About this mod
The Tempo Monk class adds a "gambling" aspect to combat with "Hot" or "Cold" states. Heavily influenced by Hikari from Jujutsu Kaisen
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This class revolves around the "Idle Death Gamble" ability. Once you activate Idle Death Gamble you will randomly alternate between Hot or Cold states, once per turn. This ability can get complex (see charts in pictures) but I feel like you quickly get the hang of it.
Idle Death Gamble:
Starting on a Hot State (H1), the next turn you have you either increase to a higher Hot State (H2) or
enter a Cold State (C1). States go up to a 6th level. Hot States have bonuses, Cold States do not. If you are in an elevated Hot State (H4) and transition to a Cold State, it will be (C1).
Balancing:
Tactician ready, not quite Tactician soloable ready, obviously your mileage may vary.
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Hot boosts:
new entry "Jackpot1_Buff"
data "Boosts" "AC(1);CharacterUnarmedDamage(1d4 -2, Thunder);RollBonus(SavingThrow, 1);Ability(Strength, 1);Ability(Constitution, 1);Initiative(1);IncreaseMaxHP(1);DamageReduction(All, Flat, 1);ActionResource(Movement,2,0)"
new entry "Jackpot2_Buff"
data "Boosts" "AC(2);CharacterUnarmedDamage(1d6 -3, Thunder);RollBonus(SavingThrow, 1);RollBonus(Attack, 1);Ability(Strength, 2);Ability(Dexterity, 1);Ability(Constitution, 2);UnlockSpell(Target_Slam_Zombie_AnimateDead++_Domain);StatusImmunity(SG_Frightened);Initiative(1);IncreaseMaxHP(3);DamageReduction(All, Flat, 2);ActionResource(Movement,3,0)"
new entry "Jackpot3_Buff"
data "Boosts" "AC(3);CharacterUnarmedDamage(1d8 -3, Thunder);RollBonus(SavingThrow, 2);RollBonus(Attack, 1);Ability(Strength, 3);Ability(Dexterity, 1);Ability(Constitution, 3);UnlockSpell(Target_Slam_Zombie_AnimateDead++_Domain);StatusImmunity(SG_Frightened);Initiative(2);IncreaseMaxHP(4);DamageReduction(All, Flat, 3);ActionResource(Movement,4,0)"
new entry "Jackpot4_Buff"
data "Boosts" "AC(3);CharacterUnarmedDamage(1d10 -4, Thunder);RollBonus(SavingThrow, 2);RollBonus(Attack, 2);Ability(Strength, 4);Ability(Dexterity, 2);Ability(Constitution, 4);UnlockSpell(Target_Slam_Zombie_AnimateDead++_Domain);StatusImmunity(SG_Frightened);Initiative(3);IncreaseMaxHP(5);DamageReduction(All, Flat, 4);ActionResource(Movement,6,0)"
new entry "Jackpot5_Buff"
data "Boosts" "AC(3);CharacterUnarmedDamage(1d12 -4, Thunder);RollBonus(SavingThrow, 2);RollBonus(Attack, 2);Ability(Strength, 5);Ability(Dexterity, 3);Ability(Constitution, 5);UnlockSpell(Target_Slam_Zombie_AnimateDead++_Domain);UnlockSpell(Target_Iai_Hand_Sword_First_Form_Domain);StatusImmunity(SG_Frightened);Initiative(3);IncreaseMaxHP(7);DamageReduction(All, Flat, 5);ActionResource(Movement,7,0);IF(IsMeleeAttack()):RedirectDamage(1,Force,Physical,true)"
new entry "Jackpot6_Buff"
data "Boosts" "AC(4);CharacterUnarmedDamage(1d20 -7, Thunder);RollBonus(SavingThrow, 2);RollBonus(Attack, 3);Ability(Strength, 6);Ability(Dexterity, 4);Ability(Constitution, 5);UnlockSpell(Target_Slam_Zombie_AnimateDead++_Domain);UnlockSpell(Target_Iai_Hand_Sword_First_Form_Domain);UnlockSpell(Projectile_Bang);StatusImmunity(SG_Frightened);Initiative(4);IncreaseMaxHP(10);DamageReduction(All, Flat, 6);ActionResource(Movement,10,0);IF(IsMeleeAttack()):RedirectDamage(1,Force,Physical,true)"
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Criticisms welcome, don't be intimidated by all of the states, it is pretty "wing it" friendly!
*Multi classing has not been tested.