Killer Shrike Posted April 30, 2003 Report Share Posted April 30, 2003 Starting a conversion of the 3e Monk. Im ambivalent about this. Personally, I would recommend using the UMA to design custom monks with really cool combat styles and personalize the characters. Coming from 3e, where HtH is just a big kludge, the Monks are perhaps the class most improved by converting to HERO. But in the interests of a baseline, Im doing a 'close to the book' version. The idea here isnt to get too caught up on the details or try to replicate system-specific abilities that have no meaning in HEROs. The idea is also to be economical on points so that the final points are reasonible for a given character; a conversion that left a 1st level D&D character at 350+ points would obviously be a highly questionable conversion. Also, parity between the classes is paramount, so that 2 3rd level characters brought into HEROs from 3e should point out in the same ballpark. Im not accounting for all points; Im only doing class features. It is assumed that the characters would have other points spent on skills and to mimic elective feats, and periodic stat boosts. Monks would certainly want to buy some skills, particularly Acrobatics and Meditation. In some cases, where a mechanic has no real meaning in the HEROs system, a variant ability has been substituted, or the opportunity has been taken on levels thinned out by such non conversions to spread some points around to make existing abilities better. Im vaguely aiming at about 15 points to reach odd levels and 20 to reaach evens for 35 points every 2 levels, and I leave some points open here and there for other non-class feature purchases. Monk 1st Level Cost Power END 10 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); 1 Charges (-2), Hand-To-Hand Attack (-1/2) 5 Evasion: +3 Dive for Cover Monk Resistance 15 1) Luck 3d6 2 2) Power Defense (5 points) (5 Active Points); Requires A Luck Roll (-1) 2 3) +5 Mental Defense (7 points total) (5 Active Points); Requires A Luck Roll (-1) Powers Cost: 34 Cost Martial Arts Maneuver 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Cost: 14 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) Skills Cost: 10 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 4 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Monk 2nd Level Cost Power END 12 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); 2 Charges (-1 1/2), Hand-To-Hand Attack (-1/2) 5 Evasion: +3 Dive for Cover Monk Resistance 15 1) Luck 3d6 3 2) Power Defense (7 points) (7 Active Points); Requires A Luck Roll (-1) 3 3) +7 Mental Defense (9 points total) (7 Active Points); Requires A Luck Roll (-1) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) Powers Cost: 50 Cost Martial Arts Maneuver 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Cost: 14 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat Skills Cost: 18 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 4 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Monk 3rd Level Cost Power END 13 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); 3 Charges (-1 1/4), Hand-To-Hand Attack (-1/2) 12 Fast Movement: Running +2" (8" total), Reduced Endurance (0 END; +1/2) (12 Active Points) 5 Evasion: +3 Dive for Cover Monk Resistance 15 1) Luck 3d6 3 2) Power Defense (7 points) (7 Active Points); Requires A Luck Roll (-1) 3 3) +7 Mental Defense (9 points total) (7 Active Points); Requires A Luck Roll (-1) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 3 Still Mind: +2 EGO (4 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 66 Cost Martial Arts Maneuver 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Cost: 14 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat Skills Cost: 18 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 4 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Monk 4th Level Cost Power END 15 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); 4 Charges (-1), Hand-To-Hand Attack (-1/2) 12 Fast Movement: Running +2" (8" total), Reduced Endurance (0 END; +1/2) (12 Active Points) 1 Slow Fall: Leaping +2" (2" forward, 2" upward), Reduced Endurance (0 END; +1/2) (3 Active Points); Downward Movement Only (-1) 5 Evasion: +3 Dive for Cover Monk Resistance 20 1) Luck 4d6 3 2) Power Defense (7 points) (7 Active Points); Requires A Luck Roll (-1) 3 3) +7 Mental Defense (9 points total) (7 Active Points); Requires A Luck Roll (-1) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 3 Still Mind: +2 EGO (4 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 74 Cost Martial Arts Maneuver 4 +1 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +15 STR for holding on 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +3d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Cost: 18 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat Skills Cost: 18 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 4 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Monk 5th Level Cost Power END 16 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); 5 Charges (-3/4), Hand-To-Hand Attack (-1/2) 12 Fast Movement: Running +2" (8" total), Reduced Endurance (0 END; +1/2) (12 Active Points) 1 Slow Fall: Leaping +2" (2" forward, 2" upward), Reduced Endurance (0 END; +1/2) (3 Active Points); Downward Movement Only (-1) 5 Evasion: +3 Dive for Cover Monk Resistance 20 1) Luck 4d6 3 2) Power Defense (7 points) (7 Active Points); Requires A Luck Roll (-1) 3 3) +7 Mental Defense (9 points total) (7 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 3 Still Mind: +2 EGO (4 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 85 Cost Martial Arts Maneuver 4 +1 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +15 STR for holding on 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +3d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Cost: 18 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat Skills Cost: 18 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 4 Monk's Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 8 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Monk 6th Level Cost Power END 16 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); 6 Charges (-3/4), Hand-To-Hand Attack (-1/2) 18 Fast Movement: Running +4" (10" total), Reduced Endurance (0 END; +1/2) (18 Active Points) 2 Slow Fall: Leaping +3" (2" forward, 2 1/2" upward), Reduced Endurance (0 END; +1/2) (4 Active Points); Downward Movement Only (-1) 5 Evasion: +3 Dive for Cover Monk Resistance 20 1) Luck 4d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 5 Still Mind: +4 EGO (8 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 96 Cost Martial Arts Maneuver 4 +1 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +15 STR for holding on 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +3d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +2d6 Strike, Target Falls Martial Arts Cost: 21 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 3 +1 with Martial Arts Skills Cost: 21 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 4 Monk's Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 8 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Monk 7th Level Cost Power END 18 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2), 7 Charges (-1/2) 18 Fast Movement: Running +4" (10" total), Reduced Endurance (0 END; +1/2) (18 Active Points) 2 Slow Fall: Leaping +3" (4" forward, 3 1/2" upward), Reduced Endurance (0 END; +1/2) (4 Active Points); Downward Movement Only (-1) 3 Leap of the Clouds: Leaping +2" (4" forward, 3 1/2" upward), Reduced Endurance (0 END; +1/2) (3 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 5 Evasion: +3 Dive for Cover Monk Resistance 20 1) Luck 4d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 5 Still Mind: +4 EGO (8 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 111 Cost Martial Arts Maneuver 4 +1 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +15 STR for holding on 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +3d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +2d6 Strike, Target Falls Martial Arts Cost: 21 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 3 +1 with Martial Arts Skills Cost: 21 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 4 Monk's Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 8 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Monk 8th Level Cost Power END 18 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2), 8 Charges (-1/2) 18 Fast Movement: Running +4" (10" total), Reduced Endurance (0 END; +1/2) (18 Active Points) 3 Slow Fall: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points); Downward Movement Only (-1) 6 Leap of the Clouds: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 5 Evasion: +3 Dive for Cover Monk Resistance 20 1) Luck 4d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 117 Cost Martial Arts Maneuver 8 +2 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +4d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls Martial Arts Cost: 29 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 6 +2 with Martial Arts Skills Cost: 24 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 4 Monk's Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 8 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Monk 9th Level Cost Power END 21 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2), 9 Charges (-1/4) 21 Fast Movement: Running +5" (11" total), Reduced Endurance (0 END; +1/2) (21 Active Points) 3 Slow Fall: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points); Downward Movement Only (-1) 6 Leap of the Clouds: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 132 Cost Martial Arts Maneuver 8 +2 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +4d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls Martial Arts Cost: 29 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 6 +2 with Martial Arts Skills Cost: 24 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 4 Monk's Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 8 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Monk 10th Level Cost Power END 21 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2), 10 Charges (-1/4) 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 21 Fast Movement: Running +5" (11" total), Reduced Endurance (0 END; +1/2) (21 Active Points) 3 Slow Fall: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points); Downward Movement Only (-1) 6 Leap of the Clouds: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 141 Cost Martial Arts Maneuver 8 +2 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +4d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls Martial Arts Cost: 29 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 9 +3 with Martial Arts Skills Cost: 27 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 8 Monk's Bonus to AC: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 12 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Monk 11th Level Cost Power END 21 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2), 10 Charges (-1/4) 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 21 Fast Movement: Running +5" (11" total), Reduced Endurance (0 END; +1/2) (21 Active Points) 3 Slow Fall: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points); Downward Movement Only (-1) 6 Leap of the Clouds: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 10 5) Diamond Body: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 151 Cost Martial Arts Maneuver 8 +2 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +4d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls Martial Arts Cost: 29 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 9 +3 with Martial Arts Skills Cost: 27 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 8 Monk's Bonus to AC: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 12 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Monk 12th Level Cost Power END 21 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2), 10 Charges (-1/4) 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 24 Fast Movement: Running +6" (12" total), Reduced Endurance (0 END; +1/2) (24 Active Points) 7 Abundant Step: Teleportation 10" (20 Active Points); 1 Charges (-2) 3 Slow Fall: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points); Downward Movement Only (-1) 6 Leap of the Clouds: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 10 5) Diamond Body: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 161 Cost Martial Arts Maneuver 8 +2 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +4d6 Strike 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +4d6 Strike, Must Follow Block 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls Martial Arts Cost: 33 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 9 +3 with Martial Arts Skills Cost: 27 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 8 Monk's Bonus to AC: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 12 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Monk 13th Level Cost Power END 25 Stunning Blow: Hand-To-Hand Attack +5d6, 13 Charges (+0), No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2) 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 24 Fast Movement: Running +6" (12" total), Reduced Endurance (0 END; +1/2) (24 Active Points) 7 Abundant Step: Teleportation 10" (20 Active Points); 1 Charges (-2) 3 Slow Fall: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points); Downward Movement Only (-1) 6 Leap of the Clouds: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 10 5) Diamond Body: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 165 Cost Martial Arts Maneuver 8 +2 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +4d6 Strike 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +4d6 Strike, Must Follow Block 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls Martial Arts Cost: 33 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 9 +3 with Martial Arts Skills Cost: 27 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 8 Monk's Bonus to AC: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2) 10 DIamond Soul (Spell Resistance): Custom Talent 11- [Notes: 10 pts for 11-, +1/2pts] Talents Cost: 22 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Monk 14th Level Cost Power END 25 Stunning Blow: Hand-To-Hand Attack +5d6, 14 Charges (+0), No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2) 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 24 Fast Movement: Running +6" (12" total), Reduced Endurance (0 END; +1/2) (24 Active Points) 7 Abundant Step: Teleportation 10" (20 Active Points); 1 Charges (-2) 3 Slow Fall: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points); Downward Movement Only (-1) 6 Leap of the Clouds: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 10 5) Diamond Body: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 165 Cost Martial Arts Maneuver 8 +2 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +4d6 Strike 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +4d6 Strike, Must Follow Block 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls Martial Arts Cost: 33 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 12 +4 with Martial Arts Skills Cost: 30 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 8 Monk's Bonus to AC: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2) 10 DIamond Soul (Spell Resistance): Custom Talent 11- [Notes: 10 pts for 11-, +1/2pts] Talents Cost: 22 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Monk 15th Level Cost Power END 25 Stunning Blow: Hand-To-Hand Attack +5d6, 15 Charges (+0), No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2) 13 Quivering Palm: Drain 2d6: BODY, Trigger (+1/2), Uncontrolled (+1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); 1 Continuing Charges lasting 1 Minute each which Recover every 1 Week (-1 1/2), Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Only vs living organic creatures (-1/2), Requires A EGO vs CON Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/2), Concentration (1/2 DCV; -1/4) [Notes: Trigger: After initial Drain hits, activates whenever the Monk wants the target to die, within 1 day/level.] 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 24 Fast Movement: Running +6" (12" total), Reduced Endurance (0 END; +1/2) (24 Active Points) 7 Abundant Step: Teleportation 10" (20 Active Points); 1 Charges (-2) 3 Slow Fall: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points); Downward Movement Only (-1) 6 Leap of the Clouds: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 10 5) Diamond Body: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 178 Cost Martial Arts Maneuver 8 +2 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +4d6 Strike 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +4d6 Strike, Must Follow Block 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls Martial Arts Cost: 33 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 12 +4 with Martial Arts Skills Cost: 30 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 8 Monk's Bonus to AC: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2) 10 DIamond Soul (Spell Resistance): Custom Talent 11- [Notes: 10 pts for 11-, +1/2pts] Talents Cost: 22 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Monk 16th Level *Quivering Palm was so expensive, there were several boosts from 15th level that got bumbed to 16th. Cost Power END 25 Stunning Blow: Hand-To-Hand Attack +5d6, 16 Charges (+0), No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2) 13 Quivering Palm: Drain 2d6: BODY, Trigger (+1/2), Uncontrolled (+1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); 1 Continuing Charges lasting 1 Minute each which Recover every 1 Week (-1 1/2), Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Only vs living organic creatures (-1/2), Requires A EGO vs CON Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/2), Concentration (1/2 DCV; -1/4) [Notes: Trigger: After initial Drain hits, activates whenever the Monk wants the target to die, within 1 day/level.] 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 30 Fast Movement: Running +8" (14" total), Reduced Endurance (0 END; +1/2) (30 Active Points) 7 Abundant Step: Teleportation 10" (20 Active Points); 1 Charges (-2) 3 Slow Fall: Leaping +4" (7" forward, 5 1/2" upward), Reduced Endurance (0 END; +1/2) (6 Active Points); Downward Movement Only (-1) 7 Leap of the Clouds: Leaping +5" (7" forward, 5 1/2" upward), Reduced Endurance (0 END; +1/2) (7 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 10 5) Diamond Body: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 185 Cost Martial Arts Maneuver 12 +3 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +25 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +3d6 +v/5; FMove 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +5d6 Strike 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +5d6 Strike, Must Follow Block 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +4d6 Strike, Target Falls Martial Arts Cost: 41 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 12 +4 with Martial Arts Skills Cost: 30 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 12 Monk's Bonus to AC: Combat Luck (9 PD/9 ED) (18 Active Points); Not While Wearing Armor (-1/2) 10 Diamond Soul (Spell Resistance): Custom Talent 11- [Notes: 10 pts for 11-, +1/2pts] Talents Cost: 26 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Monk 17th Level Cost Power END 29 Stunning Blow: Hand-To-Hand Attack +5d6, 17 Charges (+1/4), No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (44 Active Points); Hand-To-Hand Attack (-1/2) 13 Quivering Palm: Drain 2d6: BODY, Trigger (+1/2), Uncontrolled (+1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); 1 Continuing Charges lasting 1 Minute each which Recover every 1 Week (-1 1/2), Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Only vs living organic creatures (-1/2), Requires A EGO vs CON Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/2), Concentration (1/2 DCV; -1/4) [Notes: Trigger: After initial Drain hits, activates whenever the Monk wants the target to die, within 1 day/level.] 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 30 Fast Movement: Running +8" (14" total), Reduced Endurance (0 END; +1/2) (30 Active Points) 7 Abundant Step: Teleportation 10" (20 Active Points); 1 Charges (-2) 3 Slow Fall: Leaping +4" (7" forward, 5 1/2" upward), Reduced Endurance (0 END; +1/2) (6 Active Points); Downward Movement Only (-1) 7 Leap of the Clouds: Leaping +5" (7" forward, 5 1/2" upward), Reduced Endurance (0 END; +1/2) (7 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 10 5) Diamond Body: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 1 6) Timeless Body: Life Support (Longevity: Immune to Aging Effects) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) 11 Tongue of the Sun and the Moon: Universal Translator 14- (23 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires A Meditation Skill Roll (-1/2) Powers Cost: 201 Cost Martial Arts Maneuver 12 +3 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +25 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +3d6 +v/5; FMove 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +5d6 Strike 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +5d6 Strike, Must Follow Block 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +4d6 Strike, Target Falls Martial Arts Cost: 41 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 12 +4 with Martial Arts Skills Cost: 30 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 12 Monk's Bonus to AC: Combat Luck (9 PD/9 ED) (18 Active Points); Not While Wearing Armor (-1/2) 10 Diamond Soul (Spell Resistance): Custom Talent 11- [Notes: 10 pts for 11-, +1/2pts] Talents Cost: 26 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Monk 18th Level Cost Power END 29 Stunning Blow: Hand-To-Hand Attack +5d6, 17 Charges (+1/4), No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (44 Active Points); Hand-To-Hand Attack (-1/2) 13 Quivering Palm: Drain 2d6: BODY, Trigger (+1/2), Uncontrolled (+1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); 1 Continuing Charges lasting 1 Minute each which Recover every 1 Week (-1 1/2), Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Only vs living organic creatures (-1/2), Requires A EGO vs CON Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/2), Concentration (1/2 DCV; -1/4) [Notes: Trigger: After initial Drain hits, activates whenever the Monk wants the target to die, within 1 day/level.] 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 37 Fast Movement: Running +8" (14" total) (x4 Noncombat), Reduced Endurance (0 END; +1/2) (37 Active Points) 7 Abundant Step: Teleportation 10" (20 Active Points); 1 Charges (-2) 4 Slow Fall: Leaping +6" (9" forward, 7 1/2" upward), Reduced Endurance (0 END; +1/2) (9 Active Points); Downward Movement Only (-1) 10 Leap of the Clouds: Leaping +7" (9" forward, 7 1/2" upward), Reduced Endurance (0 END; +1/2) (10 Active Points) 15 Wholeness of Body: Healing 3d6 (max. Healed Points: 18) (30 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 3 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 10 5) Diamond Body: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 1 6) Timeless Body: Life Support (Longevity: Immune to Aging Effects) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) 11 Tongue of the Sun and the Moon: Universal Translator 14- (23 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires A Meditation Skill Roll (-1/2) Powers Cost: 217 Cost Martial Arts Maneuver 12 +3 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +25 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +3d6 +v/5; FMove 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +5d6 Strike 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +5d6 Strike, Must Follow Block 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +4d6 Strike, Target Falls Martial Arts Cost: 41 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 12 +4 with Martial Arts Skills Cost: 30 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 12 Monk's Bonus to AC: Combat Luck (9 PD/9 ED) (18 Active Points); Not While Wearing Armor (-1/2) 10 Diamond Soul (Spell Resistance): Custom Talent 11- [Notes: 10 pts for 11-, +1/2pts] Talents Cost: 26 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Monk 19th Level Cost Power END 29 Stunning Blow: Hand-To-Hand Attack +5d6, 17 Charges (+1/4), No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (44 Active Points); Hand-To-Hand Attack (-1/2) 13 Quivering Palm: Drain 2d6: BODY, Trigger (+1/2), Uncontrolled (+1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); 1 Continuing Charges lasting 1 Minute each which Recover every 1 Week (-1 1/2), Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Only vs living organic creatures (-1/2), Requires A EGO vs CON Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/2), Concentration (1/2 DCV; -1/4) [Notes: Trigger: After initial Drain hits, activates whenever the Monk wants the target to die, within 1 day/level.] 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 37 Fast Movement: Running +8" (14" total) (x4 Noncombat), Reduced Endurance (0 END; +1/2) (37 Active Points) 7 Abundant Step: Teleportation 10" (20 Active Points); 1 Charges (-2) 4 Slow Fall: Leaping +6" (9" forward, 7 1/2" upward), Reduced Endurance (0 END; +1/2) (9 Active Points); Downward Movement Only (-1) 10 Leap of the Clouds: Leaping +7" (9" forward, 7 1/2" upward), Reduced Endurance (0 END; +1/2) (10 Active Points) 15 Wholeness of Body: Healing 3d6 (max. Healed Points: 18) (30 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 3 14 Empty Body: Desolidification (affected by Ethreal Affecting) (40 Active Points); 1 Continuing Fuel Charges lasting 1 Minute each (-3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires A Meditation Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4), Extra Time (Delayed Phase; -1/4) 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 10 5) Diamond Body: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 1 6) Timeless Body: Life Support (Longevity: Immune to Aging Effects) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) 11 Tongue of the Sun and the Moon: Universal Translator 14- (23 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires A Meditation Skill Roll (-1/2) Powers Cost: 231 Cost Martial Arts Maneuver 12 +3 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +25 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +3d6 +v/5; FMove 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +5d6 Strike 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +5d6 Strike, Must Follow Block 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +4d6 Strike, Target Falls Martial Arts Cost: 41 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 12 +4 with Martial Arts Skills Cost: 30 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 12 Monk's Bonus to AC: Combat Luck (9 PD/9 ED) (18 Active Points); Not While Wearing Armor (-1/2) 10 Diamond Soul (Spell Resistance): Custom Talent 11- [Notes: 10 pts for 11-, +1/2pts] Talents Cost: 26 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Monk 20th Level Cost Power END 29 Stunning Blow: Hand-To-Hand Attack +5d6, 20 Charges (+1/4), No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (44 Active Points); Hand-To-Hand Attack (-1/2) 13 Quivering Palm: Drain 2d6: BODY, Trigger (+1/2), Uncontrolled (+1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); 1 Continuing Charges lasting 1 Minute each which Recover every 1 Week (-1 1/2), Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Only vs living organic creatures (-1/2), Requires A EGO vs CON Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/2), Concentration (1/2 DCV; -1/4) [Notes: Trigger: After initial Drain hits, activates whenever the Monk wants the target to die, within 1 day/level.] 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 37 Fast Movement: Running +8" (14" total) (x4 Noncombat), Reduced Endurance (0 END; +1/2) (37 Active Points) 7 Abundant Step: Teleportation 10" (20 Active Points); 1 Charges (-2) 4 Slow Fall: Leaping +6" (9" forward, 7 1/2" upward), Reduced Endurance (0 END; +1/2) (9 Active Points); Downward Movement Only (-1) 10 Leap of the Clouds: Leaping +7" (9" forward, 7 1/2" upward), Reduced Endurance (0 END; +1/2) (10 Active Points) 15 Wholeness of Body: Healing 3d6 (max. Healed Points: 18) (30 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 3 14 Empty Body: Desolidification (affected by Ethreal Affecting) (40 Active Points); 1 Continuing Fuel Charges lasting 1 Minute each (-3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires A Meditation Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4), Extra Time (Delayed Phase; -1/4) 9 Evasion: +6 Dive for Cover Monk Resistance 5 1) Perfect Self: Damage Resistance (5 PD/5 ED) 30 2) Luck 6d6 5 3) Power Defense (10 points) (10 Active Points); Requires A Luck Roll (-1) 5 4) +10 Mental Defense (13 points total) (10 Active Points); Requires A Luck Roll (-1) 10 5) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 10 6) Diamond Body: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 1 7) Timeless Body: Life Support (Longevity: Immune to Aging Effects) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) 11 Tongue of the Sun and the Moon: Universal Translator 14- (23 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires A Meditation Skill Roll (-1/2) Powers Cost: 243 Cost Martial Arts Maneuver 16 +4 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +30 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +4d6 +v/5; FMove 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +6d6 Strike 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +6d6 Strike, Must Follow Block 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +5d6 Strike, Target Falls Martial Arts Cost: 45 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 15 +5 with Martial Arts Skills Cost: 33 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 16 Monk's Bonus to AC: Combat Luck (12 PD/12 ED) (24 Active Points); Not While Wearing Armor (-1/2) 14 Diamond Soul (Spell Resistance): Custom Talent 13- [Notes: 10 pts for 11-, +1/2pts] Talents Cost: 34 Val Disadvantages 5 Distinctive Features: [Lawful] (Concealable; Extreme Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) 5 Distinctive Features: Outsider (Concealable; Extreme Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) Disadvantage Points: 10 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Doh! Im such an idiot! I forgot Martial Escape at 1st level. Ill fix it 2morrow evening; just pretend in the meantime...... Quote Link to comment Share on other sites More sharing options...
Starwolf Posted April 30, 2003 Report Share Posted April 30, 2003 Hey that was pretty cool....now do epic levels.... Quote Link to comment Share on other sites More sharing options...
tiger Posted April 30, 2003 Report Share Posted April 30, 2003 Seems pretty good to me, not be familiar with D20. The only thing I dislike is the "level" system. Why not simple list the different abilities and then the play pick what his monk trained in? Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Originally posted by tiger Seems pretty good to me, not be familiar with D20. The only thing I dislike is the "level" system. Why not simple list the different abilities and then the play pick what his monk trained in? Um....because Im providing as close to a by-the-book direct conversion as possible for both baselining relative power between 'classes', and for conversions of existing characters. If a player/GM wants to freeform it, then there is no need for a comparitive conversion at all; they can just use the published books and have a ball. Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted April 30, 2003 Author Report Share Posted April 30, 2003 Originally posted by Starwolf Hey that was pretty cool....now do epic levels.... Sure. Here goes: Monk 21st Level God-like being: Major Transform 50d6; Self into "Thin Air"; 1 Non Recoverable Charge; No Conscious Control (GMs Option); Standard Effect Rule 150 BODY; SFX: Forces of Game Balance Cost: Free Looks good to me Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.