Monk

The monk undergoes an intensive physical training program, seeking to become the perfect weapon. Monks are very rare individuals, since their art is extraordinarily demanding. Most people are not even aware that they exist, thinking all monks to be little than strange priests. Each fighter monk charts his own course in life; there is no organization or school that binds them together. Some may be assassins, others gladiators, and others wandering champions who fight against injustice. In addition to the normal fighter requirements, a monk must have at least a 15 Constitution, 13 Wisdom, 12 Intelligence, and a 14 Strength. Only elves, half-elves, and humans may typically become monks.

Role: Monks may be the most dangerous close-quarter combat fighters in the campaign. They are students of the art of combat. They are supremely confident in their abilities and understand their capabilities and limitations exactly. Mere treasure is not enough to win a monk's service; they only exercise their skills or worthy causes. In the adventuring party, the monk is an infiltrator and scout who can strike swiftly with devastating effect and silence. His dedication to self-improvement makes him an unapproachable character that inspires fear in friend and foe alike. There is little room in the monk's existence for anything but the quest for perfection.

Secondary Skills: Scribe.

Weapon Proficiencies: The monk may choose his other weapons from the following list: any blades of medium or lesser length, dart, quarterstaff, spear, gythka, or chatkcha; or in the case of the advanced martial arts system, he can choose only from those available to be used in conjunction with his chosen martial art style(s). At least half of all weapons proficiencies must be spent on learning unarmed fighting styles. Refer to "Proficiencies" in Chapter Four.

Nonweapon Proficiencies: Bonus: Endurance, tumbling. Recommended: Blind-fighting, dancing, direction sense, healing, juggling, jumping, running, survival, swimming, tightrope walking.

Equipment: The monk wears no armor, which they see as a crutch. He may use any of the weapons listed above.

Special Benefits: The Monk is allowed to study martial arts or unarmed combat. He may continue to specialize in these fields, spending additional proficiency slots to improve his attack and damage rolls; or in the case of the advanced martial arts system, for each proficiency slot devoted to an already known martial art, the monk gains double the special maneuvers (however, it still costs a full one slot just to learn a martial arts style, so one does not gain basic knowledge of a style plus a free special maneuver).

Monks can also learn the rogue skills listed under "Nonweapon Proficiencies" at the normal cost as well as the reading/writing proficiency (because of the many writings monks are famous for creating), without paying the one-slot penalty for choosing a proficiency out of the character group. The monk learns many physical skills in addition to his combat training.

Special Hindrances: The monk may not wear armor or use magical devices to improve his Armor Class. He will not use magical weapons, either. The monk believes in his own ability and disdains the use of such crutches in the practice of his art.

Wealth Options: Monks care nothing for material wealth. Thus, a monk begins play with only 3d4x3 GP and may never carry more personal treasure than can fit in a small belt pouch.

Suggested Elf Subraces: Human, elf, half-elf.

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