New Class: Monks:

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Posted by Rome on September 09, 1999 at 05:08:15:

Summary: For those of you who don't want to read the details, the idea is that this class has a base set of skills, then can make a choice later in life to get a second set. Though similar in some respects to warriors, the monks focus on an entire way of life, rather than the use of a weapon. The monk class is a mix between a juiced up cabal, and a toned down warrior.

Monks are a odd breed of people. They tend to avoid civilization, keeping to their monasteries, or at least to themselves. While all monks possess an strong ability for hand to hand combat, most tend to use their inner strength to overcome obstacles. At level 20 all monks must find and choose a monastery. Each monastery has their own focus, and often monasteries of vastly differing schools will breed hatred for the other. Once a monk joins a monastery it is for life. Although earlier in his life, the monk was able to take sanctuary in all monasteries, once he has chosen a true home, only his true monastery will offer him sanctuary. (The way this will work is that there are one or two monk guilds for each monastery with inner and outer chambers. The outer chamber works like a normal monk guild for all un-declared monks to practice at, once the monk declares himself, he can enter the inner chamber, but no longer enter the outer chambers of the other monk guilds, to which he doesn’t belong)

One of the nicer things about this class is that additional monasteries can be added at anytime, without a complete re-write of the class. Obviously as they stand, monks are fairly weak, but with a little tweaking they’d be fine.

A monk MAY be thrown out of their monastery by the mortal leader of that monastery (His only duty would be to kick people out or admit outcasts, and get some special power), or an immortal who didn't like them.

This would tend to lead to odd things happening with the monk class, as the mortal leader in one monastery for a period of time might be a rager who wouldn't stand for any monks using magic, and cast out any who did. Or, perhaps the leader would join the warders, and cast out all drow and duergar.

A monk who is cast out would lose all abilities rank 21 and above. Therefore, theoretically a monk could jump from monastery to monastery learning some of the more basic skills in each. Of course, they'd have to convince the imms and mortal leaders they were worthy to be admitted, not an easy task.

Skill of Monk: Mace, Level 1.
Skill of Monk: Staff, Level 1.
Skill of Monk: Dodge, Level 1.
Skill of Monk: Meditation, Level 1.
Skill of Monk: Scrolls, Level 1.
Skill of Monk: Recall, Level 1.
Skill of Monk: Hand to Hand, Level 3.
Skill of Monk: Kick, Level 5.
Skill of Monk: Fast Healing, Level 9.
Skill of Monk: Second Attack, Level 10.
Skill of Monk: Haggle, Level 12.
Skill of Monk: Enhanced Damage, Level 14.
Skill of Monk: Parry, Level 15.
Skill of Monk: Lore, Level 15.
Skill of Monk: Pugil, Level 17.
Skill of Monk: Third Attack, Level 19.
Skill of Monk: Pen, Level 20.


The monastery of the flaming dragon.

This monastery focus its training on hand to hand combat, and emphasizes the physical striking abilities of its monks, modeling their movements after an enraged dragon. Upon joining this monastery, the monk will gain the following abilities.

Skill of Dragon: Dragon Fist, Level 20.
Skill of Dragon: Tailsweep, Level 23.
Skill of Dragon: Firefist, Level 27.
Skill of Dragon: Fourth Attack, Level 35.
Skill of Dragon: Maw, Level 38.
Spell of Dragon: Crimson Scales, Level 23.
Spell of Dragon: Dragon Claw, Level 27.


Dragon Fist: This is an automatic skill which is checked after each successful strike with the monks fist. If a blow is landed, dragon fist allows a chance of an un-blockable follow up blow from the opposite hand.

Tailsweep: Mimicing the powerful tail sweeps of dragons, the monks drop down low and sweep out their foes legs, stunning them. This ability is difficult to accomplish against larger or flying opponents.

Firefist: A damaging attack similar in function to kick, but using the hands, it is also far easier to recover from.

Maw: Maw mimics the enveloping attack of a dragon devouring its foe. Using this skill, the monk strikes his foe with both elbows and both knees. The damage delt is highly dependant on how well his foe is protected.

Crimson Scales: This spell hardens the monks skin into red scales that both protect the monk from physical attacks and heat based attacks. (-ac and resistance from fire)

Dragonclaw: This spell tranforms the monks hands into claws. The end effect is very similar to a felars attack, though the spell also adds some +dam/hit affects based on level.


The monastery of the dancing crane.

This monastery focuses on evasion and self-defense above all other things. They model their movements after the graceful crane, always in control, and ready to take flight. The monks in this monastery gain the following skills:

Skill of Crane: Whips, Level 1.
Skill of Crane: Lash, Level 15
Skill of Crane: Dance of the Crane, Level 20.
Skill of Crane: Flight, Level 24.
Skill of Crane: Sidestep, Level 27.
Skill of Crane: Peck, Level 29.
Skill of Crane: Swing, Level 31.
Spell of Crane: Wings of the crane, Level 26


Dance of the crane: Effectively acts like a second dodge (Becomes extremely effective if the monk is flying). Like dodge, this is highly dexterity dependant.

Flight: This is an improved flee skill. When using this technique, the monk disorientates his foe before fleeing, leaving his foes confused and disorientated (Stunned for two-three rounds). Although normally used as a defensive technique, some monks have found this to be effective even when attacking.

Sidestep: A lot like the old counter skill, but you don’t counter it, you just avoid the first attack.

Peck: A very effective technique, this skill pokes at the opponents eye blinding him for a long duration. Repeated use has been known to cause permanent blindness in the monks foes.

Swing: Using their whips, monks of the crane are able to lash their foes, and swing them around into others who may be nearby. The effect is somewhat random, as the dance of the crane is unpredictable, but this skill will either stop the fight, as the victim will need to re-orient himself to find the monk, or it will thrust the victim into another initiating a fight between the two.

Wings of the crane: Through a deep belief in their own powers, the monks of the crane have learned to lift themselves into the air, if only for a brief time.


The monastery of the rising sun.

This monastery focuses their training on the inner strength of their members, resisting outside influence, and concentrating on the task at hand. The monks of the rising sun receive the following abilities:

Skill of Sun: Shield Block, Level 1.
Skill of Sun: Reflections, Level 20.
Skill of Sun: Sunbathe, Level 20.
Spell of Sun: Sun Flare, Level 25.
Spell of Sun: Blister, Level 28.
Spell of Sun: Shine, Level 35.


Reflections: This skill automatically attempts to blind the monks foe each time a spell is cast at the monk by reflecting some of the mana back at the caster.

Sunbathe: This automatic skill is activated at sunrise or sunset. At sunrise it is checked, if the monk is outside, and the check passes, the monk gains +(5-15) hit/dam for 12 hrs, and a good portion of health, mana, and moves. At sunset, if the check fails the monk gets a -hit/dam affect for 12 hrs. A side affect of this is that the monk will always fall asleep at sunset and always wake at sunrise, regardless of the affects upon him.

Sun Flare: This spell creates an aura around the monk that will strike back for damage at anyone striking the monk. This includes spells, communes, and special attacks (kicks, trips, bashes..).

Blister: This spell causes the suns rays to bend and focus on the target, blistering his skin causing damage. If the damage is bad enough, the victim will take damage each tick for each item he is wearing over the blisters. (Note: each blister affect will only target one wear slot). The damage may be prevented by removing the offending article of clothing, though the victim will still find himself thirsty and dehydrated.

Shine: Shine focus the energy of the sun into the spirit of the monk, making it difficult for clerics to focus upon them. When attempting to commune upon the monk, the cleric may find himself distracted by the glare from the monks inner light causing the commune to fall upon a different target, or fail altogether.

...Rome...

ps. They all need a little work, but I got bored and stopped, so feel free to add to them as you like.

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