The Monk Class
MONK (Psionicist Subclass) by grimess@alpha.hendrix.edu
(An Excerpt from "The Netbook of Classes")
Ability Requirements:
Strength 15
Intellegence 12
Wisdom 15
Dexterity 15
Constitution 11
Prime Requisites: None
Alignment Requirements: Any Lawful (LE, LN, or LG)
Races Allowed: Human, Spirit Folk (from OA)
Multiclass Options: None
Proficiencies:
Initial Weapons: 1 # Levels: 2
Penalty: -3
Initial Nonweapons: 3 # Levels: 3
Groups: General, Warrior, Rogue, Psionicist, Priest
Hit/Save: Psionicist Tables (no bonuses)
Monk's Experience and Hit Dice Table
Level XP Hit Dice
1 0 1d6
2 2250 2d6
3 4750 3d6
4 10000 4d6
5 22500 5d6
6 47500 6d6
7 98000 7d6
8 200000 8d6
9 350000 9d6
10 500000 9d6 +2
11 700000 9d6 +4
12 950000 9d6 +6
13 1250000 9d6 +8
14 1750000 9d6 +10
+ 500,000 xp per level and + 2 hit points per level hereafter
Thief Skills
Move Silently 10 %
Find (but not remove) Traps 10 %
Hide in Shadows 5 %
Climb Walls 60 %
20 initial discretionary points, 15 additional per level
Inherit Potential
Ability Score Base Score Ability Modifier
15 19 0
16 21 +1
17 23 +2
18 25 +3
Per level: the character gets 9 + Wisdom Ability Modifier
Psionic Progression Monk Abilities
Level Discips Sciences Devots AC MR Att/R Dam Surprise
1 1 - 1 6 12 1 1d4 0
2 1 - 2 5 13 1 1d6 +1
3 1 1 3 4 14 1 1d6 +1 +1
4 2 1 4 3 15 5/4 1d6 +1 +1
5 2 1 4 3 15 5/4 2d4 +2
6 2 2 5 2 16 5/4 2d4 +1 +2
7 2 2 5 2 16 3/2 2d4 +1 +2
8 3 2 6 1 17 3/2 2d6 +3
9 3 3 6 1 17 3/2 3d4 +3
10 3 3 7 0 18 2 3d4 +3
11 3 3 7 0 18 2 3d4 +1 +4
12 4 4 8 -1 19 2 4d4 +4
13 4 4 8 -1 20 5/2 4d4 +1 +4
14 4 4 9 -2 20 5/2 5d4 +5
15 4 5 9 -2 20 5/2 4d6 +5
16 5 5 10 -3 21 3 4d6 +5
17 5 5 10 -3 21 3 6d4 +6
18 5 6 11 -4 21 3 6d4 +6
19 5 6 11 -4 22 3 5d6 +6
20 6 6 12 -5 22 4 8d4 +7
21 6 7 12 -5 22 4 6d6 +7
Note: The character does not automatically get psionic defense modes. He must buy them as telepathic powers. Conversely the character is treated as having no primary discipline so that the only restriction on getting powers is that he must have twice as many devotions as sciences.
"Name" Levels
Level Title % Vacancy/yr
12 Master of (Red, Green, or White) Dragons 3%
13 Master of the North Wind 1%
14 Master of the West Wind 1%
15 Master of the South Wind 1%
16 Master of the East Wind 1%
17 Master of Winter 2%
18 Master of Autumn 2%
19 Master of Summer 4%
20 Master of Spring 6%
21 Grandmaster of Flowers 10%
Abilities
1) When the character hits on a natural "20" he stuns his opponent for 1d6 rounds.
2) When attacked by a normal missile attack the character may save vs. petrification to avoid being hit; note that this is counted as his attack for the round.
3) When the character is hit by a non-magical attack he may once per day per level take no damage from it on a successful save. At 13th level this ability improves to the point where the character takes half damage even if he fails his saving throw.)
4) When falling the character can escape damage as follows:
- At 5th level a monk can fall up to 20' safely if he is within 1' of a wall.
- At 10th level a monk can fall up to 30' safely if he is within 4' of a wall.
- At 17th level a monk can fall any distance safely if he is within 8' of a wall.
5) When the character reaches 12th level he may form a satellite monestary. Heis given 2-5 first level monks to staff the monestary plus 1-2 additional for every level above that. The character is also given 2-5 first level clerics (sohei) and 1 6th level cleric (sohei) commander who will help defend the monestary.
Restrictions
1) The character cannot wear armor or use a shield. He is restricted to certain weapons. The character may ride, but never own a horse. The charactermay onlyhave up to 2 magic weapons and any three magic items useable by any class or by thieves or psionicists. The character can only carry enough money to make his own way. The rest must be donated.
2) The character does not get any hit or damage bonuses from strength nor does he get any hit or AC bonuses from dexterity.
3) The character cannot have any hirelings until 10th level. At that point he may hire up to 2 henchmen + 1 per level after 10th up to his charisma limit.
4) At 12th level the character must face in combat one of the three Master's ofDragons in a one-on-one duel. If he fails then he ends up back at the midpointof 11th level. He must repeat this at every level after this point in order toadvance. He must face repeated challenges. The only exception is the Grandmaster of Flowers who is allowed to retire gracefully.
5) The character is unaffected by the Book of Exalted Deeds of the Book of VileDarkness. The Manuals of Stealthy Pilfering and Pussiant Skill at Arms are incomprhensible to the character. And the Librams of Silver Magic, Gainful Conjuration or Ineffiable Evil affect the character as any nonmage.
~SORRY THIS PAGE IS KIND OF SCREWED UP~
The Grand Master of Flowers has greeted
souls in this page.