Je précise que la compétence de Concentration est primordiale chez les moines car chaque fois que vous ne bougez pas ou que vous ne combattez pas, vous perdez du Ki. La concentration vous aide à le conserver plus longtemps.
Dons:
- Deflect Arrows (allow to take no damage from projectiles, passive feat)
- Stunning Fist (as Stunning Blow but more powerful, cooldown 6 seconds, save DC based on 10+Wis!)
- Meditation: allow to recover Ki faster.
- Unarmed Strike
- Toughness (Monk bonus feat)
- Flurry of Blows: +1 to hit every 4 level (they changed from the D&D rules here) when you are unarmored, unencumbred and using monk weapons.
- Finishing Moves: Very nice finishing combo in special circonstances.
- Enhenced Moves: +10% at level 3 and then +5% every 3 level.
Enhancements:
- Air Special:
Ten Thousand Stars: +75% to thrown weapons speed for 20 seconds (1 minute cooldown)
Lifting the Veil: Remove Blindness
- Fire Special:
Unknown (actually first not displayed)
Restoring the balance: Remove Curse
- Earth Special:
Fists of Iron: Extra strength to attacks with +1 critical multiplier (cooldown 3 seconds)
The Receptive Path: Remove disease
- Water Special:
Unbalancing Strike: -2 to target AC, +10 to balance and makes them vulnerable to sneak attacks (Save=DC10+half level+Wisdom, 3 seconds cooldown)
Difficulty at the Beginning: Lesser Restoration
Way of the Animal:
- Way of the Clever Monkey (I II III IV): +1 Hagle/+1 vs trap/2 elemental resistance (per level)
- Way of the Faithful Hound: +1 Listen/+2 Flanked target (per level)
- Way of the Elegant Crane: +1 Diplomacy/+1 Ki on critical/-1 will (per level)
- Way of the Patient Tortoise: +1Concentration/ +5 hp (per level)
- Way of the Tenacious Badger: +1 intimidate/ if under 30% hp you regenerate Ki
Monk Special Attacks:
- Fists of Darkness: +2d6 damage on living targets+shaken (cooldown 3 seconds)
- Rise of the Phoenix: Raise Dead (Cooldown 30 seconds/cost Ki and Hp)
- Eagle Claw Attack: -4 to target AC (cooldown 3 seconds, last long unless target makes DC10+half level +wisdom)
- Void Strike: +1d4 damage on next attack (cooldown 3 seconds)
- Fists of Light: +2d6 damage against undeads and apply a healing shield on undeads (allies striking this shield will regain Hp).
Improved recovery: +10%/+20%/+30% to healing (stack with Human Recovery)
Way of the Elements:
- Adept of Wind: (require dex 14)
Lesser Wind Stance: Augment Dexterity by +2 and thrown attack speed but -2 to con
Storm Strike I: +1d6 lighning strike (cooldown 3s)
- Adept of Rock: (require con 14)
-Lesser Mountain Stance: +2 Constitution and improved blocking DR by +10 while half speed movement and -2 dexterity.
-Strike of the Enduring I: +4 to damage (all)
- Adept of Flame: (require str 14)
-Lesser Sun stance: +2 strength and increase KI powers while -2 to wisdom
-Fires of Purity I: +1d6 fire damage (cooldown 3s)
- Adept of the Rain: (require wis 14)
-Lesser Ocean Stance: +2 wisdom and saving throw and bonus of 2 to AC while -2 str
-Flowing Water Strike I: +1d6 cold damage (cooldown 3s)
Liste des "Finishing Moves"
The Trembling Earth
10 Ki. Prep: Strike of the Enduring I x3
The attack has +2 crit mult, and the victim is unable to cast spells for 30 seconds. Fort negates.
The Gathering Storm
10 Ki. Prep: Storm Strike I x3
The target's ability to "land attacks" is reduced for 30 seconds. Undead appear immune. Fort negates.
The Raging Sea
10 Ki. Prep: Flowing Water Strike I x3
The enemy's attacks are slowed for 30 seconds. Fort negates.
Burning Hands
10 Ki. Prep: Fires of Purity x3
A cone of fire does 1d4 damage per level (max 5d4). Reflex half.
Healing Ki I
10 Ki. Prep: Fists of Light x3
You heal all nearby allies for 2d4 points. (Does not harm undead foes)
Touch of Despair
10 Ki. Prep: Fist of Darkness x3
The target takes 50% less healing from postive energy for 60 seconds. Fort negates.
Grasp the Earth Dragon
10 Ki. Prep: Strike of the Enduring, Fists of Light, Strike of the Enduring
Nearby allies become immune to daze, stun, and sleep for 30 seconds.
Dance of Clouds
10 Ki. Prep: Storm Strike, Fists of Light, Storm Strike
Nearby allies gain 20% concealment for 20 seconds.
Aligning the Heavens
10 Ki. Prep: Flowing Water, Fists of Light, Flowing Water
Nearby allies gain a reduction in spellpoint costs for 20 seconds.
Walk of the Sun
10 Ki. Prep: Fires of Purity, Fists of Light, Fires of Purity
Nearby allies gain a +2 bonus to attack, saves, and skills for 20 seconds.
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