D20 17.monk - Feats.onscreen - Ls
D20 17.monk - Feats.onscreen - Ls
D20 17.monk - Feats.onscreen - Ls
Authors
James "Grim" Desborough
grim@postmort.demon.co.uk
Layout
The Le (pronounced Tay Lee)
www.TheLeGames.com
17 Monk Feats
Benefit
@scetic
Prerequisite
The monk is able to leap, run and tumble with a Monk Level 1+, Constitution 12+, Wisdom 12+.
free-flowing movement and to jump down from great
heights, regardless whether there is a wall close to Benefit
them or not (as per their slow fall class ability). The The Monk is used to living a lifestyle of scarcity and
Monk receives a +2 competence bonus to Tumble sparse physical pleasure, allowing her to hone
and Jump checks and treat any fall as though her body and mind without distraction. The
it were twenty feet less than it is. Monk receives a +1 bonus to her Will and
Fortitude saves and, in addition, may subsist
Background perfectly well on half the food and water
The body follows the mind and the that a normal person requires.
monk learns to act, physically,
without thinking; simply letting her Background
flow from motion to motion entirely One of many common techniques for a
naturally and reflexively. With her Monk is to separate herself from the normal
mind disconnected, her motions concerns of the body. She eats the plainest food,
become light and airy; the natural drinks nothing but spring water, wears nothing
flow of chi and magic buoying them but simple robes or rags, and indulges in no
up, making her light on her feet and bodily pleasures. Through this regimen her
mind is freed from their earthly concerns of pleasure Eventually the Monk may reach a level of oneness with
and indulgence and she is able to contemplate higher her surroundings, through her contemplations, which
matters, developing her mind and body as well as projects around her creating harmony, making her
learning greater endurance and the ability to go without seem to ‘fit’ with where she is and calming those around
for long periods of time. her.
C^lm @ur^
Prerequisite
Chi Bolt
Prerequisite
Monk Level 3+, Wisdom 12+, Charisma 12+. Monk Level 4+, Wisdom 12+, Strength 12+.
Benefit Benefit
The Monk projects an aura of peace and serenity The Monk is now able to project bolts of chi force from
around her, calming tempers, easing anger and lending her hands. By sacrificing hit points she may project a
her allies a +2 Bonus to their Will Saves while bolt as a ranged touch attack doing 1d4 points of
within 25 feet of the Monk. Barbarians and damage per hit point sacrificed. The bolt has a
beasts may not use rage or frenzy abilities range increment of double the Monk’s level.
while in this area and the Monk receives a A maximum number of hit points, equal to
+2 bonus to Diplomacy and Handle Animal the Monk’s level, may be sacrificed to power
checks while the aura is in effect. The the bolt. Firing the bolt is a whole-round
aura disappears if the Monk engages in action and the bolt is treated as a magical
combat or energetic action, and it will not weapon.
return until combat or the action is • Good bolts are blue.
completed. • Evil bolts are red.
• Neutral bolts are white.
Background
A Monk may spend a great deal of time Background
in contemplation of the world around The Monk’s manipulation of chi
her and in meditation, trying to get in energy that flows through her body
tune with the life-pulse of the world and the world increases with study
around her and the flow of chi through it. and meditation. Eventually she learns
to control that energy, surpassing even what she is Disruption Strike (Su) with one normal melee attack. If
normally taught in the monasteries. the attack is successful, the target’s body is disrupted
unless it makes a successful Fortitude save (DC 10 +
A particularly skilled Monk can learn to gather the chi the Monk’s level). See table below for the effect.
from her body and transform its element to fire,
unleashing it in a flaming bolt of pure energy upon Disruption
enemies. This chi-flame weakens her physical body, but Type Effect
wielded in the right hands can severely harm enemies, Strength 1d4 pts Str Damage
disrupting their chi flow far more than the Monk’s has Dexterity 1d4 pts Dex Damage
been. Constitution 1d4 pts Con Damage
Intelligence 1d4 pts Int Damage
Disruption Strike
Prerequisite
Wisdom
Charisma
Vision
1d4 pts Wis Damage
1d4 pts Cha Damage
Target is Blinded
Monk Level 9+, Wisdom 13+, Strength Hearing Target is Deafened
12+ Balance Target is Shaken
* All effects last one hour
Benefit
The Monk can strike hard with The Monk must declare the Disruption Type before
her fingers, disrupting the chi attempting the Strike, and it may only be done once per
flow through living targets, 3 rounds. If the target fails its save, it is disrupted
effectively blocking, or normally, but is immune to further Disruption Strikes
poisoning the flow of chi for one hour.
through their bodies.
This results in the If the target makes a successful save, it brushes off the
Monk’s blows having Strike, but the monk may attempt another Disruption
effects very similar to Strike against this target 3 rounds later.
poison attacks.
When taking this feat, the Monk must choose which
To do this, the Disruption Type she wishes to learn. Each time she
Monk attempts a takes this feat, she must choose a different disruption
type. No matter how many times she takes this feat, she with verbal components. Characters who remain deafened for
may only attempt this strike once per 3 rounds. a long time grow accustomed to these drawbacks and can
overcome some of them.
Background
The Monk’s ability to perceive chi flow through living Shaken: A shaken character takes a -2 penalty on attack rolls,
saving throws, skill checks, and ability checks.
beings advances drastically. The monk gains a unique
perception, and with that comes the ability to alter,
disrupt, or stop an opponent’s chi from flowing properly.
The monk deliberately strikes at her target, focussing Empty @ir
Prerequisite
her own chi upon her target, ‘infecting’ and altering her
target’s chi to create the desired effect upon them. Monk Level 7+, Dexterity 12+
Background flow of chi through her own body, allowing her to heal
An aspect of the various ‘no-mind’ techniques, the wounds and to defeat exhaustion. Through the fresh
monk learns to simply sense where a blow land, and flow of chi she can close wounds, heal bruises, and
will avoid it. Multiple blows can make the process more restore her body to become whole once again.
difficult, but experienced Monks can even avoid a
multitude of sword blows or arrow shots through this
capability. Such a Monk, for similar reasons, rarely falls
victim to accidents or practical jokes.
Honed Sense
Prerequisite
Monk Level 1+, Wisdom 12+, Alertness.
He^ling Bre^th
Prerequisite
Benefit
The Monk has honed one of her senses, and with this
Monk Level 5+, Constitution 12+, Wisdom 12+ honed sense she gains a special +3 competence bonus
to any checks made that relate to that sense. This
Benefit might, most often, be Listen, Spot or Search checks but
With breathing exercises and meditation, the Monk is a Monk with a honed sense of smell might sense poison
able to heal herself at an accelerated rate through more easily or find it more easy to track an enemy or
meditation. Once per day a Monk with this ability can identify a perfume. When taking this feat, the Monk
enter a meditative trance for thirty minutes and heal must choose from one of the following senses: Hearing,
herself of 1 point of ability damage (to each attribute), Sight, Smell, Touch, or Taste. The Monk may take this
and heal herself a number of hit points equal to her feat multiple times, each time she does she must
Monk level + her Wisdom bonus (if any). choose a different sense.
Using this ability also cures her of the following effects: Background
Blinded, Deafened, Shaken, Sickened, or Fatigued. If she Meditation and martial arts practice is often used to
is Exhausted when using this ability, she becomes hone a Monk’s ability to fight while blind, by
Fatigued instead. compensating with the other senses; but intensive
practice can hone any of the Monk’s senses to a high
Background degree allowing her greater appreciation of the world
Breathing aligns the Monk’s chi flow with that of the around her.
world around her, and allows her to concentrate the
Improvis^tion
Prerequisite
Monk Level 5+, Dexterity 12+, Strength 12+
Benefit
The Monk learns to use items in her environment as
improvised weapons without penalty. When such an
item is grabbed and used it has all the qualities of the
closest ‘real weapon’ known to the GM and player, but
suffers a -1 penalty to hit.
Background
The Monk learns to use anything in her surroundings
as a weapon for her own self defence. Even when
completely unarmed otherwise, or in situations where
her bare hands simply aren’t enough to take on an
opponent, she now has the means to defend herself.
Iron Body Technique
Prerequisite
Such improvisational techniques can be extremely Monk Level 5+, Wisdom 11+, Constitution 14+.
humiliating to her enemies who are often sent fleeing
the Monk’s presence, having been beaten off with Benefit
nothing more than a milking stool and a cowbell. The Monk’s body becomes hardened and toughened by
her training regimen, giving her a Damage Reduction
score of 2/- and an additional die of Hit Points.
Medit^tion
Prerequisite
Monk Level 1+, Wisdom 12+, Concentration 5+.
Benefit
The Monk’s meditative and contemplative skills are now
advanced enough that she can gain some good benefits
from entering a contemplative trance.
• The Monk may meditate instead of sleeping, getting
the same rest in four hours as a normal sleep would
provide in eight.
• The Monk may meditate upon a problem for an hour
before attempting to solve it, gaining a +5 bonus to
any Intelligence based check for one roll.
• The Monk may slow her heartbeat, halving the
effects of venom she has been poisoned with,
provided she immediately meditates for a half-hour
upon being poisoned.
• A Monk who meditates for an hour can clear her
mind of mentally controlling spells or psionic powers
before she herself is attacked. Without moving the makes an attack check at -4 against her opponent’s
Monk may spend a hit point in order to strike first, attack check; if she succeeds, she catches the weapon,
before any opponent, against any enemy within her blocking the blow and entangling that weapon until the
reach. She may spend a number hit points up to her opponent can wrestle it free (opposed Strength check) or
normal number of attacks. These attacks replace the release it.
Monk’s normal attacks.
With a grip on the weapon the Monk
Background attempt one of the following during her
The Monk trains with other Monks, turn as a standard action:
taking attacks from all directions at • Automatically make a sunder strike
random until she learns to sense against the weapon with their other
where any attack comes from and to hand.
reacts against it with lightning • Attempt to wrestle away the weapon
reflexes. Such speed puts an (opposed Strength check).
immense strain on her body however, • Dismantle/disable the weapon (if bow
and she often harms herself in or crossbow) with a Dexterity check
performing such attacks. against DC 15.
• Attack the enemy with their own
We^pon C^tching
Prerequisite
weapon (opposed Strength check, use
the Monk’s Strength to determine
damage).
Monk Level 2+, Steel Fist Technique.
Background
Benefit With hardened hands and arms the
The Monk’s hands and arms are so toughened that they Monk is now able to turn aside blades and clubs, even
can now turn aside the blows of swords and other arrows, without fear of harm. When someone swings at
weapons. The Monk gains a +1 to her Armour Class as her with a sword she can catch the blade, something
she is now better able to protect herself against attacks that strikes fear into many enemies and is thought to be
upon her. As long a she has two hands free, once per magic, especially when the Monk then shatters the
round she may also use her martial arts training to blade with a strike from her other fist, rendering their
protect against blows that would otherwise hit. She enemy weapon-less.
Zen Moment
Prerequisite
Monk Level 15+, No Mind.
Benefit
The Monk can enter ‘the
zone’, a zen-like trance once
per encounter. This moment
lasts for 2d4 rounds, and
during this time the Monk
gains a circumstantial bonus
to her AC, skill checks, saves,
attack rolls, and melee
damage rolls. This bonus
equals 1d8, which is rolled
once, when she first uses this
ability.
Background
The Monk can, for a short
period, enter a state of
absolute oneness with the
world. Every action that she
makes becomes more perfect
through this oneness; though
the glimpse of ‘nirvana’ is
fleeting, it can have a
profound effect upon her
abilities.
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