Monk
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"Strength does not come from physical capacity. It comes from an indomitable will." — Mahatma Ghandi


Overview

AKA: Black Belt, Master, Karateka
When you choose to become a Monk, you opt for raw physical power, unburdened by heavy gear. You transform your body into a combat machine, honing your bare hands into battering rams, your skin into armor. You also purify your mind, working to attain enlightenment.

Base Statistics

These are the basic statistics for anybody with Monk set as their main job.

HP 25 Weapon Power 1d10 Weapon Type Fists
MP 15 Spell Power 1d6 Armor Type Light Armor
Job Bonus +5 HP, +1 Stamina Job Tree Paladin/Breaker

Basic Abilities

Characters with Monk as their main job gain the following abilities.

Final Heaven Limit Break Deal SIXTEEN TIMES WEAPON POWER holy damage to one enemy.

Skills

Characters with Monk as their main job can use the following skills.

Explore Vigor: Monks power through even hazardous terrain with athletic ability.
Social Spirit: Monks are respected and persuasive in their purity.
Knowledge Mind: The knowledge Monks have is about esoteric and religious matters, mostly.

Discipline

Monks gain the following powers as they gain job levels. The three categories include powerful melee attacks (Fist), devastating reactions to enemy attacks (Retaliate), and mystic arts that channel spiritual energy (Ki).

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1: Martial Arts: Kick

Monks can execute a flying kick through all their foes.

Kick Tech 1 A Deals HALF WEAPON POWER damage to all enemies.

2: Fist: Boost

Monks enhance their next attack

Boost Tech 1 A Your next attack deals double damage and ignores STAMINA.

3: Retaliate: Counter

A monk can prepare for damage.

Counter Tech 1 A You deal DOUBLE WEAPON POWER damage to the next creature that hits you.

4: Ki: Chakra

A monk can heal themselves rapidly.

Chakra Tech 1 A You heal SPELL POWER HP for yourself. For this ability, do not add INT to Spell Power — add MND instead.

5: Fist: Combo

Monks can attack twice in a row.

Combo Tech 1 A Deal DOUBLE WEAPON POWER damage.

6: Retaliate: Deadly

You pack a potent blow to those that hit you.

Deadly Tech 1 A You deal TRIPLE WEAPON POWER damage to the next creature that hits you.

7: Ki: Mantra

Monks can heal their party as well as themselves.

Mantra Tech 2 A You heal SPELL POWER HP for your party. For this ability, do not add INT to Spell Power — add MND instead.

8: Fist: Hundred Fists

A flurry of blows that causes your arm to move in a blur!

Hundred Fists Tech 2 A Deal TRIPLE WEAPON POWER damage.

9: Retaliate: Evade & Counter

Monks can dodge incoming attacks and counter with their own abilities.

Evade & Counter Tech 1 A The next attack against you automatically misses, and you deal TRIPLE WEAPON POWER damage to the next creature that hits you.

10: Ki: Aura Cannon

Your ki fires a bolt of pure soul-energy

Aura Cannon Tech 3 A Deal TRIPLE SPELL POWER Holy damage.

Epic: Martial Arts: Phantom Rush

Monks can unleash a litany of blows from their entire bodies.

Phantom Rush Tech 4 A Deal QUADRUPLE WEAPON POWER damage.
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Feats

Monks can customize their abilities with feats, gaining new abilities and options.

Rank I

Ki: Water Kick

Prerequisite: Monk Level 1
Water Kick allows a monk to deal different damage.

Water Kick [Ability] Tech 1 A Deal WEAPON POWER Water damage to an enemy. For this ability, do not add VIG to Weapon Power — add MND instead.

Martial Arts: Tenketsu

Prerequisite: Monk Level 1
A monk with this ability has a chance to deal tremendous damage, but may do nothing special.

Tenketsu [Ability] Tech 1 A Roll 1d20. On a roll of less than 10, you deal Weapon Power damage.
On a roll of 10-14, you deal Weapon Power damage, but it automatically becomes the element that the target has a Vulnerability to (if any).
On a roll of 15-20, you deal Double Weapon Power damage.

Fist: Air Render

Prerequisite: Monk Level 2
Air Render allows the monk to create a shockwave from their fist.

Air Render [Ability] Tech 1 A Deal Weapon Power Wind damage to an enemy. This ability ignores Row status.

Build Up

Prerequisite: Monk Level 2
A monk with this feat can gain multiple Boosts, but endures strain by doing so.

Build Up [Option] When you use the Boost ability, you take WEAPON POWER damage. In exchange, you can stack the Boost ability up to three times, adding another Weapon Power die each time (so, double weapon power on the first boost, triple weapon power on the second, and quadruple weapon power on the third).

Martial Arts: Meteor Strike

Prerequisite: Monk Level 2
Meteor Strike allows a monk to soar into the air with an enemy and pound them into the ground.

Meteor Strike [Ability] Tech 1 A Target any non-flying enemy. You deal WEAPON POWER + 5 damage to it.

Brace

Prerequisite: Monk Level 3
A monk with this ability can endure attacks.

Brace [Option] When you use any Retaliate ability, you can reduce the damage you might deal by one die, and, in exchange, gain +5 to Stamina.

Ki: Rising Phoenix

Prerequisite: Monk Level 4
A thief with this ability can shape his ki into burning copies of herself.

Rising Phoenix [Ability] Tech 1 A
10 MP
Deals SPELL POWER Fire damage to all enemies.

Rank II

Ki: Dolphin Blow

Prerequisite: Monk Level 5
Dolphin Blow upgrades the water damage a monk can do.

Dolphin Blow [Ability] Tech 2 A Deal DOUBLE WEAPON POWER Water damage to an enemy. For this ability, do not add VIG to Weapon Power — add MND instead.

Fist: No Mercy

Prerequisite: Monk Level 5
No Mercy allows a monk to pierce an enemy's defenses.

No Mercy [Ability] Tech 2 A Your next attack ignores a target's STAM.

Fist: Earth Render

Prerequisite: Monk Level 6
Earth Render allows the monk to create burst of stone out of the ground.

Earth Render [Ability] Tech 1 A Deal DOUBLE WEAPON POWER Earth damage to an enemy. This ability ignores Row status.

Cover-Counter

Prerequisite: Monk Level 6
A monk with this ability can defend weakened allies, and then counter-attack.

Cover-Counter [Option] When you use a Retaliate ability, you can choose to lower the damage by one die.
If you do, you can cover an ally who is Crisis, becoming the target of any attack against them. If you are damaged, this triggers your Retaliate ability.

Ki: Razor Gale

Prerequisite: Monk Level 7
A monk with this feat can turn their ki into razor-sharp blades of wind.

Razor Gale [Ability] Tech 2 A
20 MP
Deals DOUBLE SPELL POWER Wind damage to all enemies.

Fist: Demi Shock

Prerequisite: Monk Level 7
A monk with this feat can reduce an enemy's health substantially.

Demi Shock [Ability] Tech 2 A Deals gravity damage equal to half of an enemy's remaining HP.

Rank III

Ki: Holy Sign

Prerequisite: Monk Level 8
A monk with this feat can purify the body.

Holy Sign [Ability] Tech 3 A Remove all ailments and enhancements from the target.

Fist: Doom Fist

Prerequisite: Monk Level 8
A monk with this feat knows how to hit an enemy to cause their body to slowly wither.

Doom Fist [Ability] Tech 3 A Inflicts Doom with 100% accuracy.

Ki: Exorcism

Prerequisite: Monk Level 9
A monk with this feat banishes the undead.

Exorcism [Ability] Tech 3 A One undead creature is KO'd.

Ki: Soul Spiral

Prerequisite: Monk Level 9
A monk with this feat can become a healing wind of raw spiritual energy, but they disappear.

Soul Spiral [Ability] Tech 1 A Eject yourself from combat, and heal all HP, MP, and statuses for every party member.

Ki: Revive

Prerequisite: Monk Level 10
A monk with this feat can revive the dead.

Revive [Ability] Tech 3 A Revive an ally from KO, with VITALITY HP.

Epic

Ki: Aura

Prerequisite: Monk Epic Level
An epic-level monk can ensure the life of himself or an ally.

Aura [Ability] Tech 4 A Bestows Reraise and Regen on an ally.

Fist: Cross-Counter

Prerequisite: Monk Epic Level
An epic-level monk strikes too fast to react to.

Cross-Counter [Ability] Tech 1 A Deals Weapon Power damage, and does not activate any Reaction abilities the target has.
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