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Table 26: Monk Level Chart

In document Myth & Magic Player's Guide (Page 52-56)

Level XP Base

HP Base

to Hit Attack Rate

NWP Slots

WP Slots Fort

Save Reflex Save Will

Save Special

1 0 1d8

(max) +0 1/1 4 2 +5 +5 +5 Intuitive Defense, Ki Powers,

Martial Arts Specialization

2 1,500 2d8 +1 1/1 4 2 +5 +5 +5 Shield Thoughts

3 3,000 3d8 +2 1/1 5 2 +6 +6 +6 Fast Movement +10, Ki Powers,

Martial Arts Expertise

4 6,000 4d8 +3 1/1 5 3 +6 +6 +6 Safe Fall 20’

5 13,000 5d8 +3 1/1 5 3 +7 +7 +7 Control Body

6 27,500 6d8 +4 1/1 6 3 +7 +7 +7 Mystic Strike +1, Fast Movement

+20, Safe Fall 30’

7 55,000 7d8 +5 1/1 6 3 +8 +8 +8 Ki Powers,

Martial Arts Mastery, Self Heal

8 110,000 8d8 +6 1/1 6 4 +8 +8 +8 Mystic Strike +2, Safe Fall 50’

9 225,000 9d8 +6 1/1 7 4 +9 +9 +9 Fast Movement +30,

Strength of Will

10 450,000 9d8+2 +7 1/1 7 4 +9 +9 +9 Mystic Strike +3, Renown

11 675,000 9d8+4 +8 1/1 7 4 +10 +10 +10 Poison Immunity

12 900,000 9d8+6 +9 1/1 8 5 +10 +10 +10 Mystic Strike +4

13 1,125,000 9d8+8 +9 1/1 8 5 +11 +11 +11 Ki Powers,

Martial Arts High Mastery

14 1,350,000 9d8+10 +10 1/1 8 5 +11 +11 +11 Mystic Strike +5

15 1,575,000 9d8+12 +11 1/1 9 5 +12 +12 +12 Iron Tower

16 1,800,000 9d8+14 +12 1/1 9 6 +12 +12 +12

17 2,025,000 9d8+16 +12 1/1 9 6 +13 +13 +13

18 2,250,000 9d8+18 +13 1/1 10 6 +13 +13 +13 Ki Powers, Martial Arts

GrandMastery

19 2,475,000 9d8+20 +14 1/1 10 6 +14 +14 +14

20 2,700.000 9d8+22 +15 1/1 10 7 +14 +14 +14 Celestial Spirit

51

Classes: Monk

once per hour.

Weapons Allowed: None.

Double Kick: The monk can deliver two swift kicks to one opponent with one attack roll. Both deal separate unarmed damage. A double kick can be performed no more than once per round.

Weapons Allowed: None.

Flying Circle Kick: This maneuver works similarly to a leap kick;

however, the victim is automatically rendered prone unless the target is one size larger than the monk. In that case, a Superior (TC 15) Strength check is allowed. (Flying circle kick deals damage to crea-tures more than one size category larger than the monk, but they cannot be rendered prone by it.) While the additional damage is still 1d8, the monk may also subtract any number from his attack roll and add that number as a bonus to damage.

Weapons Allowed: None.

Deflect Bolts: As deflect missile, but also provides the ability to deflect high-velocity missiles used in mechanical weapons or traps, such as crossbow bolts, blowgun darts and poisoned needles.

Weapons Allowed: Any martial arts melee weapon.

Staggering Block: A successful deflect parry also renders the monk’s opponent disoriented and off-balance, causing the opponent to then suffer a -1 AC penalty until the opponent’s initiative next round.

Weapons Allowed: Any martial arts melee weapon.

Safe Fall: At 4th level, a monk is able to fall safely 20 feet as long as he is within 1 foot of a wall or other surface he can use to slow his fall. At 6th level this distance increases to 30 feet and at 8th level it increases to 50 feet.

Control Body: At 5th level, a monk is immune to all diseases as well as haste and slow. Additionally, the monk gains a +2 bonus on Fortitude saves made against poison.

Mystic Strike: At 6th level, the monk’s unarmed attacks are consid-ered to be +1 weapons for the purposes of striking creatures that can only be injured by magical weapons. His unarmed attacks are consid-ered +2 weapons at 8th level; +3 at 10th level; +4 at 12th level; and +5 at 14th level.

Ki Powers (Mastery): At 7th level, the monks knowledge of ki powers increases and the following new powers become available to him:

Force Mastery: The monk harnesses his inner energy to produce a tangible force that extends from his body. Force mastery allows the monk to harm an opponent with a martial arts attack from up to 30 feet away with no need to physically connect with the target. The energy is visible and felt by the victim as if it were a solid object.

Weapons Allowed: None.

Paralyzing Strike: This powerful strike works exactly like the stunning strike, except the victim must succeed on an Exceptional (TC 20) Fortitude save or fall paralyzed for 1d4 rounds. This maneuver can only be performed once per day.

Weapons Allowed: Any bludgeoning martial arts weapon.

Disarming Kick: The monk can disarm an opponent that is wielding a weapon no larger than one size category above that of the monk.

A -2 attack penalty is imposed when attempting to disarm a weapon no larger than the monk; a -4 penalty is applied to attempts made at disarming larger weapons.

Weapons Allowed: None.

Empowered Kick: The monk may empower a successful kick with an additional 1d8 points of damage. In addition, the target of an em-powered kick must succeed on an Exceptional (TC 20) Fortitude save or be slightly dazed for 1d4 rounds, wherein the victim suffers a -1 on all d20 rolls. Empowered kick can be performed no more than once per encounter.

Weapons Allowed: None.

Catch Missile: The monk may now catch a missile up to one size category larger than the monk if his attack roll meets or exceeds the attack roll of the shooter or hurler.

Weapons Allowed: None.

Catch Opponent: If the monk’s parry equals or exceeds his opponent’s attack roll, the monk catches the opponent’s incoming melee weapon or body part. The monk then receives a free attack action to either attempt an attack or disarm. Any attack made with the free attack is hastened and deals half normal damage.

Weapons Allowed: None.

Self Heal: At 7th level, a monk may heal himself a number of hit points per day equal to twice his current class level. This healing may be spread out over the day or expended in one use.

Strength of Will: At 9th level, a monk now makes two saving throws against any mind-affecting spell or effect.

Renown: The monk gains renown at 10th level and provided he has constructed a monastery or training facility suitable to house recruits, 2d4 1st level monks appear to learn from the monk and one 7th level master appears as a cohort to help tutor and administer the school.

At each level the monk attains thereafter, the school receives 1d4 ad-ditional monks of 1st level. One adad-ditional master appears with every ten pupils gained. All trainees are considered followers of the school.

Only the masters abide by the rules for followers.

Trainees and masters can grow in experience points with the GM’s dis-cretion. Masters who attain the 11th level of experience while serving under the monk automatically leave to pursue personal and spiritual interests.

All masters serving under the monk must share the monk’s alignment.

Trainees must only be lawful, per the class’s restrictions.

Note that trainees and masters require little monthly expenditures other than food, clothing and the occasional piece of gear.

Poison Immunity: An 11th level monk becomes immune to all magi-cal and natural poisons.

Ki Powers (High Mastery): The 13th-level monk’s list of available ki powers now includes:

52

Classes: Monk

Quivering Palm: The monk’s open hand attack imprints a target’s soul in a way that allows the monk to kill the target on command. The monk announces he is using the quivering palm before a strike. If successful, the strike deals normal damage. At any point during a pe-riod of days following the strike equal to the monk’s level, the monk may cause a vibration to disrupt the imprint, causing the target to succeed on an Exceptional (TC 20) Fortitude save or instantly die.

Quivering palm can be performed only once per week. It is effective against Medium-sized or smaller creatures.

Weapons Allowed: None.

Split Kick: When beset by more than one opponent, the split kick can be used to great effect. The monk leaps upward and kicks two targets that are adjacent to the monk with one attack. Both attacks deal un-armed damage plus the standard Strength bonus. A split kick can be performed once per round and is considered one attack.

Weapons Allowed: None.

Incapacitating Block: The monk may incapacitate a portion of his op-ponent’s body with a successful block. The appendage connected to the attack becomes useless for 1d4 rounds if the opponent fails an Exceptional (TC 20) Fortitude save. In most cases, the decision of which appendage is rendered useless is easy to make. It is always the hand that holds the weapon or the appendage used for an unarmed attack. If the opponent is wielding a weapon with two hands (and in any other corner cases), the monk chooses which appendage is af-fected. Incapacitating block can be performed only once per day.

Weapons Allowed: Any martial arts melee weapon.

Iron Tower: At 15th level, the monk becomes immune to all mind-af-fecting spells or effects. Furthermore, the monk receives a saving throw to thwart any spell or effect, even those that allow for no such save.

Ki Powers (Grand Mastery): At 18th level, the monk’s list of available ki powers now includes the following:

Disharmonic Force: Disharmonic force is a quivering palm strike coupled with force mastery. It can be performed up to 30 feet away with no need to physically connect with the target. The force energy is visible and felt by the victim as if it were a solid object. The palm deals normal damage on a successful attack and the rules for quiver-ing palm are followed thereafter. This maneuver can be performed only once per week. It is effective against Medium-sized or smaller creatures.

Weapons Allowed: None.

Grand Kick: The grand master may empower a kick with tremendous ki force. The kick is considered a +5 magical weapon. If successful, it deals standard unarmed damage (+5 for the additional magical en-hancement). A sliver of force remains with the target. At any point during the next four rounds, the monk may force the target to suc-ceed on an Exceptional (TC 20) Fortitude save. Failure causes the target to suffer 1d10 points of damage. This is a free action. A grand kick may also be performed against an inanimate object, such as a door or shield. When used in this way, the object must save as if weak to the effect (TC 15). A grand kick can be performed once per round.

Weapons Allowed: None.

Redirect Missile: Through the use of his ki, the monk can redirect in mid-air an arrow, bolt, stone or other small missile. He can direct the missile to any location within the missile’s range. A ranged attack roll is required to hit a target in range. If successful, the target suffers the missile’s standard damage.

Weapons Allowed: None.

Celestial Spirit: At 20th level, the monk can manipulate the connec-tion between his mind and body. Once per week, the monk can enter a meditative state. In this state, he can separate his mind from his body to propel his consciousness to any location on the Prime Material Plane. He may also project his mind into the Astral Plane and, from there, may connect with an outer plane. This meditative state can last as long as the monk desires. His body remains nourished and requires no sleep, but his body can be harmed.

The monk sees things as they currently exist in the location to which he projected his mind. He sees and hears things as events unfold. He cannot speak through this projection, though; only observation is al-lowed.

Any spell that normally detects or thwarts scrying attempts also detects or thwarts the projection, but only as the projection relates to the per-son or object so warded.

Despite the fact that the monk cannot communicate while project-ing his mind elsewhere, he can connect with another monk from any plane of existence while that monk is in a celestial spirit trance. When so connected, both monks can speak freely to each other.

53

Classes: Monk

Paladin

The paladin is a warrior who strives to protect the ideals of law and righteousness. He lives by the strictest moral code and never compro-mises his dedication. The life of a paladin is a life of honor and absti-nence. Many warriors wish to become paladins and to wield divine might, but very few succeed. The requirements to become a paladin are steep. The sacrifices to remain a paladin are steeper.

Paladins embrace a very powerful aura of good that allows them to search and destroy evil, as well as heal and cure disease. Experienced paladins earn the gift of divine spell casting, as well. These potent abili-ties complement his warrior-like martial capabiliabili-ties and create a force to be reckoned with.

Alongside the lawful and holy paladin stand two equal yet distinct counterparts: the blackguard and sentinel. Blackguards exhibit the ul-timate clash of law and evil, while sentinels abhor and hunt chaos even more reverently than the paladin seeks to destroy evil.

The blackguard and sentinel are variant classes of the traditional pal-adin and, unless otherwise stated, share the same prerequisites and restrictions. Their specific abilities differ and are listed after the pala-din’s.

Attribute Requirements

To become a paladin, a character should have the following minimum scores: Strength 12, Constitution 10, Wisdom 13 and Charisma 15.

Paladins that do not have such attribute scores find it difficult to excel in the paladin class and suffer a 10% reduction in all XP awards.

Race and Alignment

The paladin is a divinely gifted class, thus any race is technically al-lowed if a deity wishes it so. However, members of certain races often fail to qualify. Gnomes and half-orcs are two such races. Gnomes tend to be chaotic by nature, so only lawful gnomes may try to petition for paladinhood. Half-orcs, in general, have nasty tempers that detract from laden devotion. Unless a half-orc has in some way immunized himself from his frenzy, he or she cannot become a paladin.

On the other hand, some races possess the mental and spiritual for-titude to shun their heritage and pursue a life of reflection and utter dedication: humans and certain half-elves. Half-elves nurtured in an elven society are indoctrinated into a philosophy of global thinking and racial tradition, which tends to overshadow the single-mindedness of the paladin path. Half-elves brought up in a human society though are just as strong candidates as humans are.

The required ethos of a paladin requires a lawful good alignment al-ways. Any purposeful act of chaos or accidental act of evil immediately halts the paladin’s progress, stopping the receipt of experience points, until the paladin successfully completes a quest set by a lawful good cleric of at least 7th level. Any purposeful act of evil immediately strips the paladin of all class features, relegating the paladin to a fighter with-out specialization. From that day forward, the paladin is considered

“fallen”, a status easily gleaned by other paladins and lawful good

cler-Classes: Barbarian

In document Myth & Magic Player's Guide (Page 52-56)