The Way of Fang-Fu

___________________________________
The Way of Fang-Fu

Monks of the Way of Fang-Fu have developed mastery of acupuncture/acupressure techniques and specifically, how to deliver effective attacks against them. The attacks deliver Vital Energy Damage to the opponent – draining the vital energy from their bodies. The tradition focuses on small sharp weapons such as daggers, darts and needles. The features of this tradition only work against creature types for which the monk has developed expertise, starting with their own creature type.

 

___________________________________
Vital Point Expertise (Level 3)

The monk begins with Vital Point Expertise in their own creature type (Humanoid)
Other types of monsters (13 total) can be studied and added to the expertise list.
Creature Type DCs

Aberrations (DC 18) ________ Beasts (DC 14)           ________
Celestials (DC 26)     ________ Constructs (DC 16)   ________
Dragons (DC 28)       ________ Elemental (DC 20)    ________
Fey (DC 18)                ________ Fiends (DC 22)          ________
Giants (DC 18)           ________ Humanoids (DC 0)    Expertise
Monstrosities (DC 18) ________ Oozes (DC 26)           ________
Plants (DC 14)            ________ Undead (DC 16)        ________

 

Expertise is developed through Medicine DC’s against creature types. A Bonus Action can be used to make a Medicine DC against a creature while in battle.

If successful, the next Attack action gain +1 against the specific creature and the Creature Types DC is lowered by 2.
Expertise can also be increased by 1 by doing a 10 min autopsy on dead creatures (once per creature).
First DC is according to table above.
If successful against a creature type (DC16, next DC will be lower by 2 (DC43). If failed, next DC will be lowered by 1 (DC15).
When DC reaches 0 – Vital Point Expertise for that creature type is accomplished and they become an “Easy Mark” for the monk to deal extra damage to.
Gaining expertise in 2 additional creature types will give proficiency to Medicine (Double if already)
Gaining expertise in 4 additional creature types will give double-proficiency to Medicine

 

___________________________________
Easy Mark (Level 3)

Damage on successful attacks is increased, equal to characters current proficiency bonus, against creature types for which the monk has Vital Point Expertise only.

 

___________________________________
Serpent Strikes(Level 3)

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of ki-targeted strikes. There are three available Dart/Needle attacks that can be used as Bonus Actions

Serpents Hiss
Serpents Spit
Serpents Kiss

 

Monk must have Vital Point Expertise with the creature type
Blowgun Darts are ranged (25 feet max) \ Needles required unarmed melee distance.
Strikes are Subtle – meaning they can be used on a non-targeted opponent without drawing aggro. If the monk is hidden or if target is engaged with another PC the target will not know where the dart / needle came from, and if so, target will not even know the needle or dart has pierced them (they may go blind or deaf without knowing it was an attack). Strikes can also be used against an opponent the monk is actively engaged with.
DC = 8 + proficiency bonus + wisdom modifier
On failure, a condition is applied for 1dMD rounds (where MD is the current Martial Die). On Save, 1dMD – 1dMD rounds. (Roll 1dMD for duration, then 1dMDSound and minus result)
If Dart/needle was poisoned, the creature is poisoned for duration
(Poisoned) A poisoned creature has disadvantage on Attack rolls and Ability Checks.

 

  Serpents Hiss (Level 3)
The target is Deafened. (Deafened) A deafened creature can’t hear and automatically fails any ability check that requires hearing

 

  Serpents Spit (Level 6)
The target is Blinded. (Blinded) A blinded creature can’t see and automatically fails any ability check that requires sight.
Attack rolls against the creature have advantage. and the creature’s attack rolls have disadvantage,

 

Serpents Kiss (Level 11)
The target is paralyzed.  (Paralyzed) A paralyzed creature is incapacitated (An incapacitated creature can’t take actions or reactions.) and can’t move or speak.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

 

 

___________________________________
___________________________________

Serpent Step (Level 6)

The Serpent Step adds snake-like deftness and deception to your footwork during battle. Dodge and Disengage become Bonus Actions. Additionally, when an attacker that you can see hits you with an attack (melee or ranged), you can use your Reaction to halve the damage against you.
Dodge – When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you can make Dexterity saving throws with advantage.
Disengage – If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.

___________________________________
Ki Rehab (Level 6)

After a successful Attack roll, a Bonus Action can be used to specifically target a strike which absorbs the Ki of the opponent if the monk has Vital Point Expertise with that creature type. Feature use does not expend any Ki points, but Monk must have at least 1 Ki remaining to use this feature – it cannot be used on 0 Ki.

Target must DC save (8+prof+wis) else lose some of their vital energy to the monk and take damage.
On target DC fail, monk receives Ki points equal to table below and target loses HP equal to Martial Arts die roll. On DC save – values are half’d.

Level 6 2 Ki Absorbed 2d4 Dmg
Level 11 4 Ki Absorbed 4d4 Dmg
Level 17 8 Ki Absorbed 8d4 Dmg

 

___________________________________
___________________________________

Serpent Smites (Level 11)

After a successful Attack roll, a Bonus Action can be used to specifically target a strike which poisons the target. Creature must make a DC (8 +prof +wis) Saving Throw else be be poisoned for the next minute.

___________________________________
Constrictor (Level 11)

You gain advantage on Strength Checks when implementing the Grapple Feat (if Grappler feat is not yet obtained – it is added with Constrictor feat.

 

___________________________________
Little Fang (Level 11)

Darts and Needles count as martial arts weapons for damage. Rather than 1 hp damage on the Serpent Strikes, the player rolls the current martial die for damage.

 

___________________________________
___________________________________

Ophidiophobia (Level 17)

Anytime one of the Serpent Strike attacks is successful – Frightened is also automatically applied and remains in effect for 1 hour.
Frightened    A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.

 

___________________________________
Kiss of Death (Level 17)

The “Serpents Kiss” feat now has the potential for additional damage. Each and every DC save fail will inflict double-damage. Starting on the 3rd DC save failure the target must make an additional DC save or else fall unconscious. (if 3rd DC save against paralysis fails and additional DC save succeeds, target remains conscious but paralyzed. Next round will repeat in the same manner)


Categories: LGFLs

The Song Moon Temple

___________________________________
The Song Moon Temple
The Song Moon Temple is the home of a Monastic Order in the mountains of Tethyr which is dedicated to the diety ‘Tel Aestar. It was originally founded in 1389 DR (Year of the Forgiven Foes) just shortly after the Spellplague Disaster. The Song Moon Temple was founded by Teacher Halanir (a Moon Elf from Arvandor). What is little known, even among the students and other teachers of the monastery, is that Halanir was following the guidance of Qynra Tylinra, the Moon Dragon which brought Halanir to  Abeir-Toril.

 

___________________________________
Geography

The Monastery is situated far up in the Starspire Mountains in the peninsula segment of the mountain range, West of the Mt Adlir Peaks. The monastery is physically isolated from the rest of the world – with no roads or trails leading to it from the lowlands. Only creatures capable of flying into great heights can hope to reach it. Qynra Tylinra has cast a ward over the monastery so that other dragons will not be able to see it.  She also created the stable portal between the monastery and the outside world. The portal is large enough to transport groups of students and even wagons. The portal leads to a hidden location on the North side of the Starspire Mountains, not from the Trade Way.

 

___________________________________
Structure
The Monastery “walls” are natural rock faces which form a large hidden plateau. There are no gates in or out, but there is a carved stairway leading up to tower overlooking Zazesspur and the Bay of Bormul. Most of the structures are actually carved into the mountain, though there are some small structures in the open training grounds of the monastery, most of the residences and common indoor areas are carved caves. Nothing is overdone but is kept simple and there is no sense of “high culture” as is often found in religious temples. There is, however, carved reliefs into the rock walls around the entire grounds. These reliefs are mostly artistic renderings of nature.

 

___________________________________
Activities
The Monastery teaches and trains Novices and Adepts of nearly any race or background. Most of the disciples in the monastery started life in the Song Moon Temple as Wards – infants or young children under the full guardianship of the temple. Very few adults are accepted into the fellowship of monks – in fact it has happened only twice since the monastery’s founding.
There are several martial arts traditions (or Ways) represented by the Teachers of the Monastery. Most Teachers are either Adept or Master rank, and a few are Grandmasters. There are 4 levels of student:Novice, Adept, Master and Grandmaster. Novices are trained and mentored by Adepts, Adepts by Masters, Masters by Grandmasters. Grandmasters become students of Qynra Tylinra herself. There are 4 rankings for temple members

 

Temple Rank PC Level Tier
Novice Levels 1-4
Adept Levels 5-10
Master Levels 11-16
Grand Master Levels 17-20

 

When a Novice has trained well for 10 years, they are given a sub-rank of Potential Adept. Many Novice’s never acquire the skill or discipline to reach even this level. Some leave the monastery at this point, others are pleased to remain at the Novice rank and live and serve in the temple as Stewards. Stewards are to be highly honored by all ranks within the temple and the Grand Masters ensure it is so.

 

 

In addition to the daily practice of martial arts, there are also daily prayers and teachings dedicated to ‘Tel Aestar.  ‘Tel Aestar is largely unknown as a deity within the realms of Toril. Qynra Tylinra introduced Teacher Halanir to O’Su O’Si Lyth Aestar years ago. O’Su O’Si Lyth means, in elvish, Father, Mother, Child and Aestar means Together. The god is move often referred to as “The Together” or ‘Tel Aestar as a way of recognizing that the deity is not a single entity but also not three separate entities. The foundational idea of community is essential to a belief and worship of ‘Tel Aestar.

 

On the full moon of each month (30th day) the moon dragon flies overhead, circling the monastery and singing a song to O’Su O’Si Lyth Aestar.  She expects all who hear her to sing with her. Some say she actually charms her listeners with song because no one ever fails to sing – but whether they feel compelled by magic or by beauty, they all sing along. Qynra Tylinra sings songs of worship to ‘Tel Aestar – The Together. First Teacher Halanir explains that the Diety praised of Qynra Tylinra is originally of another realm, but is present through all realms.

 

___________________________________
Philosophy

The temple does not have any aversion to magic, but neither does it place any emphasis on it either – at least not in the way most would speak of magic. The powers of the monks appear quite magical but are not gained from dusty tomes or deals made with deities – these monks learn that their very life force is an element of magic in this world, and train for years upon years to control its true capabilities.

 

The monastery teaches and holds to a strict Neutral Good stance however because they believe Chaos or Law is the domain of the gods. Evil is to be opposed however. Many would presume to do so by enforcing order. From the Grand Masters down, it is taught that Goodness should not answer to Order or Chaos… that, in fact, it often ceases to be truly good when under the claws of law.

(Notes on NG)

 

___________________________________
History

The thing has a backstory worth telling

 

___________________________________
Relations
The thing may not exist in isolation of other things

 

___________________________________

Inhabitants
The thing includes these sorts of beings

___________________________________
Notable inhabitants

NPC01 was member of the thing

 

___________________________________
References and Notes

Links to related things