Areas of Focus:
Minor: Striking, Miscellaneous
Supplemental: Defense, Control
Monks are resilient fighters, capable of ignoring damage or even channeling their damage into powering their abilities. They have an array of effects to bolster the effect of their melee attacks, protect the monk from afflictions, or turn the tables on attackers. Most monk Abilities are powered by Wounds, but some simply have Per Encounter or Per Rest use.
Lore
Monks belong to a variety of fighting orders that have sprung up in Ixamitl and the Eastern Reach over the past few centuries. While many monastic orders can trace their teachings to the Enduring Founder, Tletac, individual orders vary greatly in their focus, morality, and ethics. Common folk respect the incredible discipline of monks, but see them as an odd, unpredictable bunch who may not be entirely sane. Even mercenaries and other adventurers aren’t sure what to make of them.
Overview
Centuries ago, one man founded the fighting monastic disciplines. He was an old warrior who had knocked on death’s door many times and had endured numerous periods of captivity and torture. He discovered a method of mentally focusing on his pain to invoke power from his soul. When he left the service of his lord, he devoted his time to developing these techniques and teaching them to other warriors. He believed that mortification of the flesh not only made warriors more powerful, but that it strengthened the souls of its practitioners, making it more likely that their souls would remain intact (i.e., not fragment) when they died. He advocated fighting with bare fists and without armor to emphasize a fighting monk’s personal suffering. Because the founder of these disciplines was old when he began teaching and died only a few decades later, there are now many different monastic orders. Some are more secluded, some are mendicant travelers, some are mercenaries. They all tend to believe, like their founder, that combat is the ideal path for pursuing their particular brand of mortification of the flesh. Some choose to pursue this in dedicated service, some become mercenaries or assassins, and others devote their lives to dangerous wandering and exploration. There are other groups that also practice mortification of the flesh, but they are not “fighting” monks.
Starting Stats
Endurance
42 + 14/level (High)
Health
6 x Endurance (Very High)
Accuracy
30 + 3/level (Very High)
Deflection
25 (Very High)
Skill Bonus
Stealth +1 Survival +2 Athletics +1
Starting Abilities
Transcendent Suffering – When no weapons are equipped, monk’s unarmed attacks are exceptionally powerful.
Wounds – As monks take damage their pain generates Wounds that can power many special abilities.
Tactics
Rapid Striker Build
Advantages: Fast Powerful Attacks, Capable of Stunning, Self-Buffs
Disadvantages: Low Deflection, Moderate Micro, Fewer Tactical Options
Strategy
The Rapid Striker Monk focuses on hitting an enemy as fast and hard as possible. Very similar to the Assassin Rogue, this character archetype is meant to follow a heavier tank into the fray and find an optimal flanking position. A very good candidate for taking out less armored, high priority targets. Use Stunning Blow to render an enemy defenseless and then begin beating them down with Swift Strikes.
Equipment
No weapons are used.
Armor should be worn based on preference. If you feel like you are having trouble staying alive, wear heavier armor; otherwise, stick to lighter armor that has been enchanted.
Races
Boreal Dwarf
Death Godlike
- Hearth Orlan
Culture
Deadfire Archipelago or The White that Wends
- Living Lands
Attributes
Might 18
Constitution 15
Dexterity 18
Perception 8
Intellect 12
- Resolve 4
Abilities
Swift Strikes
Turning Wheel
Stunning Blow
Rooting Pain
Enervating Blows
- Soul Mirror
Talents
Weapon Focus Peasant
Two Weapon Style
Vulnerable Attack
Lesser Wounds
Lightning Strikes
- Bloody Slaughter
Alternate Build
Similar to the Full Tank Fighter, the monk can provide as a decent tank option. Talents like Cautious Attack and Superior Deflection can go a long way on a Monk with their naturally high Endurance and Health. Even built defensively, they still maintain a fair damage output. Some tank monks will even forego dual wielding for a large shield!
Special Abilities
Wounds
The monk has damage absorption, unarmed attacks, high mobility, special attacks which deal status effects, and can resist/confound status effects on themselves. They absorb damage to fill up the Wound resource and use the Wounds for their special attacks.
Monks absorb a portion of incoming damage and convert it into a “Wounds” resource, which can be used to power soul-based abilities through their weapons.
Transcendent Suffering 4

Granted at Level 10 (Passive)
Effects: Self: +8 Unarmed Damage
Monks achieve greater understanding of their bodies’ capabilities through enduring the hardships of existence. Their base Unarmed Damage starts much higher than other characters and increases permanently every three levels they gain.
Transcendent Suffering 3

Granted at Level 7 (Passive)
Effects: Self: +6 Unarmed Damage
Monks achieve greater understanding of their bodies’ capabilities through enduring the hardships of existence. Their base Unarmed Damage starts much higher than other characters and increases permanently every three levels they gain.
Flagellant’s Path

Available at Level 11 (Requires 3 Wounds)
Interrupt: 40 (Average)
Effects: Foe Target: 20-30 Crush, -10 All Defenses for 30 sec vs. Deflection
Moves the monk with blinding speed towards their target, striking every enemy within 2m, ignoring Engagement and Disengagement Attacks and gaining a bonus to all Defenses during movement. A successful hit to an enemy causes a reduction in all their Defenses.
Turning Wheel

Available at Level 3 (Passive)
Effects: Self: 5% Burn Damage per Wound
The monk is able to channel physical pain into pure energy and redirect it at his or her attackers. While the monk has Wounds, he or she adds a proportional fire bonus to Melee Damage.
Rooting Pain

Available at Level 7 (Passive)
Area of Effect: 1.25m Radius (base 1.25m)
Interrupt: 40 (Average)
Effects: Foe AoE: 10-15 Crush vs. Fortitude
Generates a shockwave around the monk each time he or she gains a Wound, inflicting a small amount of damage to and possibly calling an Interrupt on all enemies in the area of effect.
Transcendent Suffering

Granted at Level 1 (Passive)
Effects: Self: +2 Unarmed Damage
Monks achieve greater understanding of their bodies’ capabilities through enduring the hardships of existence. Their base Unarmed Damage starts much higher than other characters and increases permanently every three levels they gain.
Stunning Blows

Available at Level 5 (2 per encounter, Melee Only)
Interrupt: 40 (Average)
Effects: Target: Stunned for 3 sec vs. Fortitude
User: Full Attack vs. Fortitude
A head-targeting strike designed to disrupt enemies’ ability to react. Enemies hit by a successful attack are Stunned.
Torment’s Reach

Available at Level 1 (Requires 1 Wound, Melee Only)
Area of Effect: Target + Length: 2.0m (base 2.0m) 135° Cone
Effects: Target: -2 Might for 20 sec
Foe AoE: -2 Might for 20 sec vs. Reflex
User: Full Attack + 50% Damage as Crush
This ability exploits the shared bonds of universal suffering between all beings. The initial target is hit with a powerful blow that does additional Crush damage. Enemies in a cone behind the target suffer Crush damage and have their Might reduced.
Swift Strikes

Available at Level 1 (Requires 1 Wound)
Speed: Instant
Effects: User: x1.4 Attack Speed for 10 sec
The monk’s hands become a frenzied blur of attacks, increasing their Attack Rate for a brief period.
Force of Anguish

Available at Level 3 (Requires 2 Wounds, Melee Only)
Interrupt: 40 (Average)
Effects: Foe Target: 7.0m Push vs. Fortitude, Prone for 10 sec vs. Fortitude
User: Primary Attack vs. Fortitude
A powerful attack that knocks the target back a significant distance if the attack is successful. Target bumps others out of the way and bounces off hard surfaces like walls before ending up Prone.
Clarity Of Agony

Available at Level 5 (2 per rest)
Speed: Instant
Effects: User: x0.5 Duration for hostile effects for 10 sec
Through pain the monk is able to cleanse his or her body, reducing the duration of incoming and existing hostile effects by half.
Enervating Blows

Available at Level 9 (Passive)
Effects: Self: -2 Might, -2 Constitution, -2 Move Speed, -20 Fortitude, -20 Will, Weakened for 15 sec
By targeting certain points on an enemy, the monk is able to inflict physical weakness. Melee Critical Hits cause the target to become Weakened.
Crucible Of Suffering

Available at Level 7 (Passive)
Effects: Self: +10 Fortitude, +10 Reflex, +10 Will for 20 sec
The monk gains temporary insight through endurance, gaining a temporary bonus to Fortitude, Reflex, and Will whenever a hostile effect expires.
Soul Mirror

Available at Level 5 (Passive)
Calls upon the power of the monk’s psyche, reflecting half of ranged missiles targeting only the monk back to their point of origin.
Long Stride

Available at Level 3 (Passive)
Effects: Self: +2 Move Speed
Intense practice and years of study enable the monk to move with confident fluidity in battle. During combat, the monk’s Movement Rate is significantly increased.
Transcendent Suffering 2

Granted at Level 4 (Passive)
Effects: Self: +4 Unarmed Damage
Monks achieve greater understanding of their bodies’ capabilities through enduring the hardships of existence. Their base Unarmed Damage starts much higher than other characters and increases permanently every three levels they gain.
Duality of Mortal Presence - Deflection

Available at Level 7 (Modal)
Speed: Instant
Effects: User: +8 Deflection
The monk dedicates all his or her presence of mind to the physical world, granting a bonus to Deflection.
Duality of Mortal Presence - Other Defenses

Modal
Speed: Instant
Effects: User: +8 All Defenses except Deflection
The monk dedicates all his or her presence of mind to the spiritual world, granting a bonus to Fortitude, Reflex, and Will.
Talents
Duality of Mortal Presence

Grants Duality of Mortal Presence - Deflection
Modal
Speed: Instant
Effects: User: +8 Deflection
Grants Duality of Mortal Presence - Other Def.

Modal
Speed: Instant
Effects: User: +8 All Defenses except Deflection
The monk gains two modal abilities that allow him or her to switch between a bonus to Deflection and a bonus to all other defenses.
Lesser Wounds

Modifies Wounds (Passive)
Lowers the monk’s Wound threshold, allowing him or her to gain Wounds at a faster rate.
Lightning Strikes

Modifies Swift Strikes (10% Damage as Shock)
Swift Strikes (Requires 1 Wound)
Speed: Instant
Effects: User: x1.4 Attack Speed for 10 sec
Energizes the monk’s Swift Strikes, causing anyone hit by the attack to take additional Shock damage.
Mortification of the Soul

Grants Mortification of the Soul (3 per rest)
Effects: User: +1 Wounds
The monk immediately inflicts enough Raw damage on himself or herself to gain a Wound.