Monk Character Class Playtest Version

21
© 2012 Fire Opal Media. All rights reserved. 1 Introduction Return of the Monk The new playtest draft of the monk is ready. For those of you who played earlier versions, you'll recognize the core of the experience. The monk still uses forms that start with an opening attack, continue with a flow attack, and lead to a finishing attack before starting the cycle over again. This draft of the monk is more polished than many of our playtest documents. That doesn't mean that it will sail smoothly into publication in 13 True Ways. Our developer, Rob Watkins, is committed to getting the balance right and he says it's going to take some work. Internal playtests have already been great fun. If you'd like to help us smooth things out and fix what doesn't work, we'd love to your comments from actual play. Send your playtest notes to[email protected]. Note that we're not making you backers (and Escalation Edition supporters) sign an NDA for this playtest, but we do have a request: If you'd seriously like to help the playtest process, don't post your playtest feedback publicly or discuss it on the internet. In our experience, publicly discussed playtests generate less useful data because people start agreeing and echoing each other (or getting concerned about disagreeing with other people) rather than testing things for themselves. Comments that are reactions to reading the text rather than playing will be less useful but we'll still read them. Given that this is the first class ready for external playtest and there are five more coming, you have some time before the playtest notes won't help. I'll speak up about timing when we have a few more of the classes in testing. yours in a whirling kick, - Rob Heinsoo

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Monk Character Class Playtest Version

Transcript of Monk Character Class Playtest Version

  • 2012 Fire Opal Media. All rights reserved. 1

    Introduction

    Return of the Monk

    The new playtest draft of the monk is ready. For those of you who played earlier versions, you'll

    recognize the core of the experience. The monk still uses forms that start with an opening attack, continue

    with a flow attack, and lead to a finishing attack before starting the cycle over again.

    This draft of the monk is more polished than many of our playtest documents. That doesn't mean that it

    will sail smoothly into publication in 13 True Ways. Our developer, Rob Watkins, is committed to getting

    the balance right and he says it's going to take some work.

    Internal playtests have already been great fun. If you'd like to help us smooth things out and fix what

    doesn't work, we'd love to your comments from actual play. Send your playtest notes

    [email protected]. Note that we're not making you backers (and Escalation Edition

    supporters) sign an NDA for this playtest, but we do have a request: If you'd seriously like to help the

    playtest process, don't post your playtest feedback publicly or discuss it on the internet. In our

    experience, publicly discussed playtests generate less useful data because people start agreeing and

    echoing each other (or getting concerned about disagreeing with other people) rather than testing things

    for themselves.

    Comments that are reactions to reading the text rather than playing will be less useful but we'll still read

    them.

    Given that this is the first class ready for external playtest and there are five more coming, you have some

    time before the playtest notes won't help. I'll speak up about timing when we have a few more of the

    classes in testing.

    yours in a whirling kick,

    - Rob Heinsoo

  • 2012 Fire Opal Media. All rights reserved. 2

    13 True Ways

    A fantasy roleplaying supplement for 13th Age by Rob Heinsoo & Jonathan Tweet

    Art by Lee Moyer & Aaron McConnell

    Edited by Cal Moore

    Developed by Rob Watkins

    2013 Fire Opal Media. All rights reserved

    Published by Pelgrane Press Ltd under license from Fire Opal Media

    This is the first playtest draft of the Monk

    including helpful comments from ASH Law and Wade Rockett

    Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,

    Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, icons, place names, new

    deities, etc.), dialogue, banter and comments from Jonathan and Rob, plots, story elements, locations, characters, artwork, and trade

    dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)

    Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Fire Opal Media game

    product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other

    than the material designated as Open Game Content may be reproduced in any form without written permission.

    13 True Ways and 13th Age are published by Pelgrane Press under the Open Game License version 1.0a Copyright 2000 Wizards of

    the Coast, Inc. 13 True Ways and 13th Age are trademarks of Fire Opal Media. 2013 Fire Opal Media. All rights reserved.

    www.fireopalmedia.com and www.pelgranepress.com.

  • 2013 Fire Opal Media. All rights reserved. 3

    MONK

    Every monk that joins an adventuring party has a

    story about why they are not back at the monastery.

    Some chase a vision, while others have been driven

    out. For some, its a temporary step in their training.

    For others, its a permanent exile, for a few a hard-

    won escape.

    Overview

    Play style: Monks are a lot of fun but that

    fun comes at a price. Youll make many

    significant decisions, both when building your

    character out of interwoven options as you rise

    in level and fighting round-by-round using the

    diverse elements of the monks attack forms.

    Monks probably work best for experienced

    players.

    Races: When betting on the race of the

    champion and runners-up in one of the grand

    monastic tournaments, you are safest betting on

    wood elf, halfling, and human. But if theres a

    half-orc in the tournament who has mastered

    monastic discipline? Or a dwarf who has put

    away the axe? They are your dark horses.

    Ability scores: Dexterity and Wisdom are

    the two most important ability scores for monks.

    Monkish fighting styles rely on speed and

    coordinationmost monk attacks rely on

    Dexterity. A few attacks scattered through the

    forms key off Wisdom instead, and a monk

    without Wisdom has poor access to ki, a form of

    energy that enables monks to accomplish

    amazing maneuvers a few times each day.

    Oddball talents such as Strength of Earth

    reference Strength, but Dexterity and Wisdom

    are far more important.

    Monks have a +2 bonus to Dexterity or

    Wisdom, as long as it isnt the ability score they

    have increased with their racial bonus.

    Backgrounds: A few representative monk

    backgrounds . . . Temple acolyte, mountain

    sanctuary guardsman, traveling circus acrobat,

    river guide, mountain runner, spider cult

    assassin, tunnel vermin exterminator,

    bodyguard, tax collector, star pupil of the School

    of Unified Dragons.

    Icons: The six icons mostly likely to inspire

    monasteries or monastic traditions are the Great

    Gold Wyrm, Priestess, Crusader, High Druid,

    Elf Queen, and the Three. Disciplines devoted to

    the Lich King also persist, promising great

    power without necessarily requiring that the

    practitioner serve the King.

    In ages past, an icon known as the

    Grandmaster of Blossoms set the highest

    standards of monk discipline, but there has been

    no such grandmaster in the ages since the ogre

    mages utterly defeated the last one.

    Great Gold Wyrm: A time-honored path for

    those who serve the Wyrm without taking on

    the burdensome oaths and armor of the paladin.

    Priestess: The Cathedral holds many dojos

    and monasteries. Others carve themselves into

    the mountains.

    Crusader: Not all demons can be defeated

    with steel. The Crusader understands the power

    of discipline and tradition. The conviction that

    you are better than other people isnt necessarily

    mistaken when youre a warrior who can tear

    monsters apart with your bare hands.

    High Druid: Forest monasteries in the upper

    terraces, island monasteries in wild rivers,

    scattered masters teaching a few chosen

    disciples, all may follow the High Druids

    approach to fighting styles inspired by nature.

    Elf Queen: The Queen herself has little

    personal connection to the perspectives required

    for monastic training. But many of her high elf

    and wood elf followers spend some portion of

    their lives in communal meditation, and those

    retreats have frequently grown into the elven

    equivalent of monasteries. The High Druids

    new monastic traditions owe a great deal to

    patterns set by the elves.

    The Three: The Black takes special pride in

    training the most dangerous monks as fearsome

    assassins.

    Lich King: Each generation of monks who

    serve the light promise to stamp out the forms

    associated with the Lich King. But in the end,

    they always find that the forms are too useful to

  • 2013 Fire Opal Media. All rights reserved. 4

    lose. If they remain true to the light, they try to

    use the Lich Kings powers against him.

    Constant Progression

    Unlike most other classes, monks start with a

    lower number of talents (1!) and gain a choice of

    a new class talent or attack form every level.

    (Monks also start with one of the Three Lethal

    Secrets so their first level options arent as

    limited as it appears.)

    When you level up, choose to learn either a

    new talent or a new form. The only limitation on

    this flexible character building option is that you

    cant have three more talents than forms, or

    three more forms than talents.

    See the class progression chart on page XX.

    Gear

    As a first level monk, you can opt to have next

    to nothing, no possessions to get in your way as

    you wander the earth. Or you can have one or

    two monk weapons, a change or two of clothes,

    and perhaps even a missile weapon you use to

    hunt rabbits.

    If you have little concern for worldly things,

    start with 25 gp. If money flows in and out of

    your possession along with ki and fortune, start

    with 1d6 x 10 gp.

    Armor

    Monks dont get much out of wearing light

    armor. The leather vests or ornate ceremonial

    garb a few monks wear, especially when they

    can get hold of magic versions of such items,

    qualifies as armor but doesnt have an inherent

    advantage over whirling about in only a shirt,

    gi, or flowing robes. Heavy armor might protect

    from a few impacts the monk cant normally

    avoid but it actively impedes the practice of

    monastic fighting arts. Same goes for shields.

    Monk Armor and AC

    Type Base AC Atk Penalty

    None 11 -

    Light 11 -

    Heavy 12 -4

    Shield +1 -2

    Weapons

    A monks very hands and feet are deadly

    weapons, as youll see in the discussion of

    damage dealt by BACKHAND, FIST, and KICK

    attacks when we discuss monk attack forms

    below.

    Certain monks adopt exotic and unusual

    weapons like the nunchaku, sai, or kama, but

    ultimately it is the soul and training of the monk

    that determines their combat abilities, not their

    gear. Fighting with monk weapons, monks use

    their BACKHAND, FIST, and KICK damage

    instead of WEAPON damage.

    Monks can use a variety of light thrown

    weapons, but usually they prefer melee.

    Traditional Melee Weapons

    One-Handed Two-Handed

    Small 1d4 dagger 1d6 club

    Light or Simple 1d6 mace, shortsword 1d8 (-2 attack) spear

    Heavy or Martial 1d8 (2 atk) longsword, warhammer 1d10 (4 atk) greatsword

    Monk Melee Weapons

    One-Handed Two-Handed

    Small kama, mankugrikisari --

    Light tonfa, nunchaku Staff

    Heavy nunchaku Three-section staff

    Ranged Weapons

  • 2013 Fire Opal Media. All rights reserved. 5

    Thrown Crossbow Bow

    Small 1d4 dagger, star 1d4 (-2 atk) hand crossbow

    Light or Simple 1d6 javelin 1d6 (-3 atk) light crossbow 1d6 (2 atk) shortbow

    Heavy Martial 1d8 (4 atk) heavy crossbow 1d8 (3 atk) longbow

  • 2013 Fire Opal Media. All rights reserved. 6

    Monk Level Progression

    Monk

    Level

    Total Hit Points

    Total # Feats

    New

    Talent

    or Form

    Leth

    al

    Secr

    et

    Lev

    el-

    up

    Abil

    ity

    Damage bonus

    from ability

    score

    Level 1

    (7 + CON mod)

    x 3

    1 adventurer 1 Adv

    talent;

    2 Adv

    forms

    1 Ability modifier

    Level 2

    (7 + CON mod)

    x 4

    2 adventurer 1 new

    adv

    1 Ability modifier

    Level 3

    (7 + CON mod)

    x 5

    3 adventurer 1 new

    adv

    1 Ability modifier

    Level 4

    (7 + CON mod)

    x 6

    4 adventurer 1 new

    adv

    1 +1

    to 3

    abili

    ties

    Ability modifier

    Level 5

    (7 + CON mod)

    x 8

    4 adventurer

    1 champion

    1 new

    champ

    1 2 x ability

    modifier

    Level 6 (7 + CON mod)

    x 10

    4 adventurer

    2 champion

    1 new

    champ

    1 2 x ability

    modifier

    Level 7 (7 + CON mod)

    x 12

    4 adventurer

    3 champion

    1 new

    champ

    1 +1

    to 3

    abili

    ties

    2 x ability

    modifier

    Level 8 (7 + CON mod)

    x 16

    4 adventurer

    3 champion

    1 epic

    1 new

    epic

    1 3 x ability

    modifier

    Level 9 (7 + CON mod)

    x 20

    4 adventurer

    3 champion

    2 epic

    1 new

    epic

    1 3 x ability

    modifier

    Level

    10 (7 + CON mod)

    x 24

    4 adventurer

    3 champion

    3 epic

    1 new

    epic

    1 +1

    to 3

    abili

    ties

    3 x ability

    modifier

  • 2013 Fire Opal Media. All rights reserved. 7

    Monk 1st Level Stats

    Level modifiers are already added in to the stats in this table.

    Ability Bonus +2 Dexterity Wisdom (different from racial bonus)

    Initiative +1 + Dex mod

    Armor Class (no/light

    armor)

    12 + middle mod of Con/Dex/Wis

    Physical Defense 12 + middle mod of Str/Con/Dex

    Mental Defense 12 + middle mod of Int/Wis/Cha

    Hit Points 3 x (7 + Con mod)

    Recoveries (probably) 8

    Recovery Dice 1d8 + Con mod

    Backgrounds 8 points, max 5 in any one background

    Icon Relationships 3 points

    Adventurer-tier Talents 1

    Adventurer-tier Forms 2

    Adventurer-tier Feat 1

    Monk Basic Attacks

    Melee attack

    At-Will

    Target: One enemy

    Attack: Dexterity + Level vs. AC

    Hit: FIST + Dexterity damage

    Miss: Damage equal to your level

    Ranged attack

    At-Will

    Target: One enemy

    Attack: Dexterity + Level vs. AC

    Hit: WEAPON + Dexterity damage

    Miss: --

  • 2013 Fire Opal Media. All rights reserved. 8

    Features

    All monks have attacks that deal unique styles

    of damage, use forms as the basis of their actions

    during each round, have ki points, know one of

    the Three Lethal Secrets, and are considered to

    fight with two-weapons even when theyre just

    fighting with their fists and feet.

    BACKHAND, FIST & KICK Attacks

    Under normal circumstances, melee weapons

    function like special effects for monks. Most

    monk attacks are rated as BACKHAND, FIST, or

    KICK attacks, in the same sense that most

    fighter attacks are WEAPON attacks.

    BACKHAND attacks deal 1d4 damage per

    level.

    FIST attacks deal 1d6 damage per level.

    KICK attacks deal 1d12 damage per level.

    Monks dont use weapon damage dice.

    Instead, they use damage dice based on the

    monk power or basic attack they are using.

    While using a magic weapon, monks add the

    weapons attack and damage bonus to their

    attacks, and they can use that weapons power.

    Monk weapons that provide advantages for

    monks who know the Lethal Secret of the

    Temple Weapon Master include the nunchaku,

    sai, staff, three-section staff, and tonfa.

    You dont have to describe FIST attacks as

    punches and KICK attacks as kicks if it gets in

    the way of the story you want to tell and the

    style of fighting you picture your monk using.

    Start the story with our BACKHAND/KICK

    designations if it helps.

    Forms

    When you learn a monk form, you learn all

    three parts: an opening attack, flow attack, and

    finishing attack. All the elements of the forms

    require a standard action to use (although some

    standard action elements of forms provide

    access to free or quick actions you may use or

    ignore).

    Using your Forms in Combat: Your first

    standard action attack after rolling initiative in a

    battle must be an opening. Your second attack

    can be a flow attack from any form you know or

    you can go back and use another opening.

    After you use a flow attack, your next monk

    attack can be any finishing attack, or you can go

    back to another opening. You cant use another

    flow attack.

    After a finishing attack you must start over

    with an opening on your next standard action. If

    you spend a turn without attacking for some

    reason, you must start your forms over with an

    opening on your next standard action.

    Mixing Forms: So long as you use the

    proper piece of the form (opening, flow, or

    finishing attack) you can use an opening, flow,

    or finishing attack from any of the forms you

    know. Part of the fun of playing a monk

    character is tracking which moves you have

    used and announcing the pieces of the form as

    they roll out across the rounds. Announce your

    action during your turn in your best Hong Kong

    action theater voice unless that conflicts with

    your characters story.

    Defense bonus: When you use an element

    of a form, you gain an AC bonus until the start

    of your next turn. After using an opening attack

    you gain +1 to AC. After using a flow attack,

    you gain a +2 to AC. After using a finishing

    attack, you gain +3 to AC.

    If elven grace or some other ability lets you

    use multiple elements of your forms in a turn,

    the AC bonuses dont stack but you do get to

    use whichever bonus is better.

    Daily options: Each finishing attack has its

    own daily option, an effect you can trigger once

    per day as a free action when you use that

    finishing attack. Daily options generally have an

    effect until the end of the battle. Decide whether

    you are using the forms daily option before you

    roll the attack.

    Keeping track of your forms: Your best

    choice each round will usually be between all

  • 2013 Fire Opal Media. All rights reserved. 9

    the options of a single category of attack. If

    youre writing out your forms, youll want track

    all your opening attacks together, all your flow

    attacks in another spot, and all your finishing

    attacks together.

    Early in monk design I tried naming each of the

    elements of the forms using haiku structure.

    Opening attacks had five syllables, flow attacks

    had seven, and finishing attacks had five.

    Reading each combat round sequence as an

    attack haiku was kinda fun. But the design stunt

    hurt my head and got in the way of doing good

    design, since there was a stage where Id spent

    as much time polishing poor haiku as I had

    working out the proper forms. If you are up to

    turning your forms into proper haiku, please,

    take the brush with a flourish.

    Ki

    You have a number of ki points per day equal to

    your Wisdom modifier +1. Feats connected to

    your forms and some of your talents provide

    ways of spending your ki.

    You can only spend 1 point of ki each

    round. In addition, you cant spend ki the same

    way twice in a battle.

    Unless otherwise specified, spending a point

    of ki is a free action.

    Adventurer Feat: You gain +1 ki.

    Champion Feat: You gain another point of

    bonus ki. You can now spend as many ki points

    as you wish each round, though each ki feat can

    still only be used once per battle.

    Epic Feat: Gain a third additional point of

    bonus ki.

    The Three* Deadly Secrets

    Each monk chooses one of the following three

    secrets, a choice that helps determine other

    options and their personal style. (As a rule,

    theres no way to gain a second Deadly Secret.)

    *Depending on how you count, there may

    actually be four Deadly Secrets. Some jaded,

    troubled, hedonistic, or experimental monks

    skip the standard Three Deadly Secrets and

    instead learn Drunken Style, which appears

    below, beneath the Secrets.

    Flurry (First Deadly Secret)

    Once on your turn when the escalation die is

    odd, you can make a BACKHAND attack as a

    quick action.

    Adventurer Feat: A foe hit by one of your

    flurry attacks is vulnerable to your other attacks

    until the end of this turn.

    Champion Feat: You can now make FIST

    attacks instead of BACKHAND attacks with

    your flurry.

    Epic Feat: You can now also make a flurry

    attack each round when the escalation die is 6.

    Flurry is the best of the Three Deadly Secrets

    because you can usually count on it every other

    round and you get to time the moment during

    your turn you want to use it.

    Greeting Fist (Second Deadly Secret)

    The first time you hit each enemy with a melee

    attack during a battle (including the first mook

    of a mob), deal +1d8 additional damage to that

    creature.

    2nd level monk +1d12 damage.

    4th level monk +2d8 damage.

    6th level monk +3d10 damage.

    8th level monk +5d10 damage.

    10th level monk +5d12 damage.

    Adventurer Feat: You gain a +1 attack bonus

    with attacks that qualify for Greeting Fist.

    Champion Feat: Twice per day, reroll an

    attack that qualifies for Greeting Fist.

    Epic Feat: One battle per day, your Greeting

    Fist dice deal maximum damage.

  • 2013 Fire Opal Media. All rights reserved. 10

    Greeting Fist can be used once per enemy in the

    battle. It combines well with forms that help you

    disengage and move.

    Greeting Fist is the best of the Three Deadly

    Secrets because it lets you kick some ass with

    your otherwise weak opening attacks and gives

    you a big incentive to have fun jumping around

    the battle to fight new enemies each round.

    Temple-Weapon Master (Third Deadly Secret)

    You prefer fighting with monk melee weapons

    to fighting with your bare hands. So long as you

    are fighting with monk melee weapons, your

    FIST damage dice are d8s instead of the normal

    d6s. Your BACKHAND dice are still d4s.

    If you fight without monk weapons your

    FIST dice are d6s like other monks.

    Adventurer Feat: So long as you are fighting

    with monk weapons, when an engaged foe

    attacks you, you gain a +1 attack bonus against

    that foe until the end of your next turn.

    Champion Feat: Use d6s for BACKHAND

    dice.

    Epic Feat: Use d10s for FIST dice.

    Temple Weapon Master is the best of the Three

    Deadly Secrets because you hit harder and can

    go toe-to-toe with monsters others monks would

    dodge away from.

    Drunken Style (First Public Disgrace)

    Once per battle as an interrupt action, you gain a

    +1d4 bonus to your AC against one attack.

    Declare youre using the bonus before the

    enemy rolls the attack.

    In addition, whenever an enemy you are

    engaged with misses you with an attack, deal

    1d6 damage to that enemy as a free action.

    2nd level monk 1d8 damage.

    4th level monk 2d6 damage.

    6th level monk 3d6 damage.

    8th level monk 5d6 damage.

    10th level monk 7d6 damage.

    Drunken Style Side Effects: The drawback of

    your style is that you are not in perfect control of

    your art. When you use a monk attack form

    when the escalation die is odd, you must choose

    randomly from the monk attacks you know. You

    still get to determine which element of the forms

    you will use (opening, flow, or finishing attack),

    but not the specific attack. For example, if you

    choose to use a flow attack when the escalation

    die is 1, randomly determine which of your flow

    attacks you will use.

    Adventurer Feat: You can now use the

    Drunken Style defense bonus twice each battle.

    Champion Feat: You can also use Drunken

    Style to increase your PD when an attack targets

    your PD.

    Epic Feat: You can also use Drunken Style to

    increase your MD when an attack targets your

    MD.

    Drunken Style may not be better than the

    Deadly Secrets but some of us will enjoy it

    anyway.

    Well generally assume that your drunken

    monk maintains a level of non-sobriety that

    facilitates their art without otherwise impairing

    them the way drunkenness affects normal

    people. But if your monk is somehow deprived

    of alcohol and you wish to roleplay a monk

    grieving for his lost spirits, ignore all your

    Drunken Style benefits and play as if you know

    the Flurry secret take a 2 attack penalty with

    your flurries.

    Two-Weapon Fighting

    Since monks are trained to strike with all their

    limbs, were happy say that they can always be

    considered to be fighting with two weapons,

    even when theyre barehanded. As indicated on

    page XX of 13th Age, the principal advantage of

    two-weapon fighting is that you get to reroll a

  • 2013 Fire Opal Media. All rights reserved. 11

    natural 2 you reroll with your melee attacks,

    sticking with the reroll.

    Monk Talents: Adventurer Tier

    A first level monk starts with one talent and two

    forms. Every level you gain as a monk allows

    you to choose a new talent or a new form from

    your tier or from a lower tier.

    Favor of Heaven

    Use your Charisma ability score instead of your

    Wisdom ability score in all monk features,

    talents, and powers. In addition, you gain a +2

    bonus to the first saving throw you make each

    battle.

    This talent models the occasional monk who

    entirely lacks Wisdom and still manages to have

    powerful ki.

    Adventurer Feat: Reroll your first failed

    save each battle.

    Champion Feat: Whenever a skill check

    calls for Wisdom, you can use your Charisma

    instead.

    Epic Feat: You have a +2 bonus to all your

    defenses against attacks by demons.

    Focus

    You can go one round without using a monk

    attack form and maintain your place in the

    attack form hierarchy. For example, if you have

    made an opening/flow attack but do not attack

    in the next round (or with your next standard

    action), you can still use a flow/finishing attack

    with your next standard action.

    Adventurer Feat: Twice per day, as a free

    action, gain a +5 bonus to a skill check that you

    can apply at least one point of your

    backgrounds to.

    Champion Feat: When you use a standard

    action to take a recovery, it counts as using the

    next element of your attack forms.

    Epic Feat: You are immune to confusion.

    Fortuitous Spear

    You can use a basic ranged attack in place of an

    opening in the monk attack forms hierarchy.

    (Youre not using the ranged attack as part of

    the opening attack, the ranged attack replaces

    the opening attack.)

    Adventurer Feat: You no longer have a -2

    attack penalty with shortbows.

    Champion Feat: You no longer have a -2

    attack penalty with longbows and crossbows.

    Epic Feat: Your basic ranged attacks now

    deal miss damage equal to your level.

    Improbable Stunt

    Once per battle, as a quick action when the

    escalation die is 1 or more, you can pull off an

    outrageous improvisational stunt that no one

    else could manage, perhaps not even a

    swashbuckling rogue. The stunt is not itself an

    attack but it might lead to one.

    The outrageous action of your stunt isnt

    something you have to roll for, even if it would

    ordinarily require a skill check to pull off. As

    with the Swashbuckle talent of the rogue from

    the core book, youll still have to roll for an

    attack that follows up your stunt.

    Whats possible with the talent? Youll note

    that the talent isnt called impossible stunt:

    jumping from a crashing airship directly onto

    the wagon being driven by the villain seems

    perfectly appropriate, but magically changing to

    wind and wafting in to sit beside the villain is

    generally not what this talent is about, its an

    extension of your abilities as a monk rather than

    temporary access to a new set of magical

    powers.

    Leaf on Wind

    Twice per battle when you use a move action,

    gain another move action as a free action.

    Adventurer Feat: If there is a wall, tree, or

    other physical object alongside as you fall, you

    can slap it to slow your fall and suffer no falling

    damage. Fall freely for up to 30per level.

    Champion Feat: You take half damage from

    attacks that target more than one creature. (If a

    foe focuses on you and make you the only target

    of an attack that generally has more than one

    target you take full damage.)

  • 2013 Fire Opal Media. All rights reserved. 12

    Epic Feat: Add +1 to all your defenses.

    Spinning Willow Style

    When you are hit by a ranged attack against AC,

    use an interrupt action to roll a save to reduce

    the damage you suffer by half.

    The first save of each battle is an easy save,

    the second save is a normal save, subsequent

    saves are hard saves.

    Adventurer Feat: Missed saves no longer

    make the next save more difficult.

    Champion Feat: Spinning Willow Style now

    also applies to ranged attacks against your PD.

    Epic Feat: A successful save reduces the

    damage to the attackers level rather than half

    damage.

    Strength of Earth

    Your prowess as a monk now depends on your

    Strength instead of your Dexterity. Whenever an

    element of the monk class refers to Dexterity,

    use your Strength ability score instead.

    Adventurer Feat: Add one to the number of

    recoveries you have each day. Also add your

    Strength modifier to the first death save you

    make each day.

    Champion Feat: Add +2 to your Physical

    Defense.

    Epic Feat: Once per day, when the

    escalation die is 4+, you can spend a quick action

    to convert up to 2d3 recoveries into ki points.

    Monk Talents: Champion Tier

    Avatar of the Void

    After each battle in which you have spent at

    least a point of ki, roll a normal save (11+). If the

    save succeeds, you regain a point of ki.

    Champion Feat: If the save fails, you regain

    one expended recovery. (You can use healing

    from a quick rest before rolling the save.)

    Epic Feat: The first time each day that you

    are reduced to 0 ki, roll a normal save. If you

    succeed, you regain 2 ki immediately.

    Child of Water

    You gain a +1 bonus on all saves.

    In addition, as a quick action, once per

    battle, you can give an adjacent ally a save

    against ongoing damage.

    Champion Feat: Once per battle, heal using

    a recovery when you make a flow attack.

    Epic Feat: Once per battle, a nearby ally can

    heal using a recovery when you make a flow

    attack.

    Disciple of the Hidden Path

    One battle per day, choose a second Deadly

    Secret in addition to the Deadly Secret you have

    always known (Flurry, Greeting Fist, or Temple

    Weapon Master).

    Champion Feat: When you use the second

    Deadly Secret you gained from Disciple of the

    Hidden Path, you gain the adventurer and

    champion feats for that Deadly Secret during

    that battle.

    Epic Feat: Each day, choose a cleric, sorcerer

    or wizard spell that is your level or lower. You

    can cast that spell in place of using one of your

    finishing attacks, completing that cycle of forms

    so that your next attack will need to be an

    opening. Use your Wisdom as the ability score

    that determines attack and damage with the

    spell.

    Master of Fire

    Once per battle, as a free action, you can skip the

    element of a form you would normally be

    required to perform next. For example, if you

    had performed an opening attack, you could

    skip to a finishing attack with your next

    standard action.

    Champion Feat: You can spend 1 ki as a free

    action to ignore fire resistance this battle.

    Epic Feat: Whenever you roll a natural 20

    with an attack you can skip the next element of

    the form that would normally be required.

  • 2013 Fire Opal Media. All rights reserved. 13

    Monk Talents: Epic Tier

    Abundant Step

    Once per battle, as a move action, teleport

    somewhere nearby.

    Epic Feat: The place you teleport can be far

    away, so long as it is in line of sight.

    Diamond Soul

    You have resistance 16+ against attacks that

    target MD.

    Epic Feat: The first time you truly die,

    should you wish it, you will be resurrected in a

    place of power in 1d6 days.

    Invincible Fist

    Roll an additional d20 (usually two!) for all

    finishing attacks. Choose whichever result you

    like as your attack result.

    Epic Feat: Once per battle, you can roll an

    additional d20 for all attacks made as part of a

    flow attack.

    Procession of the Sun and Moon

    Once per level, while meditating during a quick

    rest, you can decide that it is time for the start of

    a new day. You and all your allies regain spells,

    abilities, powers, hit points and recoveries as if

    you had taken a full rest and started a new day.

    The only character element that does not reset as

    if it was a new day are your icon relationship

    rolls and any icon relationships.

    Epic Feat: One battle per day, as a free

    action, you gain flight at normal movement

    speed.

    Adventurer Tier Forms

    Claws of the Panther

    At-Will Form

    Opening Attack: Panther spins free Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: BACKHAND + Dexterity damage, and you can

    pop free from the target if you wish.

    Miss: Damage equal to your level.

    Flow Attack: Cat between hounds Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: FIST + Dexterity damage

    Hit with natural 16+: You can make a FIST attack

    against a different target.

    Miss: Half damage.

    Finishing Attack: Twinned panther claw Daily Option: Until the end of the battle, you heal

    damage equal to your Wisdom modifier each time

    you make an attack roll (5th level: twice your

    Wisdom modifier; 8th level: thrice your Wisdom

    modifier)

    Melee attack

    Target: Two attacks against the same or different foes

    Attack: Dexterity + Level vs. AC

    Hit: FIST + Dexterity damage

    Miss: Half damage.

    You must have at least one relationship point

    with the High Druid to take any of the feats

    associated with the Claws of the Panther form.

    Adventurer Feat (Spitting fury): Spend a

    point of ki to deal 10 damage to each foe you are

    engaged with (5th level: 20 damage; 8th level: 30

    damage.)

    Champion Feat (Sudden strike): Spend a

    point of ki on your turn to make a FIST attack

    against a staggered foe as a quick action.

    Epic Feat (High Ones blessing): Spend a

    point of ki to heal 10 hp each time you make an

    attack roll the rest of the battle. The healing

    effect ends if you drop below 30 hp.

    Monk feats connected to the forms have names

    because they are usually used independently of

    the forms. Spending ki for a cool power is

    separate from using the forms so weve given

  • 2013 Fire Opal Media. All rights reserved. 14

    the ki feats names to give a bit more of an

    indication of whats going on.

    Dance of the Mantis

    At-Will Form

    Opening: Springing mantis strike Melee attack

    Special: So long as you start your turn free of enemy

    engagement, the standard action used for this

    attack lets you use a free move action before the

    attack roll .

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: BACKHAND + Dexterity damage.

    Miss:

    Flow Attack: Whirling mantis pincer Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: FIST + Dexterity damage, or KICK + Dexterity

    damage vs. large or bigger targets.

    Miss: Half damage.

    Finishing Attack: Precise mantis kick Daily Option: Until the end of the battle, your FIST

    attacks against foes that have lower Initiative

    bonuses than you deal damage as if they were

    KICK attacks.

    Melee attack

    Target: One foe

    Attack: Dexterity + 2 + Level vs. AC

    Hit: KICK + Dexterity damage

    Miss: Half damage

    Effect: Hit or miss, if this attack drops a non-mook foe

    to 0 hp, you gain a point of ki you must spend this

    battle or lose.

    Adventurer Feat (Mantis Surge): Spend a

    point of ki at the end of your turn to add 2d6 to

    your Initiative. (If your group doesnt bother

    tracking initiative points after rolling, just move

    up in the initiative order 1d3 places instead.)

    Champion Feat (Preying Mantis): Spend 1

    ki after rolling an attack to make one target of

    the attack vulnerable to this attack and your

    attacks the rest of the battle.

    Epic Feat (Kill Strike): Spend 1 ki on your

    turn as a free action to make a free FIST attack

    against a staggered foe.

    Original Poison Form

    At-Will Form

    Opening: First certain toxin Effect: Deal 1d4 poison damage per monk level to one

    foe you are engaged with.

    Flow Attack: Second deadly venom Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: BACKHAND + Dexterity damage

    Natural even hit: An additional 10 ongoing poison

    damage

    Natural odd hit: An additional 5 ongoing poison

    damage.

    Miss: Damage equal to your level.

    Finishing Attack: Third poisonous lesson Daily option: Until the end of the battle, any foe

    engaged with you when it rolls a successful save

    against ongoing poison damage must reroll the

    save once and abide by the reroll.

    Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. PD

    Hit: FIST + Dexterity damage, and an equal amount of

    ongoing poison damage.

    Miss: Ongoing poison damage equal to half damage.

    Adventurer Feat (Wriggling Serpent): Spend

    a point of ki on your turn to pop free from any

    enemy, even one that has you grabbed.

    Champion Feat (Venom Holds Fast): Spend

    a point of ki as a free action on your turn to

    make an engaged foe who is suffering from

    ongoing poison damage stuck until they save

    against the ongoing poison.

    Epic Feat (The Fangs Sink Deeper): Spend a

    point of ki as a free action to double the amount

    of ongoing poison damage a foe you are

    engaged with is suffering.

    Heavens Thunder

    At-Will Form

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    Opening: Melee attack

    Target: One foe

    Attack: Wisdom + Level vs. AC

    Hit: BACKHAND + Wisdom damage, and deal

    thunder damage equal to twice your level to each

    foe that attacks you before the start of your next

    turn

    Miss: Damage equal to your level.

    Flow Attack: The willow bends Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: FIST + Dexterity damage, and you can roll a save

    against a save ends effect.

    Miss: Half damage.

    Finishing Attack: This too was foreseen Daily option: Until the end of this battle, you take

    only half damage from ongoing damage.

    Melee attack

    Target: One foe

    Attack: Wisdom + Level vs. AC

    Hit: KICK + Wisdom damage

    Natural even hit: You can use a recovery as a free

    action.

    Natural odd hit: Target is dazed until the end of

    your next turn.

    Miss: Half damage.

    You must have at least one relationship point with the

    Priestess to take any of the feats associated with the

    Heavens Thunder form.

    Adventurer Feat (Cathedrals Chosen):

    Spend 1 ki before you roll to get a +5 bonus on a

    save this turn.

    Champion Feat (Heavens Vengeful

    Daughter): Spend 1 ki after hitting with a melee

    attack to enable your melee attacks to target

    nearby enemies you are not engaged with until

    the end of the battle.

    Epic Feat (Avalanche of Thunder): Spend 1

    ki after hitting an enemy with a finishing attack

    to hamper that enemy until the end of your next

    turn.

    Hidden Monkey Paw

    At-Will Form

    Opening: Jest of hidden paw Melee attack

    Special: If you decide to use this opening on your

    turn, you gain a +2 bonus to disengage checks this

    turn.

    Target: One foe

    Attack: Dexterity + Level vs. PD

    Hit: BACKHAND + Dexterity damage

    Miss: Damage equal to your level.

    Flow Attack: Tumbling monkey claw Melee attack

    Special: If you decide to use this flow attack on your

    turn, you can pop free of one enemy at some point

    this turn.

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: FIST + Dexterity damage

    Miss: Damage equal to your level.

    Finishing Attack: Monkey plays the fool Daily option: Until the end of the battle, your

    disengage checks have a +5 bonus.

    Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. MD

    Hit: KICK + Dexterity damage

    Hit on Natural 18+: The target is also confused until

    the end of your next turn.

    Miss: Half damage.

    Adventurer Feat (Way of the Superior

    Monkey): Spend 1 ki to reroll an attack against a

    confused foe with a +4 attack bonus.

    Champion Feat (Somersault Trick): When

    you hit with an attack, you can spend 1 ki as a

    free action and choose one: swap places with the

    enemy you hit; or swap places with one nearby

    ally (or one ally youre next to).

    Epic Feat (Tumbling Ball): Spend 1 ki to add

    +4 to your PD against a foes attack; you can

    spend the ki even after seeing the foes attack

    roll.

    Way of the Golden Dragon

    At-Will Form

  • 2013 Fire Opal Media. All rights reserved. 16

    Opening: Gold dragon fist Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: FIST + Dexterity damage, if you are engaged with

    more than one foe, add your Strength modifier to

    the damage.

    5th level: double your Strength modifier

    8th level: triple your Strength modifier

    Miss: No effect.

    Flow Attack: Shining warrior advances Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: FIST + Dexterity fire damage, and if the target is

    now staggered or drops to 0 hp you gain a +2

    bonus to all your defenses against the next attack

    that targets you.

    Miss: Half damage.

    Finishing Attack: Testament against hordes Daily option: You can also make a finishing attack

    with your next standard action, but cannot use

    any other finishing attacks later in the battle.

    Melee attack

    Target: One foe

    Attack: Wisdom + Level vs. PD

    Hit: KICK + Wisdom radiant damage, and half

    damage to one other enemy engaged with you.

    Miss: Half damage to each enemy engaged with you.

    You must have at least one relationship point with the

    Great Gold Wyrm to take any of the feats associated with

    Way of the Golden Dragon.

    Adventurer Feat (Thresh the Chaff): Spend 1

    ki on your turn to make a FIST attack against a

    mook as a free action.

    Champion Feat (Scourge of Evil): Spend 1 ki

    on your turn to make a FIST attack against a

    demon as a free action.

    Epic Feat (Shield against Demons) Spend 1

    ki after hitting a demon with a finishing attack

    to hamper the demon (save ends). [[yes,

    identical to epic feat of Crusader]]

    Wing and Talon

    At-Will Form

    Opening: Eagle lands screaming Melee attack

    Target: One foe

    Attack: Dexterity + 2 + Level vs. AC

    Hit: BACKHAND + Dexterity damage.

    Miss: No effect, or half damage if the target is small.

    Flow Attack: Claws find the wound Melee attack

    Target: One foe

    Attack: Dexterity +2 + Level vs. AC

    Hit: FIST + Dexterity damage

    Miss: No effect, or damage equal to your level if the

    target is already staggered.

    Finishing Attack: Springing eagle kick Daily option: Until the end of the battle you have +2

    defenses against attacks by enemies that are not

    engaged with you.

    Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: KICK + Dexterity damage

    Natural even hit or miss: You gain Flight until the

    end of your next turn.

    Miss: Half damage.

    Adventurer Feat (Prey of the Eagle): Spend

    1 ki to deal damage to a mook you are engaged

    with equal to the mooks hit points.

    Champion Feat (Eagles Talons): Spend 1 ki

    to reroll a KICK attack roll.

    Epic Feat (Flying Eagle Kick): Spend 1 ki

    while you are flying to make a KICK attack as a

    quick action.

    Champion Tier Forms

    Rising Phoenix

    At-Will Form

    Opening: Remarkable phoenix fist Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: FIST + Dexterity fire damage

    Miss: Damage equal to your level.

    Flow Attack: Become the pillar of flame Melee or ranged attack

  • 2013 Fire Opal Media. All rights reserved. 17

    Target: One engaged foe (melee) or one nearby foe

    (ranged)

    Attack: Dexterity + Level vs. AC

    Hit: FIST + Dexterity fire damage, and

    Natural even hit: Gain 4d6 temporary hit points

    (8th level: 4d12 temporary hit points)

    Natural odd hit: Deal 10 ongoing fire damage (8th

    level: increases to 15 ongoing fire damage)

    Miss: Damage equal to your level.

    Finishing Attack: Life burning fire fist Daily option: Before or after this attack, move using

    flight as a quick action.

    Melee attack

    Special: You can only use this finishing attack if you

    are staggered or have made a death save in this

    battle.

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: KICK + FIST + Dexterity fire damage, and roll

    two additional d20s on your next death save in

    this battle.

    Miss: Half damage.

    Champion Feat (Bright Feather): When you

    hit with the flow or finishing attack from Rising

    Phoenix, spend 1 ki to heal using a recovery.

    Epic Feat (Phoenix Ascends): Spend 1 ki

    when you succeed with a death save to heal to

    your full hit points without spending a recovery.

    Three Evil Dragons

    At-Will Form

    Opening: The burning shadow Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: BACKHAND + Dexterity damage, and if the

    target is now staggered, choose whether you want

    to pop free of the target or deal 15 ongoing acid

    damage to it.

    Miss: Damage equal to your level.

    Flow Attack: Sky carries lightning Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. PD

    Hit: FIST + Dexterity lightning damage

    Natural even hit: Deal half damage to another

    nearby enemy.

    Natural odd hit: You gain flight until the end of

    your next turn.

    Miss: Half damage.

    Finishing Attack: Red fury Daily option: Choose an energy type other than cold.

    You gain resistance 16+ to that energy type until

    the end of the battle.

    Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: KICK + Dexterity damage, +1d8 fire damage for

    every point on the escalation die.

    Miss: Half the KICK damage but no fire damage.

    You must have at least one relationship point with the

    Three to take any of the feats associated with Three

    Evil Dragons.

    Champion Feat (Eye of Dragons): Spend 1

    ki before rolling a flow or finishing attack to

    increase your crit range for the attack by 4.

    Epic Feat (Inevitable Comeback): Spend 1 ki

    point after missing with a finishing attack to

    earn the right to use another finishing attack

    with your next standard action.

    Tiger in Storm

    At-Will Form

    Opening: Stalking tiger fist Melee attack

    Special: You can only use this opening attack if you

    are not staggered.

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: FIST + Dexterity damage, and if you have no

    allies engaged with the target, you also deal 5

    ongoing lightning damage to the target.

    Miss: no effect

    Flow Attack: Tiger follows blood Melee attack

    Target: One foe that is not engaged with any of your

    allies.

    Attack: Dexterity + Level vs. AC

    Hit: KICK + Dexterity damage, and you can pop free

    of the target. If you do pop free, you will

    automatically deal 10 damage to one other foe you

    end your turn engaged with.

    Miss: Half damage.

  • 2013 Fire Opal Media. All rights reserved. 18

    Finishing Attack: Striped lightning roars Daily option: The next time an engaged foe attacks

    you, interrupt their attack with a FIST attack of

    your own as a free action.

    Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: KICK + Dexterity damage, and deal FIST

    lightning damage to 1d3 nearby enemies.

    Miss: FIST lightning damage.

    Champion Feat (The Storm Smiles): Spend 1

    ki when you hit with an attack with a natural

    16+ to deal KICK lightning damage to a different

    random foe nearby.

    Epic Feat (Heavenly Arc Strike) When you

    roll a natural 16+ with a finishing attack, spend

    1 ki to weaken (save ends) the target of that roll.

    True Crusader Form

    At-Will Form

    Opening: Trample the fallen Melee attack

    Special: You can only use this opening if at least one

    foe has already fallen this round.

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: KICK + Dexterity damage

    Miss: Damage equal to your level.

    Flow Attack: Crush the weak Melee attack

    Effect: Before rolling the attack, deal 1d10 psychic

    damage per point on the escalation die to each

    engaged foe that has fewer hit points than you.

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: FIST + Dexterity damage

    Miss: Half damage.

    Finishing Attack: Finish the dying Daily option: You can reuse this attack as a free

    action, targeting a different foe, immediately after

    the first attack.

    Melee attack

    Special: This attack has a +4 bonus if it targets a

    staggered foe.

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: KICK + Dexterity damage

    Miss: Half damage.

    You must have at least one relationship point with the

    Crusader to take any of the feats associated with True

    Crusader Form.

    Champion Feat (Foretaste of pain): Spend 1

    ki to gain Fear (engaged foes have -4 attack and

    cannot use the escalation die) against foes with

    fewer hit points than you until you drop below

    30 hp or the end of the battle, whichever comes

    first.

    Epic Feat (Prelude to banishment): Spend 1

    ki after hitting a demon with a finishing attack

    to hamper the demon (save ends).

    Epic Tier Forms

    Deaths Quivering Shadow

    At-Will Form

    Opening: Invoke the name Melee attack

    Target: One foe

    Attack: WISDOM + Level vs. PD

    Hit: FIST + Wisdom damage

    Natural even hit: Ongoing necrotic damage equal

    to the targets level.

    Miss: You take half damage.

    Flow Attack: Stunning fist Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. PD

    Hit: FIST + Dexterity damage

    Natural even hit: Target is stunned until the end

    of your next turn.

    Miss: Damage equal to your level.

    Finishing Attack: Ghostwalk of the fallen king Daily option: Until the end of the battle, your monk

    attacks against AC target PD instead.

    Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. PD

  • 2013 Fire Opal Media. All rights reserved. 19

    Hit: KICK + Dexterity damage, and 10 ongoing

    necrotic damage, and you gain flight and

    incorporeal (resist all damage 16+) until the end of

    your next turn.

    Miss: Damage equal to your level.

    You must have at least one relationship point with the

    Lich King to take the feat associated with Deaths

    Shadow.

    Epic Feat (Quivering Palm): Spend 1 ki

    when you hit a target with a finishing attack. For

    the rest of the day, as a standard action,

    regardless of how far away the target is, you can

    spend a ki point to deal FIST + Wisdom damage

    to the target.

    Feathered Serpent Form

    At-Will Form

    Opening: Shifting coils Melee attack

    Target: Each foe engaged with you

    Attack: Wisdom + Level vs. AC

    Hit: BACKHAND + Wisdom damage

    Miss: Damage equal to your level.

    Flow Attack: Flying serpent kick Melee attack

    Effect: Choose one when you decide to use this flow

    attack: either gain Flight until the end of your turn

    or pop free from one foe at any point during your

    turn.

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: KICK + Dexterity damage

    Miss: Half damage.

    Finishing Attack: Couatls strike Daily option: You can reuse this attack as a free

    action, targeting a different foe, immediately after

    the first attack.

    Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: KICK + Dexterity radiant damage

    Natural even hit: Target is hampered until the end

    of your next turn.

    Natural odd hit: Target suffers 15 ongoing poison

    damage.

    Miss: Half damage.

    Epic Feat (Coils on Feathers on Scales):

    Spend 1 ki and a quick action to roll a save

    against a condition you are suffering from that

    was caused by a foes attack. If your natural roll

    is 16+, you can transfer the condition to a foe

    you are engaged with.

    Flagrant Blossoms

    At-Will Form

    Opening: Opening blossom Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: BACKFIST + Dexterity damage, if this attack

    drops a non-mook to 0 hp, you can skip your flow

    attack and move to a finishing attack with your

    next standard action.

    Miss: Damage equal to your level.

    Flow Attack: Inimitable karma fist Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: FIST + Dexterity damage, and random nearby

    ally rolls an icon relationship die of their choice

    that can be used as a story-guide result later in the

    adventure.

    Miss: Half damage.

    Finishing Attack: Dangerous wisdom maneuver Daily option: You or a nearby ally can roll a save

    against a save ends condition with a +5 bonus. If

    this save fails, your subsequent dangerous wisdom

    maneuver attack takes a -5 penalty.

    Melee attack

    Target: One foe

    Attack: Wisdom + Level vs. AC

    Hit: KICK + Wisdom damage

    Natural 16+: You gain a point of ki.

    Miss: Damage equal to your level.

    Epic Feat (Awesome Moon): Once per day,

    spend 1 ki to roll 1d6 and gain that many

    temporary ki points. You must spend all the

    temporary ki before the start of your next turn

    and cannot spend more ki later this battle.

  • 2013 Fire Opal Media. All rights reserved. 20

    Spiral Path

    At-Will Form

    Opening: Open the cycle Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: BACKFIST + Dexterity damage, and deal half

    damage to a different nearby foe.

    Miss: --

    Flow Attack: Walk the spiral Melee attack

    Target: One foe

    Attack: Dexterity + Level vs. AC

    Hit: FIST + Dexterity damage, and until the end of

    your next turn you can use move actions to

    teleport to nearby locations.

    Miss: Half damage

    Finishing Attack: Seal the way Daily option: Until the end of the battle, deal damage

    equal to three times your Wisdom modifier to the

    first foe you move to engage on each of your

    turns.

    Melee attack

    Target: One foe (and follow-up)

    Attack: Dexterity + Level vs. AC

    Hit: KICK + Dexterity damage, and then you can

    teleport to engage with a different nearby foe and

    use a separate KICK attack against that foe.

    Miss: --

    You must have at least one relationship point with the

    Elf Queen to take the feat associated with Spiral Path.

    Epic Feat (Queens Grace Maneuver): Spend

    1 ki when you hit with a flow attack to regain

    your expended racial power, if any.

    RULES & STUFF ELSEWHERE

    IN THE BOOK

    Treasures for monks

    Treasure not designed yet, would rather have

    playtest results on class design first.

    Will include tattoos.

    Flight rules

    There were a few characters flying in the core

    book. The monk gets to fly more than most, so

    heres the basics

    Were keeping basic flight rules simple. For

    now, play it exactly like other movement, but if

    there's space above them, you can fly over

    creatures you're not engaged with without

    taking opportunity attacks from them.

    Were also keeping engagement and

    disengagement rules the same when flyers make

    melee attacks against enemies on the ground.

    When a flyer makes a melee attack against a

    flying enemy, however, instead of engaging that

    creature, the flyer can choose to swoop past as

    they attack, but they take a 2 attack penalty.

    OPEN GAME LICENSE Version 1.0a

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    15 COPYRIGHT NOTICE

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    System Reference Document. Copyright 2000, Wizards of

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