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Classes: Fighter

In document Myth & Magic Player's Guide (Page 48-51)

ers. The player creates a 6th level fighter to serve as his lead lieutenant and up to ten 3rd level elite guards (of any race and class structure).

Whatever then remains of the fighter’s maximum allotted henchmen per his Charisma are comprised of 1st level cavalry and infantry. The 6th level lieutenant comes fully equipped with +1 magical armor and two +1 weapons. The other henchmen arrive with rudimentary sup-plies and gear. (The GM has full discretion to allow a more or less powerful contingent.)

Mass Focus: At 10th level, the fighter gains the weapon focus profi-ciency on all non-specialized weapons. More specifically, mass focus grants the fighter a +1 bonus to attacks with his proficient weapons with which he has chosen not to specialize. His skill level with all pro-ficient weapons grows alongside his increasing mastery of his chosen few.

Weapon High Mastery: At 13th level, the fighter has earned high mastery with his specialized weapons. He receives an additional +1 damage bonus and so now has a +2 attack and +4 damage bonus on all specialized weapons.

Weapon Grand Mastery: At 19th level, the fighter earns the title of Grand Master in all his specialized weapons. This is a very special milestone in the life of a fighter that represents years of training and perfecting his craft. He receives an additional +1 attack bonus and +2 damage bonus on all specialized weapons, for a total cumulative bonus of +3 to attack and +6 to damage.

Legend of Steel: A portion of the fighter’s conscience and soul im-prints itself into his specialized weapons. The magic of his weapons, if any, merge with him. In life, his weapons no longer detect as magi-cal and cannot be dispelled, although their functions, no matter how magical, remain unchanged. When not in the hands of the fighter, the fighter may choose to subdue the magic of his weapons at will.

If he should die in battle after attaining 20th level, the fighter has the option of forming a permanent connection between the weapons and the fighter’s soul at rest. Through this connection, the fighter may experience the thrill of battle and rush of victory if and when his weap-ons are again put to use. If the fighter so desires, he can permanently possess one of his old weapons and take on the ego and consciences of the weapon.

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Classes: Fighter

Monk

A monk is a philosophical warrior who harnesses the collective energy of his body, mind and spirit. After many years of discipline, reflection and intense training, a monk learns to perform feats that are nearly magical in nature: shunning a disease or poison, falling from a tremen-dous height without injury, and rendering his body immune to the effects of magic — each is fully within the well-trained monk’s grasp.

A monk is a master of the martial arts. He learns to use weapons and unarmed strikes in ways that cripple most opponents. With a casual blow, the monk might knock an opponent off his feet, disarm his opponent’s weapon, or even render his target utterly helpless. It is a foolish foe indeed who underestimates an unarmed and unarmored monk.

For those able to sacrifice without complaint, train without failure and dedicate without expectation, the way of the monk is rewarding.

Attribute Requirements

Well-trained monks possess strength of body, spirit and mind. All no-table masters agree that a monk trainee should possess the following minimum attributes: Strength 14, Dexterity 14, Constitution 14 and Wisdom 14.

Monks that do not possess the noted minimum attributes find the way of the monk tiring and fraught with setbacks. Such monks require a great deal of time to train and hone their craft. They suffer a 10%

penalty on all awards of experience points.

Race and Alignment

Humans and half-elves comprise the majority of trained monks. Sur-prisingly, there is a large segment of the half-orc population that takes to the spiritual and physical training fairly easily. Members of the other races often fail to properly devote themselves to what must be done to become a monk, but rarities in each race do exist, so no race is techni-cally barred from pursuing this path.

Monks must be of Lawful alignment.

Prime Example

Humans, half-elves and half-orcs that possess the minimum attribute scores set forth above, but with a Wisdom of 16 or higher are prime ex-amples of the monk class and receive a 10% bonus on all XP awards.

Weapons & Armor

Monks may become proficient in any single weapon or the martial arts weapon group. In general, monks are restricted against using weapons larger than their size, unless the weapon is classified as a martial arts weapon or ranged weapon. For example, Medium-sized monks cannot use mauls or halberds, but can use staves and longbows. Attacks made with a non-proficient weapon suffer a -3 attack penalty.

Monks may not wear armor or use shields.

Classes: Barbarian

Nonweapon Proficiencies

Monks choose from the Academic and General proficiency lists.

Magical Item Use

Monks may use potions and enjoy the benefits of defensive or healing scrolls. They can use rings and other wondrous magical items not re-quiring a spell casting background (wands, rods, or staves). They may use any magical weapon allowable by class.

Monks cannot possess more than five magical items that impart upon the monk a constant effect.

Class Abilities

The following are the monk’s featured class abilities:

Intuitive Defense: All monks train to evade incoming attacks and to withstand damage. At 1st level, the monk receives a bonus to AC equal to half their Wisdom check modifier. Thereafter, the bonus increases with progression, adding +1 AC bonus per 2 class levels that scales with the monk. The bonuses provided by intuitive defense are nullified if the monk wears armor or uses a shield.

Martial Arts: All monks are trained in martial arts, a fighting tech-nique in which one’s hands, feet and body replace or work in symme-try with certain approved weapons. As a result of this training, monks receive a proficiency and specialization in martial arts at 1st level. This specialization works identically to that of the fighter, granting a +1 bo-nus to hit and a +2 bobo-nus to damage. It also provides for an increased base damage when using martial arts, as shown on Table 25 below. The monk loses the benefits of this specialization if he uses any forbidden armor, shield or weapon.

As the monk progresses, he gains a higher level of skill with martial arts. He begins to use a different attack rate and his damage increases.

Table 25 breaks it down:

In document Myth & Magic Player's Guide (Page 48-51)