monk description
DESCRIPTION
This is an edit of the OSRIC rules for Yamabushi, with all of the language changed back to "Monk"TRANSCRIPT
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MonkThe wandering monk is a member of one of several secluded monastic orders trained in mystical asceticism and various forms of martial arts. Many of these orders may have members with various roles to play, includingMonks, Clerics, and less commonly, other armed classes. Some religious groups and viewpoints do not encourage or support the lifestyle of the esoteric warrior.
Monk characters are most often encountered wandering, either on an errand for their order or in search of personal refinement. However, Monks have been known to get involved in politics on occasion, as well, either because the head of the monastery is particularly ambitious or because the local nobility is cruel beyond toleration.
In most cases however, Lawful Neutral or Lawful Good Monks will only oppose the nobility on behalf of the peasant farmers and villagers, who they often offer their protection. Highly respected by these peasants and farmers, Monks can become a dangerous threat to the nobles when they gather peasants behind them and their uprisings turn into full scale revolts. This makes the nobility regard these ascetics with suspicion.
While some protect a rural community, most monasteries unarmed combat. Warriors who have the respect of
the monastery will be allowed to learn martial arts there, paying what they are able to afford (which is often quite a lot in the case of nobles and professional soldiers).
Monks are required to live a simple life, refraining from drinking alcohol, eating meat or owning excess wealth (more than enough to cover the character's immediate needs). Monks must also be honest and often take a vow of celibacy. The Monk may not own more than 8 magic items (four weapons and four miscellaneous items).
As the Monk rises in level he must prove himself in tests of skill against members of his order. At levels 12 and above, the Monk must seek out and defeat another Monk of that level in his order to maintain his newly gained level for more than 60 days. Defeating that Monk does not cause him to lose his place, it just proves that the character is worthy to join his ranks (though in Lawful Evil orders these duels are typically to the death). If the PC Monk loses but is not killed, he loses enough experience points to place him midway between the former level and the one he just attained.
The exception to this is the battle to become the Ultimate Master, the 17 th level Monk. There is only one such master in all the world and when a second character reaches this level, he must seek out the current Ultimate Master and defeat him.
Monk Saving Throw TableLevel Aimed Magic
ItemsBreath Weapons Death/Paralysis/
PoisonPetrication/Polymorph
Spells
1-4 14 16 14 14 145-8 13 15 13 13 139-12 10 12 10 10 1013-15 9 9 9 914-16 6 8 6 6 6
17 4 6 4 4 4
Monk To-Hit TableLevel -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 101-2 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 103-4 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 10 9 85-6 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 10 9 8 7 67-8 20 20 20 20 20 19 18 17 16 15 14 13 12 10 9 8 7 6 5 4
9-10 20 20 20 19 18 17 16 15 14 13 12 10 9 8 7 6 5 4 3 211-12 20 19 18 17 16 15 14 13 12 10 9 8 7 6 5 4 3 2 013-14 18 17 16 15 14 13 12 10 9 8 7 6 5 4 3 2 0 -1 -215-16 16 15 14 13 12 10 9 8 7 6 5 4 3 2 0 -1 -2 -3 -4
17 14 13 12 10 9 8 7 6 5 4 3 2 0 -1 -2 -3 -4 -5 -6
act primarily as centers for mystic study and practicing
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The Monk CharacterMinimum Scores Str 12, Dex 15, Con 9,
Int 3, Wis 15, Cha 3Hit Die Type d6 (max 17 hit dice)Alignment Any LawfulExperience Bonus NoneArmor/Shield permitted NoneWeapons Permitted AnyWeapon Prociencies 3+1 every 2 levelsPenalty for non-prociency: -3Weapon Specialization: N/A
Monk Abilities receive martial arts training at their monasteries, even if such training would not normally be available in the campaign.
Flurry of Blows: When making any
Monk may choose to make an additional
attacks will be at a -2 penalty to hit.
Bonus Attacks: Monk characters attack once per round unarmed at levels 1-5; at 6-10 th levels they attack three times every two rounds (3/2); at 11-15th levels they attack twice every round (2/1); at 16 th level and above the Monk may attack three times every round (3/1). The Monk may never attack more than once each round with weapons.
Attack and Defense: The Monk can wear no armor but benets from his
gains levels, his base armor class andunarmed damage will continue improving.
Heal Self: At 6th level, a Monk can heal damage to himselfequal to twice his level, once per day.
Evasion: At 9th level, the Monk takes no damage on a successful saving throw against any magical attack that allows a saving throw for half damage. Failed saving throwsstill do full damage.
Movement Bonuses: Monks are famous for their ability to cover tremendous distances by foot over rough (usually mountainous) terrain. They can maintain this normal movement rate for 12 hours a day indenitely and suffers no movement penalties from terrain. In
Monk Level AdvancementLevel Experience
Points Required
Hit Dice (d6)
Notes
0 HTH 1d4; Martial Defense (AC 8)2 2,000 2 Martial Defense (AC 7)3 4,000 3 Slow Fall (10 feet); Martial Defense (AC
6)4 7,000 4 Increased Move (+10 feet); Martial
Defense (AC 5)5 15,000 5 HTH 1d6; Energy Strike (+1); Martial Defense
(AC 4)6 25,000 6 Heal Self; Martial Defense (AC 3); Slow
Fall (20 feet)7 55,000 7 Martial Defense (AC 2)8 110,000 8 HTH 1d8; Increased Move (+20 feet);
Martial Defense (AC 1)9 225,000 9 Evasion; Martial Defense (AC 0); Slow
Fall (30 feet)10 325,000 10 Energy Strike (+2); Martial Defense (AC -1)
450,000 HTH 1d10; Martial Defense (AC -2)12 650,000 12 Martial Arts Master; Increase Move (+30
feet); Martial Def. (AC -3); Slow Fall (40 feet)
13 800,000 13 Martial Defense (AC -4)14 1,250,000 14 HTH 1d12; Martial Defense (AC -5)15 1,550,000 15 Martial Arts Grandmaster; Energy Strike (+3);
Martial Defense (AC -6); Slow Fall (50 feet)
16 1,850,000 16 Increased Move (+40 feet); Martial Defense (AC -7)
17 2,250,000 17 Ultimate Master; Martial Defense (AC -8)
Level 17 at 2,250,000 experience points is the ceiling for Monk characters. Any further experience points gained by a character of this level are simply lost.
Martial Arts: All Monk characters can
attack each round, but each of these
unarmed attacks or attacks with weaponsthat the Monk is proficient with, the Monk may choose to make an additional
1 1
normal Dexterity Bonus. As the Monk
as magical for damaging creatures thatAt 5th level, unarmed attacks are treated
may only be struck by magical weapons.
addition, the Monk's movement rate increases with levels.
11 11
Slow Fall: As the Monk gains levels, hecan fall increasing distances withoutsuffering damage if he is near a wall.
Thief Skills: Monks gain thieving skillsof a level 2 below their own.