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Monk

 HitDie: d8  Mana: d4  Skills: 6 Saves: FRW Defense: 1/2
 +toHit: Archery 75%, Brawl 100%, Melee 75%, Thrown 75%
 
  An asectic mystic, the monk disciplines his mind, body and spirit to perform incredible feats. Monks uphold the traditions of mysticism and martial arts in the Kinlands, and their practices and rituals date back nearly two millenia. Once, at least in mythology, all monks were united in perfect worship of Immotian, but that unity has long since been lost, and now every monastary teaches a different ideology and tradition of worship. A monk owes absolute loyalty to his monastary and his patron father, at least in theory.
  In addition to their legendary prowess with martial arts, monks practice calligraphy, meditative trances, lucid dreaming and scholarship. Monastaries boast private libraries that often rival the largest government institutions of major cities, and these private collections often boast mystical works that have long since been lost to the public eye. Despite their spiritual focus, there is a great deal of worldly politics at the higher levels of the average monastary. Some are xenophobic, others militant, but no elder monk is unaware of the degree of real power their mystic secrets and martial skill gives them in the world.

 

CLASS SKILLS
   The class skills of the monk are Alchemy, Appraise, Athletics, Balance, Climb, Decipher Script, Diplomacy, Escape Artist, Find Weakness, Healing, Hide, Jump, Knowledge (Mythology, Nature, Planes, Theyra and Theology), Listen, Move Silently, Poison Use, Spot and Tumble.

CLASS FEATURES
   All of the following are class features of the monk.
   * Proficiencies -- Monks are proficient with staves, thrown weapons and their own special category of martial weapons. They have no proficiency with any type of armour or shields.
   * Unarmed Attack -- Monks do not provoke an attack of opportunity when they attack an armed foe unarmed. In addition, they inflict additional damage with their bare-hand attacks, as shown on the class table below. Monks that have a natural attack sequence (i.e., lizardfolk and kobolds) can choose to punch and kick as human monks do, or to use their natural attack sequence and gain a +1 inherent bonus to hit and damage using their natural attacks every even monk level. This choice is made on the tactical options panel.
   * Stun Attack -- A monk's attacks have a chance of stunning their opponent. Whenever a monk scores a critical hit or performs a Great Blow, or on 1 in 3 randomly chosen normal attacks, an enemy who is hit must make a Fortitude saving throw against a DC of 10 + 1/2 the monk's level + the monk's Wisdom modifier, or be stunned for 1d4+1 rounds.
   * Flurry of Blows -- At the cost of one fatigue point, a monk can perform a Flurry of Blows, increasing her unarmed speed, and speed when using martial weapons, by 100% for (10 + Wisdom modifier) rounds. The monk suffers a -2 penalty to her attacks while flurrying; this decreases to -1 at 5th level and to nothing at 9th.
   * Increased Move -- Monks inherently move faster than other creatures. A monk receives a +20% bonus to her movement rate at every odd level starting at 3rd.
   * Evasion -- Starting at 1st level, when a monk successfully makes a Reflex saving throw against an area-effect attack that allows a Reflex save for half damage (such as a dragon's fiery breath or a mage's lightning bolt), he takes no damage at all. At 9th level and above, the monk takes only half damage on a failed Saving Throw.
   Levels of this ability from the monk and rogue classes stack.
   * Zen Defense -- At 1st level, the monk receives the Zen Defense feat for free. This allows her to add her Wisdom modifier, if positive, to her defense class.
   * Deflect Arrows -- At 2nd level, the monk receives the Deflect Arrows feat for free, even if she does not meet the normal prerequisites.
   * Still Mind -- At 3rd level, the monk gains a +2 bonus to saving throws versus enchantment effects, representing her superior mental discipline.
   * Slow Fall -- Starting at 4th level, the monk gains the ability to avoid or reduce falling damage. She takes 5 points off of all falling damage at 4th level, and an additional 5 points every even level thereafter.
   * Master Trip, Disarm -- The monk receives the Master Trip and Master Disarm feats for free at 5th level.
   * Purity of Body -- Upon reaching 6th level, the monk learns to purify her body completely, and is forever after completely immune to diseases.
   * Leap of the Clouds -- Upon reaching 7th level, the monk attains a mystical prowess at jumping, gaining a +10 competance bonus to all Jump skill rolls.
   * Wholeness of Body -- Also beginning at 7th level, the monk is able to heal injuries to her body through meditative exercizes. At the cost of four fatigue points, the monk may heal three times her full character level in hit points simply by focusing her mind.
   * Diamond Body -- Starting at 10th level, the monk has perfected her body to the extent that she is completely immune to poisons of all kinds.
   * Abundant Step -- At 11th level, the monk gains the ability to use dimension door at will as a spell-like ability.
   * Transcendant Sight -- at 12th level, the monk gains the inherent ability to see invisible creatures.
   * Small Monks -- Starting at 3rd level, monks of races who are naturally Small size (kobolds, gnomes and halflings) learn to use the size of other races against them, and receive the Redirect Attack feat for free. Monks that are Medium-sized or larger do not gain this benefit.
   Small monks also never suffer a penalty to damage when fighting unarmed as a result of a low Strength score.
   Finally, Small races receive the Defensive Roll ability (from the rogue's higher-level special ability list) upon attaining four combined levels of warrior, ranger, paladin, monk or barbarian.   * Starting Benefits -- Monks start with a sizable stock of potions of dimension door, robes, a martial arts melee weapon (quarterstaff, fighting stick or 2 nunchaku) and a chakram. Evil monks also begin with a randomly chosen vial of poison.

THE MONK
  Level  Def  Fort Refl Will Damage Special Abilities
    1    +0    +2   +2   +2   1d6   Evasion, Zen Defense
    2    +1    +3   +3   +3   1d8   Deflect Arrows
    3    +1    +3   +3   +3   1d10  Still Mind, Redirect
    4    +2    +4   +4   +4   1d10  Slow Fall, Ki St. +1
    5    +2    +4   +4   +4   1d12  Master Trip,
                                    Master Disarm
    6    +3    +5   +5   +5   1d12  Purity of Body
    7    +3    +5   +5   +5   4d4   Leap of the Clouds,
                                    Wholeness of Body
    8    +4    +6   +6   +6   4d4   Ki Strike +2
    9    +4    +6   +6   +6   3d6   Improved Evasion
    10   +5    +7   +7   +7   3d6   Diamond Body
    11   +5    +7   +7   +7   1d20  Abundant Step
    12   +6    +8   +8   +8   1d20  Transcendant Sight

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