Monk-Playbook_6e.pdf

(44 KB) Pobierz
M
ONK
W
HAT
D
O
Y
OU
L
OOK
L
IKE?
N
AME:
_________________________
D
6
D
AMAGE
B
ASIC
M
OVE
When you do something risky or
dangerous,
roll 2d6 and add a
relevent attribute score.
On a 12+,
you do it perfectly,
with some additional benefit.
On a 10-11,
you do it perfectly.
On a 7-9,
you do it, but with
some cost or complication.
On a 6-,
you fail to do it, with
some additional negative
consequence.
(W
ORK
W
ITH
Y
OUR
GM T
O
E
XPAND
T
HIS
L
IST
.)
M
ONK
K
I
A
RTS
1. Temple upon the Mountain,
roll+STR. You half all damage
until end of next turn.
2. Fist of Iron,
roll+STR. Add +2 to
damage roll on this attack.
3. Ride the Lightning,
roll+DEX.
Channel electricity through your
fist, doing double damage to
enemies wearing metal armor.
4. Cloak Stance,
roll+WIS. You’re
difficult to hit and impose -2 to
the next attack against you.
5. Herculean Aura,
roll+STR or
DEX. Choose which modifier to
add and increase the damage
die for this attack to a d8.
6. Steel Advance,
roll+WIS.
Choose up to 2 enemies and
rapidly attack each target.
7. Wind Stands True,
roll+DEX.
Half the damage of the next
attack that hits you and
immediately make an attack.
8. Ghostwalk Blessings,
roll+STR.
Your skin hardens, allowing you
fall up to 40 ft. without taking
damage.
9. Calling the Corners,
roll+WIS.
Instantly light or snuff out a
candle or torch.
Chill or warm nonliving
material for a short time.
Mold earth, fire, water, or
mist into a crude form
A
RMOR
HP
I
NVENTORY
STR
1. ____________________________________
2. ____________________________________
3. ____________________________________
DEX
4. ____________________________________
5. ____________________________________
CON
6. ____________________________________
7. ____________________________________
8. ____________________________________
M
ONK
M
OVES
When you drop a random aphorism
in a social interaction,
gain a +1 to
CHA rolls for the remainder of the
conversation.
When you deliver a killing blow,
you can quickly move into melee
range of the next closet enemy.
When you attempt to channel the Ki
Arts,
roll+modifier shown.
On a 7-9,
choose one.
On a 6-,
neither.
• The move affects its intended
target.
• You don’t open yourself up for a
counterattack.
INT
9. ____________________________________
10. ____________________________________
11. ____________________________________
WIS
12. ____________________________________
13. ____________________________________
14. ____________________________________
CHA
15. ____________________________________
G
EAR
:
E
XPERIENCE
When you get money from the wilderness
or the underground and bring it back to
town,
gain one experience for each gold
you got (make sure to write it down).
When you have experience equal to one
thousand times your current level,
you
levle up! Mark a new ability from the Monk
Advancement list.
O
THER
S
TUFF
When you take time to rest and
consume a ration,
you may reroll
your HP. Roll a number of dice
equal to your level plus your CON,
and keep a number of them equal
to your level. Write the result as
your new HP.
E
XPERIENCE
C
HARACTER
C
REATION
(T
HE
GM W
ILL
H
ELP
Y
OU
O
UT
.)
1. Roll your attributes.
2. Choose one advancement from
your class’s list.
3. Roll your HP.
4. Mark your inventory slots.
5. Get some equipment.
6. Go find a dungeon!
M
ONK
A
DVANCEMENTS
(Y
OU
G
ET
O
NE
P
ER
L
EVEL
.)
Graceful.
Gain +1 Dexterity.
Indomitable.
Gain +1 Strength.
Resolute.
Gain +1 Wisdom.
Worldly.
Take an advancement from another class. (Choose a cool one,
not an attribute bonus.)
Dangerous.
You deal +1 damage.
Opportunist.
Whenever a creature close by is hit by someone else,
you
can make a melee attack against that creature.
Stunning Strike.
On a 12+ with a Remarkable Weapon,
in addition to
the normal effects, you stun your enemy.
Extra Strike.
When you’re first in an initiative roll,
you make 2 attacks.
Unarmored Defense.
Light clothing counts as 1 armor.
Disciplined.
Work with the GM to create a new Ki Art to add to your list.
Toughness.
You may heal yourself for 1d6 damage plus your level.
You may do this a number of times per day equal to half your level;
minimum 1.
(available after 5 advances)
When you need a standard piece
of mundane adventuring gear
that’s not currently in your
inventory,
you may fill in an empty
bubble to declare that you had the
item all along. If you do so, write
the item in your inventory.
When you’re in town,
you may
spend 25gp to empty all of your
Equipment Bubbles.
O
R
W
ORK
W
ITH
T
HE
GM T
O
C
OME
U
P
W
ITH
S
OMETHING
C
OOLER
!
M
OVES
& N
OTES
& D
OODLES
Zgłoś jeśli naruszono regulamin