3rd Edition Monk Book 2008 Web · 2018. 4. 28. · Handbook made us both happy and honestly a...

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1 Welcome to the Monks of Pal'Sidae. This printing is the 3rd printing of this book, and it is fitting that it has been retooled to work with the 3rd Edition Dungeons and Dragons, and more specifically the D20 system. The book started out as just a simple solution to a problem. The 2nd edition rules on the Fighting Monk was far too inadequate in our opinion. We set out to improve it and to lend it our mark. After massive research and leg work, we decided that a blend of fantasy with that added reality was the way to go. For our purpose, the Shaolin monks seemed like a perfect conversion to the fantasy realms that we loved. We worked on the basic animal techniques that the Shaolin monks use in their teachings. Five kits were born from the monks. (You can see the original five in the appendix). After much more deliberation and play testing, we developed several more ideas. Years of testing, role-playing, and revision upon revision, provided us with the 2nd printing of the book. The book was a success not only in our minds, but that of those around us. We let the book revel in its state for a couple of years. We were always debating upon re- vising the Monks and updating it with more side information. It was after WOTC announced that it was redoing the whole mechanics of D&D that we gave up on the plans to add to our work. Then we caught wind of what they were adding… the class of Monk. That had us intrigued. We waited a little while longer to see what shape the new game mechanics, along with the ‘new’ class of monk, would have in store. Seeing the mechanics of the game as somewhat of an improvement, though still lacking in some areas, we began a new adventure. Reading and testing out the Monk according to the Players Handbook made us both happy and honestly a little irate. The monk was done well, however, some of the ideas we had incorporated years before were in the new standard Monk. That got our creative minds in gear once more, resulting in this, the 3rd printing of the Monks of Pal’Sidae. This is the way we think the Monk should look and feel. So we would like to invite you into the Tome that we have created, and hopefully, to your enjoyment of the Monks. Jeff Stoner Jeff Stoner Jeff Stoner Jeff Stoner & Neil Bachtell Neil Bachtell Neil Bachtell Neil Bachtell CREDITS Contents: Jeff Stoner and Neil Bachtell Cover Art: Jeff Stoner Interior Art: Jeff Stoner Monk Logo: D. Bonzagni Special Thanks to: Dennis, Perry, Jake, Matt, and our gaming groups for letting us play test this book. Also a VERY special thanks to those that love us and who have had to deal with us try- ing to complete this.. Thanks to TSR, Inc. for creating a game that we love to play. Also, for letting us create this project and letting others use this work. AD&D, Forgotten Realms, Faerun, TSR, are all trademarks of TSR, Inc. a division of WOTC. Sample file

Transcript of 3rd Edition Monk Book 2008 Web · 2018. 4. 28. · Handbook made us both happy and honestly a...

Page 1: 3rd Edition Monk Book 2008 Web · 2018. 4. 28. · Handbook made us both happy and honestly a little irate. The monk was done well, however, some of the ideas we had incorporated

1

Welcome to the Monks of Pal'Sidae. This printing is the 3rd printing of this book, and it is fitting that it has been retooled to work with the 3rd Edition Dungeons and Dragons, and more specifically the D20 system. The book started out as just a simple solution to a problem. The 2nd edition rules on the Fighting Monk was far too inadequate in our opinion. We set out to improve it and to lend it our mark. After massive research and leg work, we decided that a blend of fantasy with that added reality was the way to go. For our purpose, the Shaolin monks seemed like a perfect conversion to the fantasy realms that we loved. We worked on the basic animal techniques that the Shaolin monks use in their teachings. Five kits were born from the monks. (You can see the original five in the appendix). After much more deliberation and play testing, we developed several more ideas. Years of testing, role-playing, and revision upon revision, provided us with the 2nd printing of the book. The book was a success not only in our minds, but that of those around us. We let the book revel in its state for a couple of years. We were always debating upon re-vising the Monks and updating it with more side information. It was after WOTC announced that it was redoing the whole mechanics of D&D that we gave up on the plans to add to our work. Then we caught wind of what they were adding… the class of Monk. That had us intrigued. We waited a little while longer to see what shape the new game mechanics, along with the ‘new’ class of monk, would have in store. Seeing the mechanics of the game as somewhat of an improvement, though still lacking in some areas, we began a new adventure. Reading and testing out the Monk according to the Players

Handbook made us both happy and honestly a little irate. The monk was done well, however, some of the ideas we had incorporated years before were in the new standard Monk. That got our creative minds in gear once more, resulting in this, the 3rd printing of the Monks of Pal’Sidae. This is the way we think the Monk should look and feel. So we would like to invite you into the Tome that we have created, and hopefully, to your enjoyment of the Monks.

Jeff Stoner Jeff Stoner Jeff Stoner Jeff Stoner & Neil Bachtell Neil Bachtell Neil Bachtell Neil Bachtell

CREDITS Contents: Jeff Stoner and Neil Bachtell Cover Art: Jeff Stoner Interior Art: Jeff Stoner Monk Logo: D. Bonzagni Special Thanks to: Dennis, Perry, Jake, Matt, and our gaming groups for letting us play test this book. Also a VERY special thanks to those that love us and who have had to deal with us try-ing to complete this.. Thanks to TSR, Inc. for creating a game that we love to play. Also, for letting us create this project and letting others use this work. AD&D, Forgotten Realms, Faerun, TSR, are all trademarks of TSR, Inc. a division of WOTC.

Sam

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This book is dedicated to the following individuals:

Julian and Tristian.

My Angel sons who are not here to enjoy this creation. Know I would have loved to share this

with you. You are a great inspiration to me and I hope everyday I make you proud that I am your

father.

Liam

May someday you enjoy this long endeavor of mine. This game has brought me happiness on

many levels, but none like what you and your brothers have. One day, I shall gather up my dice,

hand them to you, and say ‘Okay, Let’s Roll’.

I love all of you boys, and I dedicate this lifelong work to you!

Your loving Dad

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Chapter Page 1. Foreword 1 2. Table of Contents 3 3. The Order, The Way 5-8 4. Their Goddess 9-10 5. Core Classes

a. Wolf Monk 11-13 b. Bear Monk 14-16 c. Cheetah Monk 17-18 d. Crane Monk 19-20 e. Fox Monk 21-22 f. Mongoose Monk 23-24 g. Monkey Monk 25-26 h. Raccoon 27-28 i. Ram Monk 29-30 j. Snake Monk 31-32 k. Tiger Monk 33-34 l. Wolverine Monk 35-36

6. Prestige Classes a. Dragon Monk 37-38 b. Unicorn Monk 39-40

7. DM Notes 41 8. Magical Equipment 43-45 9. Pal’Sidae, The Temple Grounds 46-49 10. NPC’s 51-57 11. Appendix 1: The Original Monk of Palsidae Kits 59-62 12. Appendix II: Feats 63-73 13. Appendix III: Combat Basics/Modifiers 75-79 14. Open Game License 80 Full Page Artwork: 1. Alynnalizza 4 2. Defending the Injured 42 3. Temple Pal’Sidae 46 4. William and Companion 50 5. Protecting the Commoners 58

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The Founding of the Monks

Nearly a century before the Time of Troubles there was a monk, Tearlach. He Journied the

Dales protecting travelers and merchants from raiding bandits. He one day met with an aspiring

Bladesinger, Alynnalizza Legerdemain, who wished to join his caravan. The two together aided many

travelers from one dale to the next. Spending many of the evening campfires telling stories of their

past. Tearlach would always allow Alynna to go first, and she would tell him about where she grew up

and how her twin brother, Ardonn, was her protector. Tearlach would then tell his fantastic stories

traveling within the land of Kara-Tur. Much of which had Alynna enthralled. Tearlach would tell her

of his training among the holy warriors of that land. Together, they would explain some of the fighting

tactics that they had learned within their travels. Pondering and suggesting, together they came up with

a wondrous combination of fluid movement and deadly strikes. All of which, in the beginning, would

deal with unarmed combat. Alynna, telling of her life within the forest and of the druid that was her

friend, would include the transformation tales that the druid would do to catch her off guard. Tearlach,

having spend a good portion of his life away from the forest would marvel at how she described the

movements of the woodland creatures. He often would ask Alynna to show him how some of their

movements were made. Carefully examining her movements, he pieced together enough to form a

combative style based upon some of the creatures that was shown to him. By day, they would practice

intently these moves, until they were fluid and natural. Tearlach would practice unarmed, Alynna with

her rapier. The first animal emulated was the snake, each mastering the strike and recoil of their at-

tacks. Alynna, having the advantage of being armed, would often defeat Tearlach in their sparring ses-

sions. Even though he was very mild tempered, this would frustrate the monk to the point where he

spent his nights wondering how to gain an advantage. Remembering more stories, the mongoose,

came to mind, the natural enemy of the snake. Watching, he learned their movements. Months of

training, only when he was alone, helped him in his defense against her blade. Finally, he decided to

reveal his little surprise against Alynna. She was startled at how easily he dodged and evaded every

thrust she made, and every lapse she made he struck her with the back of his hand. Laughing while

slightly embarrassed, she asked to learn this technique he had taught himself. Upon this request, his

ideas were solidified. Asking her help, in studying three more techniques needed for survival, they

would perfect them each. The Dragon, the Tiger, and the Crane were examined in their everyday life

surprise against Alynna. She was startled at how easily he dodged and evaded every thrust she made,

and every lapse she made he struck her with the back of his hand. Laughing while slightly embar-

rassed, she asked to learn this technique he had taught himself. Upon this request, his ideas were so-

lidified. Asking her help, in studying three more techniques needed for survival, they would perfect

them each. The Dragon, the Tiger, and the Crane were examined in their everyday life. The dragon, he

The History of the Monks

Well Met , I am Molid De’Vinca, Scribe of Pal’Torin. I will be telling you of myself and of my kind, the Monks of Pal’Sidae. What follows is a description of how we became what we are today and how far we reach across Faerun. I am the Head Scribe of Pal’Torin, sec-ond of three temples. The first of which being Pal’Sidae, the original temple. The third temple is called Pal’Dinath, a recent outreach. Pal’Sidae, found in the east somewhere near the Old Zhentil Keep. Pal’Torin, lies deep within the heartlands, in the midst of chaos, while Pal’dinath resides somewhere near Waterdeep and the Icewind Dales.

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thought, would be for strength and wisdom. The tiger for its ferociousness and unrelenting nature. The

crane for quick and deadly accuracy. For years the two worked on perfecting the techniques while trav-

eling. Tearlach had mastered them all, while Alynna had chosen to dedicate herself more to the first two.

Upon there travels they encountered a raided caravan. Only two survivors were among the re-

mains. Mirra’liss and Bromwin, both were thankful for the aid that they had been provided. Bromwin,

badly crippled and near death, asked if they could escort him back to his home in Tilverton. The trip was

not as peaceful as any of them would have preferred. Orc raiders attacked the small group. Though out-

numbered 3 to 1, Alynna and Tearlach successfully dispatched of the orcs. Seeing how the two fought,

Mirra’liss was bewildered and enthralled. Having no formal fighting skills, she intently watched their

daily spars. Tearlach, having taken notice to her curiosity, offered to instruct her with some of the basic

moves. An extremely quick learner she proved to be, picking up on even the smallest of nuances, she

impressed Tearlach. Upon her request, Tearlach decided to extend her training to all of his techniques.

The reached Tilverton safely. Bromwin passed away shortly after returning to his family. Tearlach and

Mirra’liss stayed around town for awhile to practice the techniques, while Alynna left, stating that she

had some unfinished business in regards to her brothers disappearance.

The organization….The organization….The organization….The organization….

Together, Tearlach and Mirra having mastered the technique two decades before, they would

offer their services of protection to anyone who desired or needed it. Upon too many requests for their

assistance, they decided that disciples may be the best way to go. However, they know that training eve-

ryone in all of the techniques would be fruitless for it would take a decade to learn all five. Mirra’liss

suggested that perhaps they could instruct their students in only on technique, thereby taking less time to

get them ready to be on their own. Tearlach, seeing the wisdom in this idea, took it one step further. “For

even thieves have guilds in which to meet and organize, perhaps a school of monks would be a good

decision for us.” With a slight nod Mirra did agree.

Tearlach sought out his old companion, knowing how well Alynna was in instructing him on all

of the movements. He was startled to find out she had reached her goal of becoming a demi-god, but yet

was not completely surprised. He was granted a visit with her, and there, he told her of the ideas that

Mirra and himself had in mind. Alynna, never being one to not fully grasp the situation, took full agree-

ment of the proposal. Together, the three of them would build the school, Pal’Sidae. Tearlach and Mir-

ra’lisss would serve as the instructors, and Alynnalizza would serve as their goddess, with the blessing

of Helm and Mielikki. Mirra’liss was named Head Master and entrusted with the building of the new

temple. She was taught another technique from Alynna, this one of regality and mystery. This was to

become the Unicorn style. Tearlach was thus named Grand Master, in charge of training and overseeing

the laws of the Monks.

Mirra’liss took charge in the building of the first temple, Pal’Sidae. She chose that name from

the Kara-tur word meaning to defend. The number of potential students amazed them all. So Tearlach,

knowing that the first temple would not be adequate enough, sought out another place to train the new

students. An ally of Alynna’s, Zue Snowcrown, had a stronghold neat the lands of Cormyr. He peti-

tioned Zue to allow him to build a training facility within his strongholds lands. Zue, knowing the wis-

dom in not turning down potential protectors of his land, quickly agreed to the petition. So Tearlach set

forth and began another phase of training in the new temple of Pal’Torin.

Tearlach and Mirra would hold a gathering once a year to see how the new monks were pro-

gressing. At these week long festivals, the two would often discuss how they could improve the fighting

styles. The Grand Master did see one problem with having more styles. More recruiting and stricter re-

cruiting would be needed. It was deemed that they needed monks who were gifted in the art of finding

these recruits. The Cheetah style was introduced, thanks to the blessing of their goddess. They would be

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the ones to seek and bring back potential students. After the influx of new monks, more styles were

introduced. The idea was to create a self-sustaining community within the temple. Alynna, knowing the

way the realms would probably react to their new group, decided it would be best to spread out even

further. Having presented her idea to Tearlach, and upon his agreement, he sent one of his first stu-

dents, Rucchin to the western region of Faerun. Now a Head Master in the Snake technique, Rucchin

headed out. Waterdeep being as large as it is, he decided that he could blend in a temple in the sur-

rounding are without being noticed. This temple was thus named Pal’Dinath.

The three temples thrived, even during the Time of Troubles, gaining many students and offer-

ing many the benefits of secure travel. This protection that they offered would get them in a state of

conflict with other known organizations. Perhaps their greatest detractors were the Harpers. On many

occasions the two groups would clash in their beliefs. While not necessarily a warlike atmosphere, they

would compete against one another. Oddly enough, there was one foe that would bring the two to-

gether, the Zhents. The cult of the dragon and some drow communities also cause the two to unite for

short intervals.

Today, the monks strive, and still remain mostly a secret to most of the realms people. The of-

fer their protection services to anyone who asks, and to more who do not. The future will tell what lies

ahead, but with the blessing of Alynnalizza, the monks will make a mark and help the common folk

feel safe.

This is how I was taught upon becoming an initiate, as is every monk. The story I tell is no dif-

ferent and perhaps more than I, and perhaps you, should know. This I swear….

Molid De’VincaMolid De’VincaMolid De’VincaMolid De’Vinca

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Order and Way of Life

Only a select few can ever dream of becoming a monk. In the community of monks, the cheetah

monks are the ones to seek out would be trainees. These individuals have been given the sight of judgment.

Upon viewing a child, they know whether or not this individual has the ability to become a dedicated mem-

ber of the Pal’sidae society. Anyone may approach the clergy of Alynnalizza, the goddess of the Monks, to

see if their child is a chosen one.

If a child is shown to have the ‘gift’. The church petitions the parents to give up their right to the

child so they may become a monk. If the parents refuse then that individual is left to live out their life. How-

ever, if the parents agree, they are given a hefty amount of gold to pay for any anticipated loss. This amount

may run as much as 2000 gold pieces in the most affluent areas!

Upon agreement, the child is taken back to the nearest temple to be presented in front of the Head

Masters. Their, the masters perform a ceremony to determine which school the child may be destined for. An

image may appear above the newcomer’s head to designate which style. If no image appears, then the stu-

dent goes through general studies until they show any abilities geared towards one of the monastery’s stud-

ies.

The new monk will spend the first 10 years of their life in the monastery learning the ways of the

Monks. At this time, they learn the 6 major rules that govern all monks. They are taught the following:

After that time, the student then enters their school of study. Only after 2 more years of study, the technique

of their school can the initiate be called a Monk. Upon completion, a ceremony is held where they must

shave their heads, swear an oath to the Head Master Unicorn and to their goddess, and swear their allegiance

to their specific Head Master. They may then choose to exit the temple and go about their way, following the

ways of a monk until they die.

The HierarchyThe HierarchyThe HierarchyThe Hierarchy

The hierarchy of the temple is a very loose organization. The only official rule, in regards to hierar-

chy, is that a Unicorn Monk shall lead every individual Temple. In the event of an absence whether through

sickness or death, a Dragon Monk shall take her place until such a time a new Unicorn Monk can assume

leadership rule.

Every teaching has a Head Master. The master is in charge of training the new monks. There is a

specific order of power according to the styles. All masters have equal say, save that of the Unicorn teach-

ing. The order keeps all informed of the goings on around the temple grounds, and elsewhere in Faerun.

There are times when conflicts arise among the monks and no masters are near. When a quick decision is

need, experience (aka Level) is the determining factor for who has leadership, no matter what school they

are from. (this includes Unicorn Monks). In the rare occurrence that no monk out ranks another, the follow-

ing order shall be used: Order, preference listed first

Unicorn, Dragon, Wolverine, Cheetah, Tiger, Bear, Fox, Mongoose, Monkey, Snake, Raccoon, Crane, Ram,

and Wolf

Rule 1: Shall worship all living creatures and shall dispense no harm to any undeserving living being. Rule 2: Shall respect your masters and fellow students. Rule 3: Shall not steal from other monks , or from those that are less fortunate than yourself. Rule 4: Shall not kill for pleasure. The killing of a living being should always be a last resort and shall be justified. Rule 5: Shall not indulge in excessive drink nor excessive sexual activities. Rule 6: Shall not deceive any person to whom you have offered protection.

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Alynnalizza Legerdemain Creator of the Monks of Palsidae,, Ruler of All Bladesingers

Lesser Deity

Symbol: Violet Tear

Home Plane: Arborea

Alignment: Chaotic good

Portfolio: Monks of Palsidae/Bladesingers

Worshipers: Monks, Elves, and Bladesingers

Cleric Alignments: CG, NG, LG

Domains: Good, Protection, War

Favored Weapon: Rapier

The deity of the Monks of Pal’Sidae (and of Bladesingers), Alynnalizza Legerdemain (Ah lon ah lie za lah-jar-de-

mane), usually appears as a very short female elf, often wearing some garb of purple with a hint of chain mail upon

her body. She also wears a red tear earring in her left ear, a symbol of respect toward her mother. She has a lithe and

swift look about her, and her movement is poetic in every motion she takes. She governs with an ever-present eye

upon her followers, as Alynna is prone to fits of mischievous conduct upon all she calls friends. Like Corellon, she has

an ongoing battle with Gruumsh ‘One-Eye’, often instructing her followers to destroy any evil Orc they encounter.

Dogma

Alynna concerns herself with all of her followers,

some religious scholars will say too much. She re-

mains alert to any taint of wrongdoing among the

monks, and will seek to stamp out any evil influence

the moment it appears. Her own kind is not her only

concern. She is vigilant against other good natured

groups from becoming too powerful or corrupt. She

spurs her followers to be kind and self-reliant.

It is her dedication to the teachings that inspires her

followers to reach well beyond what they once thought

they could.

Clergy and Temples

Alynna’s clerics often wear a sleeve of chain mail

upon their right arm. They serve as information gath-

ers and helpers of those that are unable to protect

themselves. They will train commoners in the art of

self-defense, and provide aid when needed.. They usu-

ally seek to maintain cordial relations with other good,

sylvan creatures, as well as small rural/farming com-

munities. Alynna’s three temples (Pal’Sidae,

Pal’Torin, and Pal’Dinath) can be located anywhere

elves live, usually in sylvan woodlands, though never

far from human cities. Though sparse in buildings,

they are always beautiful and designed to flow for

easy navigation and defense.

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Avatar of Alynnalizza Legerdemain

Ftr5/Wiz5/Bladesinger10/Mnk10 (CR 30, HD 5d10+5d4+10d8+10d8+90)

LG Medium Humanoid Elf (High)

Init +10 Spd 30 Senses Low-light Vision (Ex), Listen +15, Spot +5

AC 32 (FF 28, Touch 19) plus Dodge

HP 252 (Disabled -3/Dying -16/Injury 16)

Saves: Fort +16, Ref +20, Will +20

Atk +34/+29/+24/+19 Melee (+5 Mithral Rapier 1d6+12/crit 18-20/x2)

+32/+27/+22/+17 Melee (+5 Mithral Rapier 1d6+12/crit 18-20/x2) and +26 Melee (Adamantine

Dagger 1d4+3+1d6/crit 19-20/x2)

Fighter Features: Bonus Feat (3), Wizard Features: Scribe Scroll, Summon Familiar, Wizard weapon

proficiencies, Spells, Spellbooks, Bonus Feat; Bladesinger Features: Bladesong, Spellbooks, Canny

Defense (Max: %d), Bonus Feat (3), Lesser Spellsong, Song of Celerity, Greater Spellsong, Song of

Fury; Monk Features: Monk Fast Movement, Flurry of Blows, Unarmed Strike, Monk weapon profi-

ciencies, Stunning Attack (10/day), Evasion, Wisdom Bonus to AC, Deflect Arrows, Still Mind, Slow

Fall (50 ft.), AC Bonus (+2), Purity of Body, Improved Trip, Leap of the Clouds, Wholeness of Body,

Improved Evasion, Ki Strike (+1);

Abilities: STR 21, DEX 22, CON 16, INT 19, WIS 16, CHA 20

Feats: Ambidexterity, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: me-

dium, Blind-Fight, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Deflect Arrows,

Dodge, Expertise, Improved Initiative, Improved Spell Capacity, Improved Trip, Improved Unarmed

Strike, Leadership, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency, Stunning Fist, Two-

Weapon Fighting, Weapon Finesse: Rapier, Weapon Focus: Rapier, Weapon Specialization: Rapier.

Skills: Alchemy +8, Balance +28, Climb +3, Concentration +20, Craft (Bowmaking) +15, Diplomacy

+20, Escape Artist +18, Handle Animal +18, Hide +18, Jump +8, Listen +15, Move Silently +38, Per-

form +20, Ride +24, Scry +12, Search +6, Spellcraft +20, Spot +5, Swim +1, Tumble +18.

Wizard Spells Known (4/4/3/2): 0- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic,

Detect Poison, Disrupt Undead, Electric Jolt, Flare, Ghost Sound, Horizikaul`s Cough, Launch Bolt,

Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Silent

Portal ; 1-Burning Hands, Change Self, Charm Person, Comprehend Languages, Detect Undead,

Enlarge, Mage Armor, Magic Missile, Shield, True Strike; 2-Aganazzar`s Scorcher, Cat`s Grace, Knock,

Web; 3-Fireball, Lightning Bolt.

Wizard Spells Prepared (4/4/3/2): 1- (x2)Enlarge, (x2)Magic Missile ; 2-Aganazzar`s Scorcher, Cat`s

Grace, Web ; 3-Fireball, Lightning Bolt.

Bladesinger Spells Prepared (--/5/5/4/4): 1-Mage Armor, Shield, (x3)True Strike ; 2-Blur, Bull`s

Strength, Mirror Image, Protection from Arrows (x2) ; 3-Displacement (x2), Haste (x2) ; 4-Dimension

Door, Fire Shield, Improved Invisibility, Stoneskin.

Weapons: +5 Mithral Rapier: Speed, Throwing; Adamantine Dagger: Flaming, Disarming. Armor:

Elven Chain. (Spell Failure 20%). Goods: Coin: gp (49000). Magic: Boots of Elven-

kind; Bracers of armor (+8); Ioun stone (clear spindle); Ioun stone (dusty rose prism);

Ioun stone (pearly white spindle); Ring of Protection +5; Ring of Regeneration; Wings

of flying.

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Wolf Monk

The Wolf monk is the staple of the Monks of Pal’Sidae. One may call them the foot soldiers as nearly half of all

Monks of Pal’Sidae are of the wolf variety. The wolf monk delves into any environment striving to do their duty.

Whether it be to spy, to defend, or to wait, they perform their tasks with a dedication seen in all monks. It is not un-

common to see this version of monk in an adventuring party.

Do not underestimate the Wolf Monk, for while they are the ‘norm’ they are tremendous warriors. Outsiders may

think them to be inferior to the other monks, but that is a myth. While the other monks may have more unique abilities,

the wolf monk is not without their own tricks. The art of pack fighting is bestowed upon them. Often one will draw the

attention while another three or four will find the weakness of their enemy and utilize that weakness to gain the upper

hand. This is something that they can accomplish due to their larger numbers. Other monks are more scarce and may

not have had this training.

A Wolf monk may take the Dragon Monk Prestige class, but may not take the Unicorn Prestige class, regardless of

whether all pre-requisites were met.

GAME RULE INFORMATION

Prime Attributes: Wisdom

Alignment: Wolf Monks must be Lawful Good

Hit Die: D8

Weapons: Club, Quarterstaff, Sling, and Unarmed

Armor: Leather, Studded Leather and Hide are permitted. A monk adds her Wisdom bonus (if any) to AC, in addition to her normal Dexterity

modifier, and her AC improves as she gains levels. (Only add this extra AC bonus if the

total of the monk's Wisdom modifier and the number in the "AC Bonus" column is a posi-

tive number.) The Wis-

dom bonus and the AC

bonus represent a pre-

ternatural awareness of

danger, and a monk

does not lose either even in situations when he or she loses her

Dexterity modifier due to being unprepared, ambushed, stunned,

and so on. (Monks do lose these AC bonuses when immobi-

lized.)

When wearing armor, a monk loses her AC bonus for Wisdom,

AC bonus for class and level, favorable multiple unarmed at-

tacks per round, and heightened movement. Furthermore, her

special abilities all face the arcane spell failure chance that the

armor type normally imposes.

Skill Points: 1st level: (4+ Int. modifier x4), each level

above 1st: (4 + Int. modifier)

Class Skills: The monk's class skills (and the key ability

for each skill) are Balance (Dex), Climb (Str), Concentra-

tion (Con), Craft (Int), Diplomacy (Cha), Escape Artist

(Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int),

Listen (Wis), Move Silently (Dex), Perform (Cha), Pro-

fession (Wis), Swim (Str), and Tumble (Dex).

CLASS ABILITIES:

Unarmed Strike: A monk fighting unarmed gains the

benefits of the Improved Unarmed Strike feat and thus

does not provoke attacks of opportunity from armed op-

ponents that she attacks.

DM’s Note:

The wolf monk is nearly identical

to the base monk presented in the

Players Handbook. Some details

have been changed to enhance the

flavor of this book. Unless other-

wise noted, all other monks use

the class skills and ability descrip-

tion presented here with the Wolf

Monk.

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Making an off-hand attack makes no sense for a monk striking unarmed.

A monk fighting with a one-handed weapon can make an unarmed strike as an

off-hand attack, but she suffers the standard penalties for two-weapon fight-

ing. Likewise, a monk with a weapon (other than a special monk weapon) in

her off hand gets an extra attack with that weapon but suffers the usual penal-

ties for two-weapon fighting and can't strike with a flurry of blows.

Flurry of Blows: The monk may make one extra attack in a round at her

highest base attack, but this attack and each other attack made that round suf-

fer a –2 penalty apiece. This penalty applies for 1 round, so it affects attacks

of opportunity the monk might make before her next action. The monk must

use the full attack action to strike with a flurry of blows. A monk may also use

the flurry of blows if armed with a special monk weapon (kama, nunchaku, or

siangham). If armed with one such weapon, the monk makes the extra attack

either with that weapon or unarmed. If armed with two such weapons, she

uses one for the regular attack (or attacks) and the other for the extra attack. In

any case, her damage bonus on the attack with her off hand is not reduced.

Usually, a monk's unarmed strikes deal normal damage rather than subdual damage. However, she can choose to

deal her damage as subdual damage when grappling.

Stunning Attack: The monk can use this ability once per round, but no more than once per level per day. The monk

must declare she is using a stun attack before making the attack roll (thus, a missed attack roll ruins the attempt). A

foe struck by the monk is forced to make a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom

modifier). In addition to receiving normal damage, If the saving throw fails, the opponent is stunned for 1 round.

The stunning attack is a supernatural ability.

Evasion: If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a

successful save, the monk instead takes no damage. Evasion can only be used if the monk is wearing light armor or

no armor. It is an extraordinary ability.

Deflect Arrows: At 2nd level, a monk gains the Deflect Arrows feat, even if she doesn't have the prerequisite Dex-

Small and dwarven monks are slower.

Small Monk Unarmed Damage &

Small Monk & Dwarf Monk Speed

Level Damage Speed

----- ------ -----

1–2 1d4 20 ft.

3 1d4 25 ft.

4–5 1d6 25 ft.

6–7 1d6 35 ft.

8 1d8 35 ft.

9-11 1d8 40 ft.

12-14 1d10 45 ft.

15 1d10 55 ft.

16-17 2d6 55 ft.

18-20 2d6 60 ft.

Base At-

tack Fort Ref Will Unarmed Unarmed AC Unarmored

Bonus Save Save Save Special Attack Bonus Damage

Bo-

nus Speed

1 0 +2 +2 +2 Unarmed Strike, Stunning Attack, +0 1d6 +0 30'

Evasion,Orisons +0 30'

2 +1 +3 +3 +3 Deflect Arrows feat, Armored Monk +1 1d6 +0 30'

3 +2 +3 +3 +3 Still mind, Tiger Punch +2 1d6 +0 40'

4 +3 +4 +4 +4 Bonus Feat +3 1d8 +0 40'

5 +3 +4 +4 +4 Purity of body +3 1d8 +1 40'

6 +4 +5 +5 +5 Slow fall (20 ft.), Improved Trip feat +4/+1 1d8 +1 50'

7 +5 +5 +5 +5

Wholeness of body, Leap of the

clouds +5/+2 1d8 +1 50'

8 +6/+1 +6 +6 +6 Slow fall (30 ft.), Spells +6/+3 1d10 +1 50'

9 +6/+1 +6 +6 +6 Improved evasion +6/+3 1d10 +1 60'

10 +7/+2 +7 +7 +7 Ki strike (+1), Wild Shape +7/+4/+1 1d10 +2 60'

11 +8/+3 +7 +7 +7 Diamond body +8/+5/+2 1d10 +2 60'

12 +9/+4 +8 +8 +8 Abundant step +9/+6/+3 1d12 +2 70'

13 +9/+4 +8 +8 +8 Diamond soul, ki strike (+2) +9/+6/+3 1d12 +2 70'

14 +10/+5 +9 +9 +9 +10/+7/+4/+1 1d12 +2 70'

15 +11/+6/+1 +9 +9 +9 Quivering palm +11/+8/+5/+2 1d12 +3 80'

16 +12/+7/+2 +10 +10 +10 Ki strike (+3) +12/+9/+6/+3 1d20 +3 80'

17 +12/+7/+2 +10 +10 +10

Timeless body,

Tongue of the sun and moon +12/+9/+6/+3 1d20 +3 80'

18 +13/+8/+3 +11 +11 +11 Slow fall (50') +13/+10/+7/+4/+1 1d20 +3 90'

19 +14/+9/+4 +11 +11 +11 Empty body +14/+11+/8/+5/+2 1d20 +3 90'

20 +15/+10/+5 +12 +12 +12 Perfect Self +15/+12/+9/+6/+3 1d20 +4 90'

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