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The Monk
Dotted across the landscape are monistaries, small, walled cloisters inhabited by monks. These monks pursue personal perfection through actions as well as contemplation. They train themselves to be versatile warriors skilled at fighting without weapons or armor. Monastaries headed by good masters serve as protectors for the people. Ready for battle even when barefoot and dressed in peasant clothes, monks are able to travel unnoticed among the populace, catching bandits, warlords, and corrupt nobles unawares. By contrast, monastaries headed by evil masters rule the surrounding lands through fear, virtually as an evil warlords castle might.

Characteristics:
The key to a monkis their ability to fight unarmed and unarmored. Thanks to their rigorous training, they can strike as hard as if they were armed and strike faster then a warrior with a sword.
Alignment:
A monks training requires strict dicipline. Only those who are lawful at heart are capable of undertaking it.
Religion:
A monks training is their spiritual path. They are innerdirected, capable of a private, mystic connection to the spiritual world. The three most likely candidates for a monks devotion are Heiroeous, god of valor; St. Cuthbert, god of retribution; and Hextor, god of tyranny.
Races:
Monastries are mostlyy found among humans, who have incorporated them into their ever-evolving culture. Thus, many monks are human, but not all.
Special Abilities:
(Spells are cast the same as in an attacking roll)

Deflect Arrows- At level 2 a monk can use this in place of an evade roll to deflect an arrow attack. (2 magic points)

Purity of Body- At level 5 a monk gains control over his/her immune system and becomes immune to diseases. (Not an attacking or defensive spell, an actual ability)

Ki Strike- at level 10 a monk can use this to deal double damage on all attacks for 1d4 rounds. (10 magic points)

Quivering Palm- At level 15 a monk can use this terrifying attack to set vibrations within the body of another creature that can end up fatal. Vibrations deal 1d8 dmg every round until stopped. Subject must succeed a constitution save at -5 to avoid or stop vibrations. (10 magic points)


Monk Starting Package:
Quarterstaff (1d6, crit X2, 20 hp)
Sling (1d4, crit X2)
Backpack with waterskin
One days trail rations
Bedroll
Sack
Flint and steel
Pouch with 10 sling bullets
8 gp
Monk Starting Hit Points and Magic Points:
22 hit points and 12 magic points
Monk Attack and Evade Bonus as per Level:
LevelAttack PercentEvade PercentDamage Bonus
135%25%+0
235%25%+1
340%30%+1
440%30%+2
545%35%+2
645%/35%35%+3
750%/35%40%+3
850%/40%40%+4
955%/40%45%+4
1055%/45%45%+5
1160%/45%50%+5
1260%/50%50%+6
1365%/50%55%+6
1465%/55%55%+7
1570%/55%60%+7
1670%/60%60%+8
1775%/60%65%+8
1875%/65%70%+9
1980%/70%75%+9
2090%/80%85%+10

Monk Unarmed Damage Bonus as per Level: (Attack and Evade remain the same as above)
LevelDamage
11d6
21d6
31d6
41d8
51d8
61d8
71d10
81d10
91d10
101d12
111d12
121d12
131d20
141d20
151d20
161d30
171d30
181d30
191d40
201d50