Monk
Prime
Requisite: WIS, CON, and DEX
Requirements:
None
Hit Die:
d4
Maximum Level: 14
As a Monk, you are a seeker after enlightenment, a member of an
ascetic religious order pursuing mental, spiritual, and physical perfection.
You are deadly with all weapons, and an expert in complex forms of unarmed combat.
Monks are relatively weak at lower levels, but at higher levels they approach
the power of higher-level Magic-Users, although in a much different way.
Various stages of enlightenment grant Monks a wide variety of abilities.
Monks are highly trained combatants. They advance in attack bonus
and saving throws as fighters, by two points every three levels of experience.
They increase their base damage roll from successful melee attacks by +1 at 1st
level, and by an additional +1 at 3rd, 6th, 9th,
and 12th level. They are not trained in the wearing of armor, and
are only trained to use the following weapons: clubs, crossbows, staffs,
spears, and pole-arms. They are trained to fight wielding a weapon with both
hands, and a weapon in each hand.
As a monk gains levels they develop increasingly more esoteric
abilities.
Monks use the thief skills move
silently, climb walls, hide in shadows, and hear noises, as a thief of equal level.
Monks are also skilled unarmed combatants doing 1d4 damage with
their empty hands, and increasing the damage by one die size at 3rd,
6th, 9th, and 12th level.
Upon reaching 3rd level a monk becomes more mindful of their surroundings, gaining
a +1 to surprise and initiative rolls.
At 4th level, the monk’s connection to the cosmos
deepens allowing them to speak with
animals.
At 5th level, the master gains an understanding of
their own body such that they can induce a death
trance, lowering their heart and respiration rate as low as to appear dead.
They can maintain this for a turns equal to double their level.
Upon attaining 6th level, the monk will discover the
ability to will their body whole,
allowing them to heal double their level in hit points of their own wounds once
per day. Additionally, they will feel a physic pull to seek out the Master of
the North Wind and duel them. Without successfully defeating the Master of the
North Wind, the monk cannot advance beyond 6th level, and no
experience points will be gained; however, upon defeating the current Master of
the North Wind, the monk will earn that title, and will be taught how exert
their will to lay hands upon others
and heal their wounds as if they were their own. The lay on hands, proficiency stacks with this ability.
Just like with 6th level, at 7th and
higher levels, the monk will feel the psychic pull towards the master of that
level and must duel them to advance beyond that level and will upon defeating
that master be taught a new secret.
The 7th level secret is how to speak with plants.
The 8th level secret is how to fortify the mind, gaining a +2 to saving throws vs. hypnosis and suggestion.
Upon gaining the rank of Mast of the East Wind (9th
level), the monk will attract 1d6 1st level monks as followers
provided they have established a Secluded
Monastery. These 1st level monks are completely loyal (morale
+4). While in the monk’s service, their followers must be provided food and lodging,
but need not be paid wages.
The 10th level secret further steels the will of the monk, giving them a +2 to saving throws vs. geas and quest.
The final secret is gained at 12th level after defeating
the Master of Summer, knowledge of Quivering
Palm. This terrifying technique can be only attempted once a week, and must
be declared and used within 3 rounds. The monk must successfully hit a natural creature
with an unarmed strike and do no damage. The monk then has a number of days equal
to their level to simply will the target to die. However, this only works on natural
creatures that have the same or lower number of hit dice or levels as the monk.
Monk Level Progression
|
|||||
Experience
|
Title
|
Level
|
Hit Dice
|
Unarmed Damage
|
Melee Damage Bonus
|
0
|
Novice
|
1
|
1d4
|
1d4
|
+1
|
2,500
|
Initiate
|
2
|
2d4
|
1d4
|
+1
|
5,000
|
Disciple
|
3
|
3d4
|
1d6
|
+2
|
10,000
|
Immaculate
|
4
|
4d4
|
1d6
|
+2
|
20,000
|
Master
|
5
|
5d4
|
1d6
|
+2
|
40,000
|
Master of the North Wind
|
6
|
6d4
|
1d8
|
+3
|
80,000
|
Master of the West Wind
|
7
|
7d4
|
1d8
|
+3
|
160,000
|
Master of the South Wind
|
8
|
8d4
|
1d8
|
+3
|
280,000
|
Master of the East Wind
|
9
|
9d4
|
1d10
|
+4
|
400,000
|
Master of Winter
|
10
|
9d4+2
|
1d10
|
+4
|
520,000
|
Master of Autumn
|
11
|
9d4+4
|
1d10
|
+4
|
640,000
|
Master of Summer
|
12
|
9d4+6
|
1d12
|
+5
|
760,000
|
Master of Spring
|
13
|
9d4+8
|
1d12
|
+5
|
880,000
|
Grandmaster of Flowers
|
14
|
9d4+10
|
1d12
|
+5
|
Monk Saving Throws and
Attack Progression
|
|||||||
Level
|
Petrif. &
Paralysis
|
Poison &
Death
|
Blast &
Breath
|
Staffs &
Wands
|
Spells
|
Attack Bonus
|
AC
|
1
|
15+
|
14+
|
16+
|
16+
|
17+
|
+1
|
9
|
2-3
|
14+
|
13+
|
15+
|
15+
|
16+
|
+2
|
8
|
4
|
13+
|
12+
|
14+
|
14+
|
15+
|
+3
|
7
|
5-6
|
12+
|
11+
|
13+
|
13+
|
14+
|
+4
|
6
|
7
|
11+
|
10+
|
12+
|
12+
|
13+
|
+5
|
5
|
8-9
|
10+
|
9+
|
11+
|
11+
|
12+
|
+6
|
4
|
10
|
9+
|
8+
|
10+
|
10+
|
11+
|
+7
|
3
|
11-12
|
8+
|
7+
|
9+
|
9+
|
10+
|
+8
|
2
|
13
|
7+
|
6+
|
8+
|
8+
|
9+
|
+9
|
1
|
14
|
6+
|
5+
|
7+
|
7+
|
8+
|
+10
|
0
|