Monk
Fighting Monk
Ability Requirements: Strength: 15
Dexterity: 15
Constitution: 11
Wisdom: 15
Prime Requisites: None (no experience bonus)
Races Allowed: All (except Centaur)
Alignments Allowed: Any Lawful
Multiclass Ability: yes
Weapon Proficiencies:
Fists, butterfly sword, club, crossbow(light or heavy), dagger, javelin, jitte, kama, lajtang, nekode, nunchaku, quarterstaff, sai, short sword, spear, shaolin spade, three-section staff, tonfa.
Granted Powers:
1st level: Ki Strike –one round preparation, double damage.
3rd level: Missile Dodge – Save Vs. petrification to dodge non-magical missiles.
5th level: Speak with Animals. (Non-magical ability). |Cannot be surprised.
6th level: Fall from 20’ without damage. | Ki Strike II – end initiative order, double damage.
7th level: Immune to Disease and Haste and Slow Spells.
8th level: Cataleptic State - #turns/level | Missile Dodge – Save +1.
9th level: Ki heal. 1/day, 2-5hp heal +1 point per level beyond 7th.
10th level: Speak with Plants | Ki Strike III – At Initiative order, double max damage.
11th level: Ki Strike IV- At Initiative order, Triple Damage. | Missile Dodge – Save +2.
12th level: Charm, Sleep, hypnosis, Esp and Suggestion spells resisted 50%.
13th level: Monk Defends against telepathic an mind blast attacks as if Int 18.
15th level: Immunity to all natural poisons.
18th level: Phase Ability. One round / half foot of material. Pass through Wall.
Save vs. Rods ignore natural damage. Failed save only gives 1/2 damage.
Restrictions:
• Starting Gold: 1d4 x 10
• May not use any magical items, save for monk items or magic rings.
• May not “upgrade’ items. Will use items until non-serviceable.
• May not hire any henchmen until level 7 or gain followers until level 13
• Cannot partake alcohol or drugs unless deemed by school. (i.e. Drunken Boxing)
• Cannot touch a dead body, but may attack undead.
• Cannot allow innocents to be left to be harmed.
• Massive treasure must go to monastery, or to a fund to build new monastery.
• Must meditate for 4 hours, 1/day
• Must practice or perform kata, 1/day
• Monks must take either art, musical instrument, herbalism as non weap. prof.
Dexterity: 15
Constitution: 11
Wisdom: 15
Prime Requisites: None (no experience bonus)
Races Allowed: All (except Centaur)
Alignments Allowed: Any Lawful
Multiclass Ability: yes
| Level | Exp | HD (D6) | Mv Rate | Natural AC | THAC0 |
|---|---|---|---|---|---|
| 1 | 0- 2,250 | 1d8 | 15 | 8 | 20 |
| 2 | 2251 - 4750 | 2d8 | 16 | 8 | 20 |
| 3 | 4751 – 10000 | 3d8 | 17 | 7 | 19 |
| 4 | 10001 – 22500 | 4d8 | 18 | 7 | 19 |
| 5 | 22501 – 47500 | 5d8 | 19 | 6 | 18 |
| 6 | 47501 – 98000 | 6d8 | 20 | 6 | 18 |
| 7 | 98001 – 200000 | 7d8 | 21 | 5 | 17 |
| 8 | 200001 – 350000 | 8d8 | 22 | 5 | 17 |
| 9 | 350001 – 500000 | 9d8 | 23 | 4 | 16 |
| 10 | 500001 – 700000 | 10d8 | 24 | 4 | 16 |
| 11 | 700001 – 950000 | 10d8+3 | 25 | 3 | 15 |
| 12 | 950001 – 1250000 | 10d8+6 | 26 | 3 | 15 |
| 13 | 1250001 – 1750000 | 10d8+9 | 27 | 2 | 14 |
| 14 | 1750001 – 2250000 | 10d8+12 | 28 | 2 | 14 |
| 15 | 2250001 – 2750000 | 10d8+15 | 29 | 0 | 13 |
| 16 | 2750001 – 3250000 | 10d8+18 | 30 | 0 | 13 |
| 17 | 3250001 – 3750000 | 10d8+21 | 31 | -1 | 12 |
| 18 | 3750001 – 4250000 | 10d8+24 | 32 | -2 | 11 |
| 19 | 4250001 – 4750000 | 10d8+27 | 34 | -3 | 10 |
| 20 | 4750001 - 5250000 | 10d8+30 | 36 | -4 | 10 |
| Lvl | #Add.Att | O.H. Dmg | Adnl. Dmg | Fall Ht | Mv Sil | Hide/Shad | C.W. | H Noise |
|---|---|---|---|---|---|---|---|---|
| 1 | -- | d4 | 0 | -- | 15% | 5% | 80% | 10% |
| 2 | -- | d6+1 | 1 | -- | 19% | 9% | 82% | 10% |
| 3 | 10' | d6+2 | 1 | 10' | 23% | 14% | 84% | 15% |
| 4 | 1/4 | 2d4 | 2 | 20' | 27% | 18% | 86% | 15% |
| 5 | 1/4 | 2d4+1 | 2 | 30' | 31% | 22% | 88% | 20% |
| 6 | 1/2 | 2d4+2 | 3 | 40' | 35% | 26% | 90% | 20% |
| 7 | 1/2 | 2d6 | 3 | 50' | 39% | 30% | 91% | 25% |
| 8 | 1/2 | 3d4 | 4 | 60' | 43% | 34% | 92% | 25% |
| 9 | 1/1 | 3d4+1 | 4 | 70' | 47% | 39% | 93% | 30% |
| 10 | 1/1 | 3d4+2 | 5 | 80' | 51% | 43% | 93% | 30% |
| 11 | 3/2 | 4d4 | 5 | 90' | 55% | 47% | 93% | 35% |
| 12 | 3/2 | 4d4 | 6 | 100' | 59% | 51% | 94% | 35% |
| 13 | 3/2 | 4d4+1 | 6 | 110' | 63% | 55% | 94% | 40% |
| 14 | 3/2 | 4d4+2 | 7 | 120' | 67% | 59% | 94% | 40% |
| 15 | 2/1 | 5d4 | 7 | 130' | 71% | 63% | 95% | 45% |
| 16 | 2/1 | 4d6 | 8 | 140' | 75% | 67% | 95% | 45% |
| 17 | 2/1 | 4d6+1 | 8 | 150' | 79% | 71% | 95% | 50% |
| 18 | 2/1 | 6d4 | 9 | 160' | 83% | 75% | 95% | 50% |
| 19 | 5/2 | 5d6 | 9 | 170' | 87% | 79% | 95% | 55% |
| 20 | 5/2 | 8d4 | 10 | 180' | 91% | 83% | 95% | 50% |
Fists, butterfly sword, club, crossbow(light or heavy), dagger, javelin, jitte, kama, lajtang, nekode, nunchaku, quarterstaff, sai, short sword, spear, shaolin spade, three-section staff, tonfa.
Granted Powers:
1st level: Ki Strike –one round preparation, double damage.
3rd level: Missile Dodge – Save Vs. petrification to dodge non-magical missiles.
5th level: Speak with Animals. (Non-magical ability). |Cannot be surprised.
6th level: Fall from 20’ without damage. | Ki Strike II – end initiative order, double damage.
7th level: Immune to Disease and Haste and Slow Spells.
8th level: Cataleptic State - #turns/level | Missile Dodge – Save +1.
9th level: Ki heal. 1/day, 2-5hp heal +1 point per level beyond 7th.
10th level: Speak with Plants | Ki Strike III – At Initiative order, double max damage.
11th level: Ki Strike IV- At Initiative order, Triple Damage. | Missile Dodge – Save +2.
12th level: Charm, Sleep, hypnosis, Esp and Suggestion spells resisted 50%.
13th level: Monk Defends against telepathic an mind blast attacks as if Int 18.
15th level: Immunity to all natural poisons.
18th level: Phase Ability. One round / half foot of material. Pass through Wall.
Save vs. Rods ignore natural damage. Failed save only gives 1/2 damage.
Restrictions:
• Starting Gold: 1d4 x 10
• May not use any magical items, save for monk items or magic rings.
• May not “upgrade’ items. Will use items until non-serviceable.
• May not hire any henchmen until level 7 or gain followers until level 13
• Cannot partake alcohol or drugs unless deemed by school. (i.e. Drunken Boxing)
• Cannot touch a dead body, but may attack undead.
• Cannot allow innocents to be left to be harmed.
• Massive treasure must go to monastery, or to a fund to build new monastery.
• Must meditate for 4 hours, 1/day
• Must practice or perform kata, 1/day
• Monks must take either art, musical instrument, herbalism as non weap. prof.
Type
Military

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