Pit Monks
In the middle of a city in the middle of the world, there is a well. A very, very large well.
Well, not that large. About 10 feet wide or so, but still big, for a well.
Well, this well is called the Pit. It’s bottomless.
Two orders of monk live in this bottomless pit, one at the top, and one at the bottom. They are
bitter enemies, but can’t get to each other, because the pit is bottomless.
bitter enemies, but can’t get to each other, because the pit is bottomless.
They live in burrows, going all the way down the pit. They practice falling a little further each day,
so that they’re eventually immune to it. Their philosophy is one of emptiness and (w)holeness, of
the freedom to fall forever mixed with the constraints of a 10 foot wide pit.
so that they’re eventually immune to it. Their philosophy is one of emptiness and (w)holeness, of
the freedom to fall forever mixed with the constraints of a 10 foot wide pit.
Their master is named Otvor Milenec. He jumped into the pit years ago. He’s probably dead by now.
Class: Pit Monk
Starting Equipment: A grappling hook and spiked shoes.
Starting Skill: 1=history, 2=religion, 3=mountains
A
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survivor of 10,000 falls, falling kick
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B
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crawl of the spider, depth sense
|
C
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wind step
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D
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endless strike, enlightened by violence
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You get +1 Move for every Pit Mystic template you have.
Survivor of 10,000 Falls
You’ve jumped off so many cliffs and bottomless pits it’s practically routine for you. You reduce all
falling damage by 1. Every time you take damage from a fall, increase this reduction by 1. After you
increase this reduction past 20, you no longer take any damage from falling.
falling damage by 1. Every time you take damage from a fall, increase this reduction by 1. After you
increase this reduction past 20, you no longer take any damage from falling.
Falling Kick
Your unarmed attacks deal 1d6+Strength modifier damage. If you fell on a creature and attacked it with
an unarmed strike in the same turn, this deals +1 damage for every 10 feet you fell.
an unarmed strike in the same turn, this deals +1 damage for every 10 feet you fell.
Crawl of the Spider
When climbing walls, count your Strength as 21. You can climb impossible things at -10 to your roll
(sheer glass walls, frictionless slopes, etc).
(sheer glass walls, frictionless slopes, etc).
Depth Sense
You always know exactly how far any drop will be before you make it. In addition, you get +4 to any
roll to catch yourself before or while falling.
roll to catch yourself before or while falling.
Wind Step
Throw yourself off a ledge that is at least 20 feet high. On a success, the wind catches you, and you can
fly as fast as a horse can run for the next 1d6+1 rounds or until you land. This ability only works if you
are somewhere the wind can get to you, and only a number of times/day equal to your number of Pit
Monk templates.
fly as fast as a horse can run for the next 1d6+1 rounds or until you land. This ability only works if you
are somewhere the wind can get to you, and only a number of times/day equal to your number of Pit
Monk templates.
Endless Strike
Your fists and kicks carry the power of the bottomless pit. When you hit a creature you hit them along
all possible versions of themselves. Your attacks ignore armour and damage reduction.
all possible versions of themselves. Your attacks ignore armour and damage reduction.
Enlightened by Violence
When you hit a creature with an attack, you can make a save against any curse or mind-affecting
condition affecting you, even if it would not normally allow for a save.
condition affecting you, even if it would not normally allow for a save.
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