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518 lines
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Plaintext
518 lines
29 KiB
Plaintext
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
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A BBS for text file junkies
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RPGNet GM File Archive Site
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.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
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Renavated class -- Monk
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A monk character is in a class by itself. All monks must practice
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rigorous mental and physical training and discipline to achieve their
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powers. Therefore they must always be lawful in alignment. A monk who
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for any reason loses this lawful alignment loses all monk abilities
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and must begin again as a first level character. To become a monk, a
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character must be human, have a strength of not less than 13, a
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minimum dexterity of 16, a constitution of 11 or more, and not less
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than 15 wisdom (Monks may have the exceptional strength and the
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additional constitution adjustment of fighters.). If a monk has both
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dexterity and wisdom in excess of 16, he or she gains the benefit of
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adding 10% to the experience points awared by the Dungeon Master.
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Monks Table I: Experience Points and Levels
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Level XP Needed HP (d8) Title of Level
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---------------------------------------------------------------
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1 0 1 Novice
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2 2,500 2 Initiate
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3 5,000 3 Brother
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4 10,000 4 Disciple
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5 22,000 5 Immaculate
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6 40,000 6 Master
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7 70,000 7 Master of Dragons
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8 125,000 8 Master of the South Wind
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9 225,000 9 Master of the West Wind
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10 425,000 10 Master of the North Wind
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11 675,000 11 Master of the East Wind
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12 950,000 12 Grand Master
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13 1,250,000 12+3 Grand Master (13th level)
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14 1,550,000 12+6 Grand Master (14th level)
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300,000 experience points per level for each additional level above
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the 14th. Monks gain 3 h.p. per level after the 12th.
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Monks Table II: Monks Ability Table
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Open Hand~~ Weapon
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Attacks Open Hand Special Equivalent~~~
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Level AC~ Move per Round Damage Abilities of Hand
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---------------------------------------------------------------------
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1 8 15" 2 1d4 - -
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2 7 16" 2 1d6 - silver
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3 5 17" 2 1d6 A silver
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4 3 18" 2 1d6+1 B +1
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5 1 19" 2 1d6+1 C +1
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6 0 20" 5/2 2d4 D +2
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7 -1 21" 5/2 2d4+1 E +2
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8 -2 22" 5/2 2d6 F +2
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9 -2 23" 5/2 3d4 G +2
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10 -3 24" 5/2 2d6+1 H +3
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11 -3 25" 3 3d4+1 I +3
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12 -3 26" 3 4d4 J +3
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13 -4 27" 3 4d4+1 K +3
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14 -4 28" 7/2 5d4 - +4
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15 -4 29" 7/2 6d4 - +4
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16 -4 30" 4 5d6 - +4
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17~~~~ -5 32" 4 8d4 - +5
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~Dexterity adjustments also apply.
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~~Open hand attacks includes hands and feet.
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~~~Against creatures hit only by magical weapons (ie. lycanthropes).
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~~~~No furthur AC, Move, or attacks occur after level 17.
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Notes Regarding Special Abilities:
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Each special ability is designated by a capital letter.
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A.At level 3, a superior sense of balance is learned. A bonus of +20%
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(+4 saves) vs. factors that would throw a monk off balance (ie. dex
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checks vs. falling off a cliff or better AC vs. being thrown by
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another monk).
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B.At 4th level, the monk may begin studies of the anatomy of other
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species, at the rate of 1 attempt per 2 levels (ie. another species
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at levels 6, 8, etc). The anatomies of standard races can be learned
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automatically (ie. dwarves, elves, gnomes, hal-elves, halflings, and
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half-orcs). Chance for learning the anatomies of other species
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depends on their frequency. The base chance for common monsters is
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80%, 70% for uncommon, 45% for rare, 5% for very rare, and -10% for
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singular entities, plus 1% per point of the monk's wisdom.
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C.When a monk is brought to 0 hit points, he does not lose
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consciousness, although he continues to lose 1 hit point a round and
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is subject to furthur damage. A 5th level monk can continue to act
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until down to -1 hp. This decreases by 1 per level (-2 at 6th, -3 at
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7th, etc) until a minimum of -10 at 14th level. As soon as the monk
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reaches his minimum, consciousness is lost. As soon as -10 hp is
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reached, the monk dies. While still conscious, the monk may still
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attack, run, even drink healing potions or bandage his own wounds so
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that when he loses consciousness, he will be returned to the hit
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point total at the time he first bandaged himself, and not lose
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anymore hit points. However, additional damage (ie. from enemies)
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must be subtracted from this total. To hit, AC, saves, damage rolls
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(down to 0), and movement rate all suffer a penalty equal to the
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monk's hit point total (ie. a 14th level monk at -4 hp gets a -4
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penalty on everything). This power results from the almost
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super-human endurance that the monk has learned against pain and
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shock.
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D.Self-induced catalepsy to appear dead by lowering body temperature
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and heart rate for a number of turns equal to twice his level (ie. 12
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turns at 6th). In addition, multiple attacks vs. slow moving (ie.
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armor-clad) foes. At 6th level, 1 bonus attack per round vs. those
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with 6" movement. 2 attacks vs. 3" movement at 7th level. 3 attacks
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vs. 1" or immobile at 8th. A direct result of the incredible speed of
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the monk, both in running and with open-"hand" attacks.
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E.Ability to heal damage on own body, 1d4 +1 hit points a day. 1d4 +2
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hp at 8th level, 1d4 +3 hp at 9th, etc. Or heal half that amount on
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someone else (round up). Also, when dodging, 1/2 damage if save is
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failed (ie. vs. fireball); does not work vs. ie. petrification.
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F.Sixth sense fighting. Even when other 5 senses fail (ie. deaf and
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blind), can still continue combat, but must parry. Parry is at -2,
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but may follow up with no penalty to hit.
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G.18% resistance to ESP, psionics, and other mind affecting spells
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(ie. those where wisdom affects saves). Resistance increases 7% per
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level thereafter, until a maximum of 95% at 20th level. Saving throws
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apply if resistance fails.
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H.In the follow-up disarm after a parry, ability to smash weapon.
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Must roll (bonuses apply) 5 over the minimum number needed to disarm.
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Magical weapons are allowed saving throws vs. crushing blow, with
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each plus counting as a save bonus (ie. a sword +1 saves at +1).
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I.Diseases and poisons do not take affect less than 12 hours after
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exposure. Before that time, the monk may meditate one hour to cure
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his disease, or two hours to cure all poisons. Through meditation,
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able to survive extreme temperatures (not fireballs, etc; only desert
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or arctic like condidtions), hunger, thirst, or lack of air of a
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number of days equal to twice the monk's level. Can only walk or swim
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slowly during this time. Exertion (ie. running or combat) has a 10%
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cumulative chance, per round of continuous exertion, of causing loss
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of consciousness for one hour (but will survive if no creature
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attacks or the like).
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J.A 12th level monk is allowed one roll on the Table of Psionic
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Disciplines - Minor Devotions. This ability is performed at the
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monk's current level, with 20 pseudo-psionic strength points usable
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only for this ability.
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K.Through uninterrupted meditation for an hour, the monk will achieve
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ethereality for a number of turns equal to his level. During this
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time, he may act freely (ie. pass through walls, exit the dungeon,
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leave jail cells and chains). He may then find a safe location to
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materialize, which he may do by himself or when the ethereal duration
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ends. Note, all the monk's possessions, however, do not become
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ethereal, so the monk must retrieve them when he is solid.
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Armor: none. Shield: none. Weapons: bo sticks, club, crossbow, dagger,
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hand axe, javelin, jo stick, pole arms, scimitar, spear, staff.
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Oil: no. Poison: ?
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Monks are masters of unarmed combat. Centuries of knowledge have
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passed from teacher to student, from across the realms, modified and
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combined, until the monk has become the greatest mind trained in the
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art of battle. Most monks shun weapons as the last resort of the weak.
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In melee, often the first action the monk takes is to disarm his
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opponent. Monks are well trained in the art of self-defense. Many of
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their attacks are more effective when their opponents initiate the
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blow, for the monk is able to redirect the force of impact and use an
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opponent's weight against itself. Monks are practised in a variety of
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attack methods. Before the start of each round, the monk must decide
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upon his actions: parry, disarm, throw, dodge, or attack normally.
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Monks gain a bonus on parrying, disarming, or throwing charging
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opponents and lunging weapons/attacks (ie. spears and rattlesnake bite
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attacks). This bonus is +1 per four levels of experience (ie. +2 at
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fifth level) up to a maximum of +4 at level 13. This is accomplished
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by exploiting the momentum of the attacker as the monk redirects it.
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A major OFFENSIVE action is the monk's parry, which may be performed
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as many times a round as the monk has attacks, but must be stopped as
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soon as the monk follows up. To parry an attack, the monk must roll to
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hit his attacker. If the parry is successful, the monk may immediately
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follow up in the same round with one disarm, throw, or attack attempt.
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The second attack form of the monk is the disarm, which may be
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attempted as many times a round as the monk has attacks (as with parry
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and throw, see below). Thus the monk may disarm more than one adjacent
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opponent a round. Monks must roll to hit their opponents, adding to
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the roll their reaction/attacking adjustment due to dexterity. Success
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means that the weapon has landed 1d10 feet in a random direction.
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The throw may be attempted many times a round, but after the first
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successful throw, no more attempts can be made (thus, the monk cannot
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throw more than one opponent a round). The monk must roll to hit the
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opponent. Success means that the opponent has lost its balance and has
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fallen. Immense or strange creatures (ie. red dragons or gelatinous
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cubes/will-o-wisps) of course cannot be thrown. The maximum size
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affected is 6'4" +4" per level and 300 lbs +100 lbs per level, up to a
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maximum of 12' and 2000 lbs at 17th level. Quadrupeds and giant
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arthropods (plus other many-legged creatures) are difficult to
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unbalance, thus the monk is at -4 to hit, but is at +2 against flying
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(with wings, not just hovering like the djinn) creatures. Neither the
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monk nor the victim may act for the rest of the round after a throw.
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The victim must spend the next round regaining its footing (winging?).
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Unless it is part of a parry, the throw allows the victim +2 to hit,
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if it is able to attack before the throw or if the monk failed to
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throw, due to the fact that the monk is no longer trying to avoid the
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opponent.
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Dodging is a defensive action in which the monk attempts to use
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feints, tumbles, and rolls to completely avoid contact with all
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attackers. Monks get an AC bonus of +1 per two levels, up to a maximum
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of +8 at level 15. During this round, all damage from weapons, not
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spells, which allow the dexterity defensive adjustment in saves, are
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at -1 per die, to a minimum of 1 each. When dodging, the monk will
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sustain no damage if a save if made. The monk may disengage and break
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off from melee during this time without incurring the free attack
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routine from opponents. Movement is at normal walking pace. During
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this time, the monk exposes little of his vital areas to attack and
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many blows glance off.
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Due to their study of the human anatomy, monks gain +1/2 per level
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bonus on damage in open hand battle against other humans (round up).
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At higher levels, monks may learn the anatomies of other species
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(note, dragons are not one species; a color/metal/gem/etc must be
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specified). Armor of chain mail and better, however, prevents use of
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this knowledge, because pressure points and vulnerable areas (such as
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the temple, kidney, groin, solar plexus, armpit, etc) are covered up.
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Normal open hand attacks have affects of their own. An opponent is
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stunned by a monk for 1d4 rounds if the score of the monk's "to hit"
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roll exceeds the minimum number required for a hit by 5 or more and
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the monk knows the anamony of the oppoent. This roll must be natural
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(ie. not affected by strength or striking from behind). Monks can only
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stun opponents that they can normally throw. Once stunned, the victim
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has a 1% chance per level of the monk of having broken a bone (ie. an
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arm, leg, wrist, but not neck; roll randomly).
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The rear kill attack can be performed only when the victim is
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completely unaware of the whereabouts of the monk. The victim must be
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relatively montionless (ie. not running or engaged in melee). The monk
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must approach undetected from behind, suddenly grab the victim's head
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(roll to hit, +4 because of surprise), and wrench it quickly to snap
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the neck. Damage done is 10%, +3% per level of the monk, of the
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victim's present hit point total, up to a maximum of 70% at 20th
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level. Damage inflicted is not less than the maximum damage the monk
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can do with one successful open hand attack, counting all bonuses (ie.
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a 1st level monk will inflict a minimum of 4 hp of damage). The victim
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cannot be over 5/4 the height of the monk. This attack affects only
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creatures with a spinal cord and neck (or equivalent) that can be
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broken (Cf. Vorpal Weapon).
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Monks have the following abilities which they perform at identical
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level of experience to that of a thief: move silently, hide in
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shadows, climb walls. Because of intense mental training and mastery,
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the monk has developed an extremely acute mind and a sort of sixth
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sense. The Sense Movement abiltiy is identical to that of the thief's
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Hear Noise ability in percentage per level. The monk must spend one
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round in intense concentration. Success indicates that the monk has
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detected movement beyond a portal, around a corner, or within a room.
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Only its general direction can be known. This ability even allows
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detection of invisible creatures, but not ethereal or out of phase
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ones. Due to their intense mental discipline, psionic monks gain a 10%
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bonus to their defensive points, while non-psionic monks gain a +4
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save vs. psionic blast attacks.
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At 4th level, a monk can fall up to 20' if he or she is within 1' of a
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wall. At 6th level, 30' within 4' of a wall. At 13th level, any
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distance within 8'. The monk must have an opportunity to periodically
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make contact with the wall to slow the fall. Any surface (wall, tree,
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cliff, etc) may be used. (Note, if a 13th level monk falls 5 miles,
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the last mile of which is near a wall, he or she falls the equivalent
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of ONLY 4 miles.) Monks can also perform vertical leaps of half their
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movement rate in feet, without injury (ie. a 1st level monk can leap
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7'6" straight up). They can also make forward leaps equal to their
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movement in feet (ie. 15' at level 1).
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Monks save on the thieves table and attack on the cleric table. They
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may use all magic items usable by thieves. In all other respects
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(whatever is left), they are treated as a subclass of fighters. Monks
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never attract followers.
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Although they are trained to be specialists in combat, monks are
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different from other fighters because they favor unarmed battle. Thus,
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when they use weapons in melee, monks lose many abilities: parry,
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disarm, throw, dodge, stun, bonus damage due to knowledge, rear kill,
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multiple attacks per round, and bonus attacks vs. slow opponents. If,
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because of encumbrance, a monk cannot move at his full rate, the
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leaping, bonus attacks vs. slow opponents, and dodging ablilities are
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lost.
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Note: When fighting a monk of higher level, certain penalties occur.
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Parry and throw are at -2 to hit. The bonus dodging AC is cut by half
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(round up). Stunning requires a roll of 7 over the minimum to hit.
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Starting gold: 5d4 gp. Initial weapon proficiencies: 1.
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Non-proficiency penalty: -3. Added proficiency in weapons per level:
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1/3 levels.
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
|
||
A BBS for text file junkies
|
||
RPGNet GM File Archive Site
|
||
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
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Date: Mon, 27 Apr 1992 20:22:00 CST
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From: "DON'T CALL ME TINY. - SULU, ST:TSFS" <TL7141A@DRAKE.PRINCETON.EDU>
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Subject: AD&D LIST: my shot at a 2nd ed. monk
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Here's another version of a 2nd edition monk. I felt the one posted
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a few days back was not sufficiently different from 1st ed to notice.
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Hopefully I've kept the class' flavor and charm while making the rules
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simpler and more codified into 2nd ed. format.
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Enjoy!
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MONK
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MINIMUM SCORES: Strength 15, Wisdom 15, Dex 15, Con 11
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RACES: Human, Half Elf (max level 10)
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ALIGNMENT RESTRICTIONS: must be Lawful (Good, neutral, or evil)
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When creating a monk it is almost impossible to roll one up using
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the 3d6 method, and is equally difficult using other methods. Monks are
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extremely rare and should not be common place, especially in a gajan campaign.
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Although the monk has very high ability scores, they do have weaknesses.
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First the monk my never wear armor of any type (except bracers, rings of
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protection and magical cloaks).
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Hit points are now rolled with a 2d6 at first level and 1d6 for each and
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every level there after up to 10th. See Table 1 (below).
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Table 1: Experience and HP table.
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Psionics
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XP Level: HD (d6) Title: Dis/Sci/Dev/DefM
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0- 1 2 Novice 0 0 0 0
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1,500- 2 3 Initiate of the Rudiments 1 0 1 1
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3,000- 3 4 Initiate of the Elements 1 0 2 1
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6,000- 4 5 Initiate of the Principles 2 1 3 1
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12,000- 5 6 Brother 2 1 4 2
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25,000- 6 7 Disciple 2 1 5 2
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40,000- 7 8 Disciple of Secrets 2 2 6 2
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70,000- 8 9 Disciple of Mysteries 2 2 7 2
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110,000- 9 10 Immaculate 2 2 8 3
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160,000- 10 11 Master (3) 2 2 9 3
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220,000- 11 11+1 Superior Master (3) 2 3 10 3
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400,000- 12 11+2 Master of Dragons (3) 2 3 11 4
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650,000- 13 11+3 Master of the North Wind (1) 2 3 12 4
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900,000- 14 11+4 Master of the West Wind (1) 2 4 13 4
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1,150,000- 15 11+5 Master of the South Wind (1) 2 4 14 4
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1,400,000- 16 11+6 Master of the East Wind (1) 2 4 15 5
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1,650,000- 17 11+7 Master of Winter (1) 2 4 16 5
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1,900,000- 18 11+8 Master of Autumn (1) 2 5 17 5
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2,200,000- 19 11+9 Master of Summer (1) 2 5 18 5
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2,500,000- 20 11+10 Master of Spring (1) 2 5 19 5
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2,800,000- 21 11+11 Grand Master of Flowers (1) 2 6 20 5
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+300,000 +1 +1 hp Grand Master of Flowers (RET)
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*A number in parenteses denotes the number of this rank in a guild, see below
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**(RET) In LG guilds the Grand Master of Flowers remains as a figurehead, but
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is no longer a leader of the guild. A Grand Master of Flowers reigns for one
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year in a LG guild then retires. In LN and LE guilds The Grand Master of
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Flowers may reign until overthrown (see below) or until retirement.
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In any guild their may only be a certain number of members in a given rank.
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When a character obtains the experience necessary to obtain the tenth level
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(Master), he gains the abilites thereoff but must defeat one of the members of
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that rank within two months. If he loses the challange, he also loses enough
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experience to drop him one level, or when challenge for the position of
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superior master and higher, a loss substantiates the loss of 100,000 exp, and
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the loss of all new abilities. (example, Ti Lin gets 1,900,050 exp, enough to
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move up to the level of Master of Autumn. She must find the current master
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[whose location is always known] and defeat him in hand to hand, unarmed
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combat. She lost and therefore losses all of the skill of a Master of Autumn.
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She cannot fight the current master again until she gains enough exp). All
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chalenge in LG and LN monestaries are not to the death, but usually until a
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certain condition is met, usually until blood is shed (usually 1/4 of a persons
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hit points). In LE monestaries, the challenge is always to the death.
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Proficiencies are the same as a thief, as are saving throws. They may
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select nonweapon proficiencies from the General, Rogue, and Psionicist
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groups. Monks automatically have one bonus weapon proficiency (which must
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be used for martial arts) (see Table 2) and one special maneuver
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(if the Oriental Adventure martial art sustem is used--it does not
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cost a slot)--they may also specialize in an unarmed combat style (probably
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martial arts) if the OA system is not used. Monks may use any martial art
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||
weapon, pole arms, staffs, quarterstaffs, short sword, long sword, dagger,
|
||
bo stick, jo stick, but at higher levels monks are more potent with unarmed
|
||
attacks. >>At level 12, the monk's hands and feet are +1 weapons when
|
||
determining what can be hit. At 18th level, they are +2 weapons and at 21
|
||
level, they are +3 weapons.<< Concerning this, look up the rules about
|
||
high HD monsters hitting other monsters only hit by magical weapons and
|
||
apply these rules to humans and demi-humans, as well, when they are
|
||
fighting without a weapon. When fighting size L and larger creatures,
|
||
unarmed damage is halved.
|
||
|
||
Table 2: Monks Ability Table.
|
||
Movements three times as fast as anyone else is capable of? I admit "masters
|
||
of mind and body" may train and be able to run fast, but not that fast.
|
||
Five attacks per round doing damage that good? You hack at somebody with
|
||
a big sword and it doesn't do that much, and they get to do it five times
|
||
compared to a specialized fighters 5/2? NOT!
|
||
Unarmed
|
||
Level: Movement: # Att damage: Special Abilities:
|
||
1 12" 1 1d4 A
|
||
2 12" 1 1d6 B
|
||
3 12" 1 1d6+1 C
|
||
4 13" 1 1d6+1 D
|
||
5 13" 3/2 2d4 E
|
||
6 13" 3/2 2d4+1 F
|
||
7 14" 3/2 2d4+1 G
|
||
8 14" 3/2 2d6 H
|
||
9 14" 2 3d4 I
|
||
10 15" 2 3d4 J
|
||
11 15" 2 3d4+1 K
|
||
12 15" 2 4d4 L
|
||
13 16" 5/2 4d4 M
|
||
14 16" 5/2 4d4+1 N
|
||
15 16" 5/2 5d4 O
|
||
16 17" 5/2 4d6 P
|
||
17 17" 3 4d6 Q
|
||
18 17" 3 6d4 R
|
||
19 18" 3 5d6 S
|
||
20 18" 3 8d4 T
|
||
21 18" 3 6d6 U
|
||
+1 18"* 3* 10d4* V
|
||
*--these never improve from now on
|
||
|
||
SPECIAL ABILITIES
|
||
|
||
I was thinking, since monks get so many special abilities relating to
|
||
psionics (since they ARE masters of mind and body), heck, let's just give
|
||
them some minor psionic powers. They gain sciences and devotions and defense
|
||
modes just like psionicists, but at a slower rate. They may take any they
|
||
please (from the disciplines of Psychometabolism and Telepathy--if they run
|
||
out of devotions to choose from, the DM may wish to open up Psychokinesis or
|
||
Psychoportation to them) when given the opportunity, unless their choice
|
||
is dictated by the below (they must take the power said below at the
|
||
level that power is gained).
|
||
|
||
A: The ability to feign death, as the spell once per day per level.
|
||
B: Must take psionic ability Mind Bar.
|
||
C: Speak with animals as the spell once per week per level.
|
||
D: Must take psionic ability Cell Adjustment. Also +2 to saves vs. natural
|
||
diseases and haste and slow spells.
|
||
E: Must take psionic ability Body Equilibrium.
|
||
F: Must take psionic ability Empathy.
|
||
G: Must take psionic ability Invisibility.
|
||
H: +1 to save vs. breath weapons.
|
||
I: +1 to saves vs. spells of the enchantment/charm school or Charm sphere.
|
||
J: Retarded aging, as a phylactery of long years. +1 to save vs. poison.
|
||
K: Must take psionic ability Body Control.
|
||
L: Quivering Palm-(a favorite of players) this is the ability for a monk,
|
||
on a successful hit to set up a deadly vibration within a living creature
|
||
unless a saving throw vs death magic is made. On a failed roll the
|
||
hit creature will die. This ability may be attempted once per week.
|
||
A successful hit is required to set up the vibrations.
|
||
M: +1 to save vs. paralyzation and poison. (Total of +2 vs. poison)
|
||
N: Speak with plants as the druid spell, once per day per every three levels.
|
||
O: Activating Mind Bar never fails except on a roll of 20.
|
||
P: +1 to save vs. petrification and polymorph.
|
||
Q: +1 to save vs. death magic.
|
||
R: +1 to save vs. rods, staves, and wands.
|
||
S: A premonition of death or serious harm occurs to the monk 1-4 rounds
|
||
before the harmful event. 90% of the time.
|
||
T: The psionic abilities Tower of Iron Will and Intellect Fortress have a
|
||
power score equal to the monk's WIS and have twice the listed range.
|
||
U: +1 to save vs. spells.
|
||
V: Infravision at will
|
||
|
||
A monk has the thief skill Move Silently, Find (but not remove) traps,
|
||
hiding in shadows, hearing noise, and climbing walls. The monk uses the
|
||
base theives ability scores but starts with 25 discretionary points and 10
|
||
additional points per level.
|
||
|
||
Penalties:
|
||
|
||
The monk class also has downfalls. The first is the lack of the ability to
|
||
wear armor. The second is the number of weapons usable. Monks must also
|
||
maintain a lawful alignment and MUST NOT stray from it. Penalties usually
|
||
amount to banishment from the order. Monkish orders also follow taboos which
|
||
are determined by the DM. Below is a list of common taboos, and more may be
|
||
found in the Oriental Adventures Handbook.
|
||
Must not eat meat
|
||
Must fast during certain periods
|
||
Must always wear a certain color
|
||
Honesty
|
||
Must eat fish
|
||
Must never build fire (I don't know where this one came from?)
|
||
Silence
|
||
etc.
|
||
One final note, monks may only keep enough money to maintain simple standard
|
||
such as food, clothing, and shelter (and not castles either!) Monks may keep
|
||
only 4 magic items, one of which must be a weapon. And one must be a
|
||
miscellaneous magic item, potion, scroll, or ring. Monks can use magic items
|
||
limited to theives and those items available to everyone.
|
||
|
||
Monks get fairly decent hit dice (better than thieves, except at very high
|
||
levels when the 2/level final passes up that extra hit die they got). They
|
||
get an awesome number of barehanded attacks/round and do awesome damage
|
||
that way. Their weapon selection is at least as good as a clerics, and
|
||
they get psionic powers AND thieving abilities, plus a whole lot of little
|
||
bonuses on the side. I'd say this is a very powerful class yet, even though
|
||
I've toned it down some and tried to make the rules more compatible with
|
||
2nd ed. The penalty of not wearing armor is not a big deal, for most
|
||
campaigns eventually come across something for those wizards to have, so
|
||
what's hard about finding one more for the monk? And besides, thieves
|
||
are only going to have an AC only two better, most likely. Maybe monks
|
||
must use all their high scores in things other than CON, but since I've
|
||
removed the restriction about not applying DEX bonus (who's good idea was
|
||
that, anyway?) Give monks all the bonuses applicable due to high ability
|
||
scores--why *shouldn't* they get them?
|
||
One thing that was missed is starting cash. How about 5d6 gold?
|
||
|
||
|
||
CREDITS:Gary Gygax,Philip Meyers,Robert Layten,Scott Weeks(Invey),Tim Larson
|
||
---===<<<Tim Larson>>>===---
|
||
---===<<<TL7141A@Drake.BITNET>>>===---
|
||
---===<<<TL7141A@acad.Drake.edu>>>===---
|
||
|