The Monk - The Trove

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Table: Monk AdvancementLevelExperiencePoints der Brother/SisterInner DiscipleSecondary MasterMasterDragon* Master9103500005000001011Elemental** MasterElemental** 617Level TitleNotesMonk Attainment AMonk Attainment BMonk Attainment CMonk Attainment DMonk Attainment EMonk Attainment F,Advancement TrialsBeginMonk Attainment GMonk Attainment, HFollowersMonk Attainment IMonk Attainment JQuivering PalmNumber of Attacks(Weapon—Open �3/23/2—5/2—23/2—5/2—211 2Elemental** Master3/2—5/2—211 4Elemental** Master3/2—5/2—211 6Master of Secrets***3/2—5/2—211 8Master of Secrets***3/2—5/2—211 1Master of Secrets***3/2—5/2—20275000011 1Master of Secrets***3/2—5/2—22325000011 1Grand Master****2—3—5/24* Various monasteries devote themselves to different types of dragons, leading to Blue Dragon Masters, Silver Dragon Masters, etc. Most monasteries only allow three to five monks to hold this level.** Monasteries usually choose one element per Elemental level based on their orders’ metaphysical beliefs, leading to aMaster of Fire, Master of Metal, etc. Monasteries usually allow one or two monks to hold each Elemental Master level.*** Monasteries allude to one secret technique or principle for each level with these titles, leading to a Master Killer, Masterof the North Wind, etc. Monasteries usually allow a single monk to hold each Secret Master level.**** A single monastery only holds one monk of this level. Monks cannot advance beyond 17th level.to ambition or avarice. They may not covetmaterial possessions for themselves, butA monk is a cloistered ascetic who devotes they do adventure to promote their relighis life to mastering body, mind and spirit. ions and fund their monasteries. EvenThis dedication gives him the ability to per- though a monk may possess a humble exform amazing feats. Monks base their dis- terior, he may secretly believe that his discipline is superior to the cleric-ledcipline on a particular religion or philoso“common” religions. Monks thrive on adphy. Some monks study esoteric martialversity, even to the point of barring theirarts. Others bind their potential to an unshakeable oath; they vow to defend a prin- own from the highest ranks until they testthemselves against a worthy challenge.ciple beyond hardship, pain and death.Many monks are simply religious fanatics, Monks enter the adventuring life withpowered by the fire of faith.trained skill and toughness, but their devoAll monks possess a lawful alignment; their tions are not always directly applicable tosense of discipline demands no less. Nev- combat. As they master themselves theyertheless, monks don’t often enforce laws unlock a host of abilities that serve a support role in an adventuring party. Theyand social norms outside of their owncan’t be relied upon to wear down an opsects. Many go into the world to promotetheir philosophies by example, demonstrat- ponent, but can enter combat long enoughto deliver a few decisive open handeding a prowess born of devotion. Despitethese high ideals, monks are no strangers blows.The Monk2

Table: Monk AbilitiesLevelAC Bonus/Effective AC1 0 (Base 10)FastMovement150’OpenHandDamage1d32 1 (Base 9)160’1d43 2 (Base 8)170’1d44 2 (Base 8)180’1d65 3 (Base 7)190’1d86 4 (Base 6)200’1d87 4 (Base 6)210’1d108 5 (Base 5)220’2d69 6 (Base 4)230’2d610 6 (Base 4)240’2d6 11112 7 (Base 3) 8 (Base 2)250’260’2d82d8They are religious scholars, but fight bandits and monsters to survive. They arepeaceful until they are threatened. A formerly cloistered monk often leaves hishome to win resources for his order or pursue an errant disciple. He could also be arefugee from a ruined temple who huntsthe evil force that destroyed it.Fanatic: A fanatic doesn’t really learn formal martial arts. Instead, his fighting abilityis powered by sheer devotion and fearlesswrath. These monks are locust-eating hermits, yogis and dervishes. Instead of following church rites, a fanatic monk usestrances and physical ordeals to communewith the gods.Guardians: Guardian monks learned theirskills to defend an artifact or location. They14 9 (Base 1)280’3d6adventure whenever they have to recover15 10 (Base 0)290’3d6a stolen item. If the order protects a secret,16 10 (Base 0)300’3d6 1the monk could be compelled to capture orslay the outsiders who learn it. Alternately,17 11 (Base -1)320’5d4guardians defend to noble bloodlines, clerHigh level monks become living examples ics or sorcerers, or defend the only thingof a philosophy. As such, most of them feel that can destroy a particular artifact. Ofobligated to train novices. Even adventur- course, there are a few orders who don’tkeep people out but keep their dangerousing monks retain ties to their traditions.Their grand masters do not reveal monkish charges in . . .secrets to the unworthy.Order of Assassins: These monks belongMonks are inspired by Chinese wuxia nov- to a secret order devoted to killing. Someels and films, popular myths about martial of these conspiracies kill for money, devotarts, historical Buddhist and Taoist monks ing the proceeds to the upkeep of the monand with a smattering of European monas- astery. Others belong to a society thatticism. (Speak with animals has more to do slays prominent individuals opposed to thewith Saint Francis than kung fu!) There is- order’s politics, morals or ethics. Monastern’t room for the monk in every campaign, ies of the order are likely to be isolatedbut despite its divergence from classic fan- strongholds or elaborate undergroundtasy, the class can represent all kinds ofcomplexes. Assassin-monks and true aslightly armed warrior-mystics.sassins might be rivals.13 8 (Base 2)270’2d8 1Monk RolesWandering Warrior: This monk is on apermanent quest to improve his martialarts abilities. He does so to attain selfmastery, redeem himself after being expelled from the monastery, or hound rivalHere are five ways to include monks inyour campaign.Cloistered Order: These monks live inuntamed parts of the campaign world.3

only retain enough money to support themselves and their retainers. They must donate all other treasure to their monasteriesor a cause that fits their alignment.martial artists. This monk enjoys duelingwith other charactersThe Monk CharacterMinimum Scores:Strength 15,Dexterity 15,Wisdom 15,Constitution 11Advancement Trials: At each level, an8th or higher level monk must demonstratehis skill and fitness to practice the asceticarts. He does so by defeating a monk ofequal level or performing an equivalentHit Die Type:d6task (such as a foe of equal hit dice) asInitial Hit Dice:2signed by his monastery. Until the monkperforms this task, his accrued experienceAlignment:Any lawfulfrom his new level onward is set aside andExperience Bonus: Nonenot counted toward advancement. Themonk is allowed once chance to defeat theArmor/Shield Permitted: Noneadversary or perform the quest. If he fails,Weapons Permitted:Club, crosshe loses enough experience to put him atbow, dagger,the minimum total for a character one leveldart, hand axe, lower. He loses the new experience level.javelin, poleOptionally, the DM may set aside this lostarm and spear. experience as well. Apply it again once theWeapon Proficiencies: 1 1 every two monk succeeds at his challenge. If the DMuses this optional rule, ignore any experilevels.ence that would allow the monk to gain yetNon-Proficiency Penalty: -3another level.Weapon Specialization: No (unless using a variant;see Class Options, pp. 7-8)In addition, various monasteries limit thenumber of high level monks allowed. DMsdetermine the policies of individual monasteries. See Table: Monk Advancementfor suggested titles and guidelines.Core TraitsMonks cannot advance beyond 17th level.Attacks and Saving Throws: Monks usethe same “to hit” tables as clerics. Theymake saving throws as thieves. Only humans may be monks.Monk Class AbilitiesAC Bonus/Effective AC: The monk’s ascetic toughness and skill at resisting,Magic Items and Equipment: Monks may blocking or dodging blows adds a nonuse magic versions of allowable weapons magical bonus to the monk’s Armor Classas well as the magic items permitted toas listed on Table: Monk Abilities. Thethieves, except for items that allow thieves monk loses this bonus if he carries moreto gain experience points or levels.than 35 pounds, or is struck with paralysisMonks have strict limits on the number of or unconsciousness. He retains it in othermagic items they may carry. A monk may situations, including situations where he isrestrained or entangled. Note that theretain no more than two magic weaponsmonk always has an unarmored armorand three other magic items. They may4

faction (in OSRIC, a save versus wandsmay be more appropriate). This ability isAnatomical Strikes: The monk adds halfnot effective against rock-hurling giants orof his level (rounded up; maximum 9 atsiege weaponry or missile attacks that use17th level) to the damage he inflicts with afire, cold, acid or other exotic, volatileweapon. This does not apply to open handmethods. Finally, breakable grenade-likestrikes or weapons that the monk is notmissiles simply shatter, scattering theirproficient in using.contents.Anatomical strikes rely on formal techEvasion: If the monk succeeds at a savingniques and understanding an enemy’sthrow versus a physical attack that norweak points. The use of technique premally inflicts half damage on a successfulvents the monk from combining this benefitsaving throw, the monk takes no damagewith Strength bonuses “to hit” and daminstead. The attack must have an indisage. The monk’s player must choosecriminate physical effect upon an areawhether or not to use the damage bonus(examples: fireball, cone of cold).from anatomical strikes or his Strength bonus “to hit” and damage at the beginning of Fast Movement: The monk’s base moveeach round. If the monk chooses raw, wild ment changes to that listed on Table:Strength instead of technique, he may not Monk Abilities. The monk cannot moveany faster than a normal human if he carperform multiple attacks.ries more than 35 pounds.Anatomical strike bonuses do not applyHard to Surprise: Monks are only suragainst gelatinous or amorphous creatures.prised when the player rolls a 1 on a 1d6.type, even after his AC improves.Deflect Missiles: The monk may deflectnon-magical missile attacks (includingthose delivered by magical weapons) is hesucceeds at a saving throw versus petri-Open Hand Combat: Monks fighting without a weapon may inflict damage as listedin Table: Monk Abilities. Furthermore, amonk may attack with pure open hand5

feet of a wall. If the monk falls more than40 feet, he must stay within 8 feet of thewall for at least half of the fall’s distance.combat or a mix of open hand combat andweapons. If the monk uses pure openhand combat he gains an additional attackper round. If the monk combines openhand combat and weapons (attacking with,for example, a club and an open hand attack in the same round), he gains an additional 1/2 attack per round.Monk Attainments (levels 3-12): Monksacquire the following additional abilities asthey progress in level. See Table: MonkAdvancement for a quick reference. A (3rd Level): Speak with animals as adruid.Strength bonuses never apply to openhand blows. Monks may not fight with twoweapons to gain extra open hand blows. B (4th Level): ESP against the monkfails 70% of the time. The monk’s resistance improves by 2% for each additionallevel of experience.Thief Abilities: A monk performs the following tasks as a thief of equal level: Move Silently Hide in Shadows C (5th Level): The monk is never affected by haste, slow or diseases.Hear Noise D (6th Level): The monk can enter adeathlike trace for up to two turns (20 min Climb Wallsutes) per level. The monk appears to bedead to all examiners unless they use trueAdvanced Abilitiessight, commune or contact other plane. InBonus Attacks (9th level): Monks gainaddition, the monk delays the effects ofadditional attacks as fighters do, but lesspoisons and “save or die” magic that diswiftly. A monk has one attack at 1st to 8th rectly affects the character’s body (such aslevel, 3/2 attacks at 9th to 16th level, and the death spell) until the end of the trance.two attacks at 17th and above. Monks gain The player must set the duration of the1 additional attack when they use opentrance ahead of time and may not act orhand attacks, or 1/2 attack if they combine perceive the outside world while using it.weaponry and open hand attacks in a sin E (7th Level): The monk can heal hisgle round. See Table: Monk Advanceown body of 2 hit points of damage perment for a summary.level per day. The monk may use this abilSlow Fall (4th level): Monks learn to use ity all at once or in small amounts overnearby walls and other sturdy surfaces to time, until he has used up the entire reslow falls, as follows:serve of healing. At 4th level the monk takes no damage F (8th Level): Speak with plants as afrom falls of 20 feet or less if he is within 1 druid.foot of a wall. G (9th Level): Mind-affecting (as op At 6th level, the monk takes no damage posed to ESP and mind reading) magicfrom falls of 30 feet or less if he is within 4 fails against the monk 50% of the time.feet of a wall.The monk’s resistance improves by 5% foreach additional level of experience.At 13th level the monk takes no damagefrom falls of any distance if he is within 8 H (10th Level): The monk may employ6

dimension door (as the spell) on himselfonce per day at 10th level, twice per day at14th level and three times per day at 17thlevel.Victims with more hit dice than the monk ormore than double the monk’s maximum hitpoints are immune to the quivering palm,as are undead, amorphous creatures(slimes, mold, jellies, etc.) and creatureswhich can only be dama

Some monks study esoteric martial arts. Others bind their potential to an un-shakeable oath; they vow to defend a prin-ciple beyond hardship, pain and death. Many monks are simply religious fanatics, powered by the fire of faith. All monks possess a lawful alignment; their sense of discipline demands no less. Nev-ertheless, monks don’t often enforce laws and social norms outside of their own .