Koobari monks are in harmony with the flow of life. They are able to mold their own life energy to use against their enemies. Using the technique called koobar, which gives them their namesake; the koobari monks amplify their natural abilities in combat. Most perspective monks travel to Mala Point in the kingdom of Thorn to seek a master for training. Soba Gno’gar are masters of the fire and water forms of combat. Soba Cho’ku are masters of the earth and wind forms of combat. Young monks who begin their training are referred to as faun.
Faun have much to learn and usually prefer to stay at Mala Point, where the healing energies of the land can protect them from their own mistakes in training. They train either one on one with a soba or as part of a group. Much of their training is done through sparring with other faun. Soba commonly spar with their students to gauge their improvements and see where they need to develop their skills. When a faun has proven its self they gain the rank of tayven.
Tayven are sent out in the world to gain experience in real situations. They find allies they believe will lead them to greater battles. The greater the fights, the more the tayven can learn from them and the faster their skills can improve. Regularly sparring with other tayven or soba to test their skills, tayven strive to become better combatants. During this time they also get a feel for whether they are better suited to focus their attentions on the Gno’gar or Cho’ku specialties.
When a koobari monk attains the rank of soba they choose the specialty that suits them best. Gno’gar, specialize in attacking enemies through strikes and energy techniques. Cho’ku, specialize in defending allies from harm by taking advantage of their enemies attacks. Soba also train to perfect their master technique. These techniques vary from monk to monk and could be striking, defensive, or energy based. Soba often begin training their faun though it is not a rule. No matter what path they take, they never stop testing themselves.
Koobari monks are light armored battle-casters. Specializing in hand to hand combat that they utilize for attack or defense, the monks use their koobar technique to increase their natural abilities. Casting their life force draining energy magic to attack their enemies is a double edged sword. Too much casting can leave the monk too weak to defend its self, casting focused monks almost always pair themselves with a healer. The abilities to purge status effects, absorb spell damage, and perform defensive takedowns make the koobari monks powerful defenders for their allies. Whether they focus on attack or defense, all monk strive to find fights that will perfect their techniques.
Role: Defense, Damage, Disable
Species: Cojaro, Grufia, Habataki, Shaross, Vampire
Professions: Explorer, Law Enforcement, Mariner, Medic, Soldier, Thief
Requireed Attributes: Dexterity +1, Wisdom +1
Starting Health: 10 + Constitution + Species Health
Level Up Health Increase: 10 + Constitution Bonus
Starting Armor Proficient: Cloth, Leather
Starting Weapon Proficient: Strike
Starting Skills: Choose 1 starting Combat Art and the Combat Art: Martial Arts.
Equipment: Clothing, 1 Day Ration, Backpack, Canteen
Faun Gno'gar: Fire or Water Form, Koobar, Iron Fist, Dycusco Technique, 1 Additional Ability
Faun Cho'ku: Earth or Wind Form, Koobar, Counter Strike, Carudai Technique, 1 Additional Ability
Attacks Per Round Increases
Level 1: 2 APR
Level 3: 3 APR
Level 5: 4 APR
Level 7: 5 APR
Level 9: 6 APR
Level 10: 7 APR
At level 7 a monk begin to create its own master technique. Spells do more damage than its other spells and costs more health to use. The player must work with the observer to determine this ability’s stats.
The koobari monk use a combination of health, chi, and combat reactions to use their abilities. To cast energy magic the monk uses their health points or hp and it regenerates through healing and rest. Chi is used by the monks to use their striking abilities. Monks can store chi equal to wisdom bonus and it generates 1 chi from basic strikes, casting spells, and by consuming an action. Combat reactions or cr are used for defensive abilities. The monk can store cr equal to their dexterity bonus. Cr is generated by spending chi at a rate of 1 cr per chi spent and by successful defenses. The monk generates 2 chi on critical hits and 2 cr on critical defenses. Chi and combat reactions fade out of combat.
Koobar, Wisdom + CPB vs Difficulty 16, 1 chi
This skill causes a glow around the caster that increases their abilities. Koobar stacks on other buffs and lasts for a round with a saving throw for longer use. For saving throw re-roll koobar to match level with +1 difficulty per round maintained and have enough chi available to cast. Koobar cannot be cast again after it fades for 5 rounds.
Tranquility, Wisdom + CPB vs Difficulty 20, 1 chi
This skill gives the monk a sense of calm that adds character’s wisdom bonus as critical chance for next action.
Purge, Constitution + CPB vs Difficulty 18, 1 chi
This skill allows the monk to remove status effects and diseases from its self.
Counter Strike, Reactive Ability, 1 cr
The monk can reflect melee strike status effects back at the attacker when they perform a counter attack. Counter Strike the monk can push the target to close range during Koobar.
Arm Drag Takedown, Reactive Ability, 1 cr
The monk can perform a takedown throw after a successful melee defense that knocks the target down for 1 action. During Koobar it becomes an Arm Breaker that disables the target’s main hand for 1 round when Arm Drag Takedown is used.
Rising Kick, Reactive Ability, 1 cr
Whenever the monk is knocked down it can spin up with a sweeping kick to all in melee range dealing strike damage. During Koobar, Rising Kick adds stagger to all targets hit.
Charged Palm, Reactive Ability, 1 cr
The monk runs energy into their hands that they use to deflect incoming physical projectile in their frontal cone. Whenever Charged Palm deflects a thrower during Koobar it becomes Throw Back and is reflected back at the attacker.
Energy techniques are the ability to harness the life energy within you as a magic to aid in battle. The monks that have learned these techniques train their bodies to survive it as each use weakens them for a time. In turn the monks do not typically go around blasting everything around them but instead save these attacks for when they disparately need them.
Dycusco Technique, Wisdom + Magic vs Defender
The monk shoots a damaging pulse from fingertip that deals 1d6 per hp energy damage at medium range. During Koobar it causes impact to affect a 10' radius. Dycusco Technique can use up to 5 hp.
Carudai Technique, Wisdom + Magic vs Defender
The monk creates a destructive cone of energy 6’ in front of self, dealing 1d6 + 1d4 per hp energy damage. On a critical hit the Carudai Technique causes a 1 action -5 attacker/defender blindness to those hit by it. During Koobar the range of Carudai is doubled. Carudai Technique can use up to 5 hp
Sakurak Technique, Instant Ability
After a successful attack monk can choose to deal 1d6 per hp energy damage to a strike. Koobar automatically applies radition burns critical effect. Sakurak Technique can use up to 5 hp.
Masentoyu Technique, Instant Ability
The monk channels energy to allow for flight equal to 2 movement ranges per action and increases fist damage by 1d4. Masentoyu Technique costs 2 hp per round. Koobar increases Masentoyu Technique to deal an additional +2d4 fist damage and flight is equal to 4 movement ranges per action.
Iron Fist, Attacker vs Defender
The monk strikes at a target it can dealing strike damage + 1d6 additional damage per chi up to 5 chi. During Koobar, Iron Fist is always critical.
Stun Strike, Instant Ability
Whenever the monk strikes a target it can spend 1 chi to stagger them for an action. During Koobar, Stun Strike staggers them for a round.
Disarm, Attacker vs Defender
Whenever the monk performs a critical strike it can spend 2 chi to remove an item from a target, forcing it to take an action to recover the item. During Koobar, Disarm removes all items from a target's hands.
Rib Breaker, Attacker vs Defender
The monk strikes out with an injuring attack that weakens the target’s abilities by -1 attacker/defender roll per chi for a round. Rib Breaker also exposes a target’s armor to a piercing attack during Koobar. Rib Breaker can use up to 5 chi.
Earth Form, Instant Ability
The Earth Form is a defensive striking form used for melee defense with strength based striking. While in Earth Form the monk can spend 1 cr to use Stone Guard, added melee strike damage to their defender roll. All fist skills cause infuriate while in Earth Form and maximum cr is increased by CPB.
Water Form, Instant Ability
The Water Form is a magical form use to deal damage with energy spells at a distance with dexterity based striking. While in Water Form the monk gains Chi Siphon, can restore 1d4 hp per 1 chi spent and they increase maximum chi storage by CPB.
Fire Form, Instant Ability
The Fire Form is a magical attack form used to deal damage with fists and energy spells at melee range with strength based striking. While in Fire Form the monk can use Flash Strike, for 1 chi they can add a dash to any attack to a target within 2 movement ranges. Flash Strike requires no adjacent targets. Fire Form also increases the maximum chi storage by CPB.
Wind Form, Instant Ability
The Wind Form is defensive dodging form used to dance around enemy attacks and keep them under the effects of infuriate with dexterity based striking. Wind Form also increases the maximum cr storage by CPB and all energy spells cause infuriate. While in Wind Form the monk also gains Wind Dance, the ability to spend a cr to avoid a ranged attack.
Koobari Monk Mastery
The monk gains 3 Master Feats and 2 Mater Techniques when they take their mastery.
Koobari Monk Master Feats
Intense Burns: Radiation Burns are automatically applied for 2 chi.
Rapid Fists: Spend 2 cr to perform a combo strike on an Iron Fist ability.
Offensive Arm Drag: The Arm Drag Takedown chain can be initiated as a strike attack for 2 chi.
Spell Focus: For 2 chi the monk can add +2 to their Energy Magic attacker roll.
Movement Action: Can spend 2 cr to make a movement and perform an action at any point in the movement.
Bleeding Strike: The monk can add 1d4 bleeding damage for 3 rounds to any strike for 2 cr.
Staggering: The monk can apply stagger to any strike or spell for 2 cr.
Combo Blast: The monk can combo the Dycusco Technique to any spell for 2 chi.
Koobari Monk Master Techniques
Stone Guardian: The monk generates 5 free uses of the Stone Guard ability at their choosing for 5 chi.
Burning Fist: On a successful strike the monk can add 5d4 energy damage for 3 rounds for 5 hp.
Wind Dancer: The monk generates 5 charges for 5 hp of Wind Dancer allowing the monk to move double distance when using Wind Dance.
Galious Technique: The monk casts a 20' cone of 3d10 + level energy damage for 5 hp.
Wakashira Technique: The monk casts beam to medium range dealing 2d20 + level energy damage for 5 hp.
Flurry Strikes: The monk uses 5 chi to perform 5 combo strikes.
Iron Skin: The monk uses 5 chi to gain double soak rate 5 times of their choosing.
Invigorate: The monk uses 5 cr to gain 5 free additional actions to use at their choosing.