
Monk
Profession, dual-classed
A dual-classed martial artist and mystic who joins weaponless combat to the mental disciplines of Mysticism. Monks belong to orders of every lawful stripe and train in remote monasteries.
CombinesMartial Artist + Mystic
From the book
Monks unite unarmed fighting with the mental and magical disciplines of Mysticism. Like mystics they care little for worldly matters or wealth, and most are reclusive, spending their early careers in monasteries under a high level mystic or monk.
Monastic orders span every lawful alignment, good to evil; each has its own purpose and sometimes its own cult-like creed, and some guard a temple or shrine while others serve as followers and bodyguards of a mighty mystic or priest. Elsewhere martial monasteries serve as schools of the fighting arts; getting in is hard, often requiring a harsh test or ordeal, and most lie in mountains or other remote places.
Certain secret orders train only assassins, and their monasteries' locations are well hidden. Once a monk has mastered its studies it is usually free to leave and wander, whether on pilgrimage, seeking knowledge or chasing adventure.
Skills by level
- Level 1
- Any 2 Weapons
- Spell Casting
- Acrobatics I
- Read Magic (55%)
- Stealth
- Martial Arts I
- Level 2
- +1 to Hit
- Level 4
- Martial Arts II
- One Additional Weapon
- Level 6
- +1 to Hit
- Level 8
- +1 to Hit
- 2 Attacks per Round
- Level 10
- +1 to Hit
- Level 12
- +1 to Hit
- Zen Archery
- Level 13
- 3 Attacks per Round
- Level 14, 16, 18, 20, etc.
- +1 to Hit
At a glance
- Minimum attributes
- INT 14, WILL 15, STR 10, DEX 14, SPD 12
- Alignment
- Any lawful alignment (orders range from lawful evil to lawful good)
- Combat training
- Highly Trained
- Hit points per level
- 1 H.P. per point of CON, plus 6 H.P. at first level; then +6 H.P. and any CON bonus per level gained; after 12th level, +1 H.P. per level with no CON bonus (optional rule, page 48)
- Special abilities
- +1 saves vs Perception, increasing by 1 for every 3 levels of ability gained; +1 saves vs both Will and Speed
- Fields of magic
- Mysticism
- Restrictions
- Entry to martial monasteries often requires a rigorous test or ordeal
- Assassin-training orders
- Certain monastic orders train only assassins. Their monasteries' locations are kept secret; no separate stats given.
The Monk stat block has no Alignment line; the alignment range comes from the description. No +1 to Hit is printed at level 4. Fields of magic: Mysticism, from the mystic half.
