
Combos from: Grapple
Description:
Damage: Half damage.
Combo - On Hit: DEX vs. RES save to cause the target to drop their weapon at their feet in the square they occupy.
Mach Kick
Martial Arts - Chain 1 - PA - Weapon Range - Requires: Gloves/Unarmed - Kick
Combos from: Kick
Description:
Damage: PA*2 damage.
Combo: Increases the Monk's Initiative by 1 next round. This bonus stacks with multiple uses of Mach Kick.
Prime: Mach Kick deals normal damage instead.
Dolphin Blow
Martial Arts - Finisher 1 - PA/MA - Range 1 - Kick - Ground OK
Description:
Damage: Normal damage, plus an additional MA*4 Water damage.
Armlock
Martial Arts - Static 1 - PA - Weapon Range - Requires: Gloves/Unarmed - Requires: Grapple - Ground OK
Description:
Damage: Normal damage.
On Hit: DEX vs. RES or Disable. Disable does not take effect (or start counting down) until the Grapple ends. Once Armlock hits once, it is auto-hit for the remainder of that Grapple.
Cross Heel Hold
Martial Arts - Static 1 - PA - Weapon Range - Requires: Gloves/Unarmed - Requires: Grapple - Ground OK
Description:
Damage: Normal damage.
On Hit: DEX vs. RES or Immobilize. Immobilize does not take effect (or start counting down) until the Grapple ends. Once Cross Heel Hold hits once, it is auto-hit for the remainder of that Grapple.
Rank 4
Springier Feet
Augment: Spring Feet
Description:
Effect: The character may stand up as a Free Action at the end of the turn.
HP Up II
Augment: HP Up I
Description:
Effect: The character's HP increases by 20%. This bonus overwrites the bonus provided by HP Up I.
Heavy Handed
Augment: Way of the Fist
Description:
Effect: Increases WP by 2, but you no longer receive an additional free attack.
Lifestream
Augment: Chakra
Description:
Effect: Chakra becomes a Chain 1, but restores 5% of Max HP instead, and no longer restores MP or removes Exhaust. No matter how many time Chakra is used in a round, it only costs 1 LP.
Burning Vigor
Augment: Invigorate
Description:
Effect: Invigorate also bestows Psyched Up (-).
Bloody Vigor
Augment: Invigorate
Description:
Effect: Invigorate has a 50% chance to succeed, but costs 1 LP when it fails.
Snap Punch
Martial Arts - Chain 1 - PA - Weapon Range - Requires: Gloves/Unarmed - Punch
Description:
Damage: Normal Physical damage. If the target is Pincered, Snap Punch is no-evade.
Wildfire Kick
Martial Arts - Static 1 - PA - Weapon Range - Kick
Description:
Damage: PA*4 Physical Fire damage. If the target has Ignition, Wildfire Kick deals an additional 50 damage and adds the Fire element
On Hit: Causes Ignition.
Prime: Wildfire Kick deals normal Physical Fire damage instead.
Ogre Grip
Martial Arts - Chain 1 - PA - Weapon Range - Requires: Gloves/Unarmed - Grapple - Ground OK
Description:
Damage: Normal Physical damage. If the target is Grappled, Ogre Grip cannot miss, and deals 1.5x damage.
Babel Crumble
Martial Arts - Finisher 2 - PA - Weapon Range - Requires: Gloves/Unarmed - Grapple - Ground OK
Description:
Damage: Normal damage.
Combo: DEX vs. RES or Babel Crumble deals additional damage equal to 25% of the target's current HP. This is a Fatal-type effect.
Earth Render
Martial Arts - Chain 2 - Line 3 - Requires: Gloves/Unarmed
Description:
Damage: Normal Earth Physical damage.
Special: For every 5 PA the character has, Earth Render travels an additional square. For every time Earth Render was used this turn, Earth Render travels an additional square.
Break - Rising Phoenix
Martial Arts - Self Area 2 - Full Round Action
Description:
Damage: VT*10 Fire damage in area (no evade).
Effect: Removes KO from allies in the area of effect and restores HP equal to Rising Phoenix's damage. Then, the character is reduced to 0 HP and KO'd. This effect cannot be prevented or reduced by any means.
Break - Golden Hand
Martial Arts - Static 2 - PA - Weapon Range - Requires: Gloves/Unarmed - Punch
Description:
Damage: 1 True damage.
Special: If the target is Weak to any element, Golden Hand instead deals Normal True damage of that element.
On Hit: Causes Meltdown (2).
Rank 5
Paradigm Shift
Feature Optional
Effect: The Monk may select a Job Paradigm Shift, replacing some of their Feature abilities. The character may select neither, or one of:
Fighter: Heavy armor wearing juggernauts that pummel enemies into submission with fist, glove and claw.
White Monk: A monk that has learned some ways of the White Mage, enhancing their allies with White Magic.
Paralyzeproof
Support Ability
Description:
Effect: The character is Immune to Disable.
Burning Rave
Martial Arts - Finisher 2 - PA - Weapon Range - Requires: Gloves/Unarmed - Punch
Description:
Damage: Normal Fire damage.
Effect: Affects creatures (except for the Monk) within Area 2 of the target.
Meteor Barret
Martial Arts - Finisher 2 - PA - Weapon Range - Requires: Gloves/Unarmed - Punch
Description:
Damage: Normal damage.
On Hit: Causes Knockback 4.
Twin Snakes
Martial Arts - Finisher 1 - PA - Weapon Range - Requires: Gloves/Unarmed - Punch
Combos from Punch
Description:
Damage: Normal Physical damage.
Combo: If the target is Pincered, Twin Snakes deals double damage.
Howling Fist
Martial Arts - Static 1 - PA - Line 3 - Requires: Gloves/Unarmed - Punch
Combos from Punch
Description:
Damage: Normal damage.
Effect: The character gains Exhaust at the end of the round.
Combo: The character does not gain Exhaust.
Quickbolt Kick
Martial Arts - Chain 0 - PA - Weapon Range - Kick
Description:
Damage: PA*4 Physical damage.
Special: Quickbolt Kick may only be used once per round.
Prime: Quickbolt Kick deals Normal damage instead.
Rank 6
Springiest Feet
Augment: Spring Feet
Description:
Effect: The character may stand up as an Immediate action once per turn.