Quintessential monk pdf
Performers see little difference between combat and stage performance; with flourished spins they display their bodies and skill with reckless abandon. Many are also skilled actors and imitators, so Disguise is class skill for performers. Penalties: Though the performer's weapon and unarmed fighting displays are visually impressive, they are not as effective as the techniques of other martial aniists.
A few take their hatred of violence to an. Additionally, they receive 4 ranks in Heal for free at 1" level. Penalties: Bonesetters cannot be of evil alignment. The following are guidelines for applying character concepts to non-human characters. With their great love of fisticuffs and natural hardiness, dwarves make outstanding pugilists. Famed for their obsessive pursuit of vengeance for even insignificant, centuries old slights, dwarves fall naturally into the roles of fugitive monk and secret.
The three section staff is an exotic weapon and a monk character who spends an Exotic Weapon Proficiency feat can use the three section staff with his more favourable numiber of attacks. The three section staff is also long enough to be used as a reach weapon and, by adjusting grip, can be used to attack adjacent opponents in the same round, However, during any round a monk chooses to attack with the three section staff as a reach weapon he is restricted to his less favourable number of attacks.
Originally designed as an 4 Ibs. B P x, 2 Ibs. Tbs, bs. B 33 TO'bs. SorB 5 Ibs. The narrow tines of the fork can quite easily slide past bone to the most vulnerable points of the body, inflicting terrible damage and spitting opponents like a worm on a hook.
A tiger fork can be set to meet a charge, inflicting, double damage against charging opponents and a character that spends an Exotic Weapon Proficiency feat on the tiger fork ean, on a successful eritical hit, impale an opponent, forcing him to make either an opposed Strength check or an Escape Artist check against DC 15 on his next action.
It he fails, he cannot move, though he may attack, and he automatically suffers normal tiger fork damage in the next round, with no attack roll needed. Tiger Hook Swords: A tiger hook sword isa 31 long blade, the first 6 inches of which is curved sharply forward like afishhook. A wo headed spear form is a constant blur of motion, the spear spinning in constant figure-cight patterns as the practitioner leaps and twists.
Primarily used as a grain threshing tool, the two section staff has been adopted into a few martial arts styles, but is neither as popular nor effective as the three section staff. Characters familiar with two section staff forms attack by spinning the short length of wood in figure-eight patterns, using just a quick flick of the wrists. A two section staff can be used by anyone proficient in quarterstaff. Whip Chain: A whip chain is flexible weapon consisting of 3, 6 or 9 steel bars tipped on one end by a small lead weight and on the other by a sharpened point.
Attacks with whip chains are made by spinning the chain in spirals and figure-eight pattems over the head and around the body. Wolf's teeth club forms are short and tothe point, concentrating on erie but effective hammer blows and fast jabs with the tip ofthe club.
The effects of multiple critical hits are cumulative, but creatures that are mmmune to critica hits or blood loss ignore the effect. Tiger steel shields are most often used in pairs, A tiger steel shield can be used by any character with the shield proficiency. Lion heads are most often placed in a position of honour directly above the main door of the school or temple's training hall. Two sets of pants decorated in colours matching the rest ofthe lion complete the outfit, Lion heads come in two main styles, young lion and elder lion.
When two groups of young lion dancers meetin the street, the encounter very often descends into violence Elder lions are wom by the dancers of established schools and itis a symbol of their enduring strength and value to the community. A masterwork version of the lion head is available. Acupuncture Kit: This kit comes complete witha supply of acupuncture needles, charts of the pressure points of several humanoid races and afew vials for storing herbs.
Explosive Egg: An explosive egg is a unique espionage tool used to distract and frighten pursuers. An explosive egg is a hollowed out eggshell filled with a pinch of black powder and a handful of flour or dust. A thin square of paper is placed over the hole in the egg, with shell and paper held fast together by a gum made of sticky, smeared rice.
To discharge an explosive egg, the user simply throws it, whereupon it explodes, using the rules for grenade- like weapons listed in Core Rulebook 1. When the egg breaks, the black powder explodes in a flash and the flour fills the air ina thick cloud. Anyone within 10ft. IFthey succeed, they have successfully averted their eyes. If they fail to save, the combination of the explosive flash and the flour in the air blinds them for 1 round. The flour cloud disperses after rounds While the cloud remains, anyone within its A character carrying an explosive egg who is struck in melee combat or affected by an area effect damaging spell risks having the egg explode prematurely.
The owner of the egg suffers a -2 circumstance penalty to his save. The DC of the check is 20, with time and costs associated with manufacture following the uidelines listed in the description of the Craft skill.
Jow: Jow is a herbal treatment that is very beneficial for both martial artists and anyone who works in a physically demanding occupation. Anyone who rubs a single ounce of jow on their body heals mal hit point after a full day of rest of 1 mal point of subdual damage each hour.
Padded Boxing Gloves: Padded boxing gloves are cotton and rag-stuffed leather or canvas gloves that fit smugly over the hands and wrists, The bulk of the padding is settled across the top and front of the knuckles, to reduce the impact of unarmed blows.
A character wearing boxing gloves can inflict only subdual damage when attacking unarmed and monks are further restricted toa maximum of d10 unarmed damage when attacking with their fists. Cumulative effects stack, but creatures immune to critical hits, or those who cannot bleed constructs, undead, ete , are unaffected. Dragon Sweat: Dragon sweat is a rare and expensive oil that isthe bane of grapplers.
Dragon sweat remains effective for 1d4 hours after first application. Animal Fat: Animal fat is the cheapest, most readily available type of body oil. It is also the most obvious and least effective.
Those with the scent ability will instantly detect the presence of animal fat. Dragon Tail Tassel: A dragon tail tassel isa long, 1f. A tear away robe can be used more than once but it must be sewn together with a successfull Craft weaving check against DC of 15 if the wearer wishes to receive the same tear away benefits each time.
It is enchanted 10 effortlessly deflect arrows and other ranged weapons, sgranting the wielder the use of the Deflect Arrows feat even if he does not meet the prerequisites. John Dale. The smoke sword. Career Paths The deadly venom boxer never wastes his time learning techniques designed to incapacitate foes. Instead, his martial art is focused on the lightning fast kill.
He travels from city to city and from monastery to monastery, challenging and killing every fighting master he can find. While he is more than willing to accept payment for his kills, he would be just as happy carrying out his lifes mission for free.
Adventuring: The deadly venom boxer does not really adventure in the traditional sense. Instead, he sets out with a specific purpose, a specific target in mind. That said, if he has a regular band of companions, he will partake in their adventures, either as a means of gathering funds to support his lifestyle and training, or to hone his skills.
In the party, he takes much the same position as the rogue and ranger, lurking in the shadows, then striking quickly and with efficiency, then fading back into the darkness. Roleplaying: The deadly venom boxer is ruthless and obsessed with efficiency. He is sadistic but does not revel in torture; for him, the perfect death is one which happens instantly and which cannot be defended against.
He has no concept of mercy and considers those who would offer it to him weak and foolish. The deadly venom boxer is a master of pressure point attacks, using lightning fast palm strikes and fingertip blows to shatter vulnerable joints and burst internal organs.
Though he does not pursue enlightenment, he may stumble upon it in his own fashion, transcending the limits of mortal strength and achieving the ultimate kill: the murder of the self. Benefits: The deadly venom boxer selects any one of the following benefits when he first steps upon this path. Furious Assault: The deadly venoms boxer prefers to kill quickly and efficiently. Once a day per two points of Intelligence modifier he possesses, he can perform another extra attack, at his base attack bonus, during an unarmed flurry of blows.
This means that a deadly venom boxer with the greater flurry of blows ability can make three extra attacks during an unarmed flurry. Crippling Strike: The deadly venom boxer knows precisely where to strike to deal incredible agony. While following this path, he may make a Stunning Blow attack once for every two levels he possesses in the monk class; prestige classes which allow the monk to freely multiclass with the monk class are also applied towards. Quintessential Monk II: Advanced Tactics this benefit, as are all class levels of the multiclass paths presented in this book.
In addition, if the deadly venom boxer possesses the Quivering Palm class ability, then he can make two Quivering Palm attacks each week, rather than one.
Pristine Attack: The deadly venom boxer is so skilled with pressure point attacks that he can strike critical areas of the body with effortless grace. The deadly venom boxer adds his Intelligence modifier to all rolls made to confirm a critical hit roll. Once a day, when he successfully strikes with an unarmed critical hit, he can choose to automatically deal maximum damage.
Drawbacks: The deadly venom boxer gains one of the following drawbacks. No Thought To Defence: The deadly venom boxer attacks, he does not defend, knowing that if his opponent is dead, he need not worry about protecting himself. For as long as he follows this path, he does not gain the monk class armour class bonus and adds only half his Wisdom modifier to his armour class.
No Thought to Defence applies to the Furious Assault benefit. Weightless Palm: The deadly venom boxers strikes are focused on damaging his opponents ki energy, rather than bruising flesh. For as long as he follows this path, the deadly venoms boxers unarmed damage dice progression is slowed by two levels.
This means that the deadly venoms boxer is considered to have two fewer monk levels than he actually possesses for the purposes of determining his unarmed damage. Weightless Palm applies to the Crippling Strike benefit. Spiritually Weak: The deadly venom boxer is concerned only with finding and crushing other martial artists and spares little thought for otherworldly creatures.
So long as he follows this path, the deadly venom boxer cannot use his ki strike abilities; this means that his unarmed attacks are not considered magic, lawful, or adamantine, nor can he make use of any feat or class ability which allows him to perform unarmed strikes as though his fists were made of an exotic material.
Spiritually Weak applies to the Pristine Attack benefit. The iron wall practices a form of martial arts which is focused around defence and training the body to accept and then ignore attacks, rather than dodge them. In battle, the iron wall stands firm against even the most fearsome opponents, relentlessly driving forward, shrugging off event the most powerful attacks, depending on his toughness to win the day.
The iron wall is a powerful martial artist, much feared by others who practice the unarmed fighting arts, because his.
Career Paths physicality renders their most trusted techniques worthless. The arts of the iron wall are especially popular with dwarven monks, who do not have the luxury of long graceful limbs, and has served them well in the cramped environs of their cavern homes. Adventuring: The iron wall adventures so that he might test his durability and his training against the worlds strongest opponents.
He enjoys fighting both other martial artists and powerful monsters, for each has unique attacks which will push the limits of his training. The iron wall also enjoys pitting his body against natural hazards, walking naked through blizzards, or across blistering desert sands, all in the quest to perfect his body. Roleplaying: The iron wall is confident in his abilities, almost to the point of arrogance. Though he knows he is not invulnerable, he puts on a show of feeling no pain, the better to dishearten his enemies; as part of his training, he learns to laugh at even the worst pain and ignore the debilitating effects of even the most grievous injury.
Many iron wall practitioners collect pain, which is to say that they mentally record each type of injury they receive, ticking each off on a list and ever looking for a new agony to suffer and then overcome. Benefits: The iron wall selects any one of the following benefits when he first steps upon this path. Iron Wall: The iron wall is a monolith of ki energy, his body as durable as a castles walls. The iron wall adds his Constitution bonus to his armour class.
Iron Does Not Break: The iron walls body is unbreakable, bouncing weapons from flesh as a shield repels a sword. The iron wall need not use this benefit on consecutive rounds. Self Preservation: The iron walls ability to recover from injury is astounding.
The iron wall can heal three times his level plus three times his Wisdom modifier in hit points using his wholeness of body ability. He can only heal himself in this fashion. Slow Thunder: The iron walls body is tough as stone and just as slow. He suffers a 1 penalty to all flurry of blows attack rolls; in essence this means that he does not lose his 1 penalty at 9th level. If he has already lost this penalty, then he regains it for as long as he remains on this path.
Slow Thunder corresponds to the Iron Wall benefit. The iron wall is considered to have two fewer monk levels than he actually possesses for the purposes of determining his unarmoured movement bonus. This disadvantage corresponds to the Iron Does Not Break benefit. Cracks in the Wall: The iron walls training is focused on physical, not mental durability. For as long as he pursues this path, he does not gain the benefits of the still mind class ability. This disadvantage corresponds to the Self Preservation benefit.
Martial artists who follow the path of the golden fist train their bodies to deliver amazing force with each blow. They focus their ki energy into mighty blows which are capable of shattering stone with a single, seemingly effortless strike and train by breaking bricks, trees and steel shields, one after the other, for years on end.
Those who follow the way of the golden fist believe very strongly in the old adage the best defence is a good offence, rushing to the attack and delivering relentless combinations of punches, kicks, elbows, knee strikes and finger strikes, ruthlessly punishing their opponents into a bloody pulp. The true strength of the golden fists training is the way in which it allows him to blend pure physical power with his other attributes.
Thanks to his muscular power, the golden fist can make exceptional use of his speed and even his enlightened wisdom in the midst of combat. Adventures: Those who follow the way of the golden fist actively seek out adventure, the better to test their fighting skills in real combat situations. As such, they are game for any adventure which has the strong possibility of including battles against one or more powerful opponents.
The golden fist has little interest in using his skills on those weaker than himself, for not only does that run counter to his martial philosophy, it does little, or nothing to hone his techniques. In the adventuring party, the golden fist is at the forefront of every battle, laying about with enormous, hammer blows and retreating only in the direst situations. Career Paths Roleplaying: The golden fist is aggressive, though not dangerously so, for he believes the path to enlightenment runs through the ends of his fists.
He likes to take risks and enjoys pitting himself against opponents no one believes he has a chance of defeating. The golden fist is respectful of skilled opponents and will not kill an opponent he believes has fought with honour and courage.
At the same time, the golden fist does not look down on those weaker than he, saving his scorn for those with physical power and skill but no will to fight. Benefits: The golden fist selects any one of the following benefits when he first steps upon this path. Golden Fist: The golden fist can summon up all his ki energy into a single, focused blow. Once a day per point of Wisdom bonus, the golden fist can deal maximum damage with a single unarmed attack.
The decision to use this ability must be made before the attack is rolled and if the attack misses, the use is wasted. This feat even maximizes damage dealt by a critical hit but does not maximize damage gained from magical sources. The Raging Bull: The golden fist attacks relentlessly and ruthlessly, hammering his opponents again and again.
Once a day, when performing a flurry of blows, he adds his Wisdom modifier as a bonus to both attack and damage rolls. This benefit only applies to a flurry of blows made with unarmed attacks. Shattering Blow: The golden fist trains himself to shatter objects with ease. He subtracts his Wisdom bonus from an objects hardness when attempting to sunder. Drawbacks: The golden fist gains one of the following drawbacks.
Overextended: In order to focus and maximize his power, the golden fist must concentrate all his energies on attack, leaving nothing for defence. During a round in which he uses the golden fist benefit and for the. Quintessential Monk II: Advanced Tactics round after, the monk loses both his Wisdom bonus to armour class and his monk armour class bonus. This disadvantage corresponds to the Golden Fist benefit.
Pushed Beyond His Limits: When the golden fist uses his Raging Bull ability, he is rendered fatigued for the remainder of the battle. This drawback corresponds to the Raging Bull benefit. Brittle: The golden fist learns to destroy objects but in doing so, he must neglect the development of his own defences.
While he follows this path, the golden fist does not receive the monks armour class bonus, nor does he benefit from the still mind class ability. This disadvantage corresponds to the Shattering Blow benefit. Though it is all too easy to concentrate on the fighting prowess of the monk class, it is important to look beyond that and to find the true theme of the class. Career Paths is that theme. Every ability the monk class possesses is onestepping stone on the path to the perfect self.
The paths of enlightened meditation are for those players who wish their monk character to fully explore the idea of enlightenment, of transcendence beyond the concerns, the pains and the pleasure of mortal existence. The paths below all represent different facets of the spiritual monk, the philosopher who seeks to transcend mortality by perfecting the body and the spirit. In many ways, gardening is a metaphor for the monks quest to perfect himself. As the gardener tends to his plants, pruning and plucking weeds and feeding, so too does the monk tend to his spirit, pruning desire, plucking weakness and feeding his will and his wisdom.
So it is no surprise then that many martial artists choose to spend their free time tending to beautifully manicured, natural gardens. These gardens take many forms, from fields of roses, to oases of cultivated sand and carefully organized rocks, to artificial waterfalls and ponds filled with lilies. Adventuring: Though the Zen gardener vastly prefers to remain near his garden, he has no qualms about accompanying his friends on adventures, as he sees it as his duty to the world to prune the negative elements from it.
In the party, he will prefer to take an advisory role and will only enter combat when he must if there is another option, you can be sure he will find it and push for it. Roleplaying: The Zen gardener is a gentle spirit, at least in comparison to most martial artists.
He prefers quiet and solitude and though he meditates as other monks do, he prefers to spend all his waking hours with his beloved garden. Benefit: The Zen gardener gains the following benefit when he first steps upon this path. Free of Weeds: The Zen gardener is spiritually calm and free of spiritual weakness, for he draws much peace of mind from his gentle ways. In addition, he can, once a day, reroll any Will save, or Wisdom based skill check; the player must declare that he is re-rolling the save immediately after the first roll or check is made and must accept the result of the new roll, whether it is more favourable than the previous, or not.
Deep Roots: The Zen gardeners spirit moves at the pace of the world of the green and he lacks the hurried pace of other mortals. The Zen gardener gains only five feet of bonus movement each time he increases his unarmoured speed bonuses. There is power in understanding. Thanks to his ceaseless meditation, the monk comes to understand the truths of the universe, truths he can use to effect powerful change upon the world around him.
The walker of the secret paths is a monk who has dedicated himself to seeking out and finding the true nature of all things. To accomplish this goal he adventures, but more importantly, he immerses himself in the study of secret symbols, riddle poems which, when their meaning is understood, give the monk perfect understanding of some facet of the world. The walker of the secret path comes to understand many of these truths and he is feared by those who do not understand the quest for truth and respected by monks who do.
Adventuring: The walker of the secret paths enjoys adventures, because travel allows him to meditate upon new facets of the secret truths he knows. In an adventuring party, he will often take the role of supernatural advisor, because he has an astounding knowledge of all matters religious and arcane.
If adventuring with a arcane or divine spellcaster, he will spend as much of his time with them as possible, trading insights and gleaning what truths he may. Roleplaying: The walker of the secret path is usually inquisitive, driven and often very, very unhinged, at least by the standards of those who do not share his insights into the world. The walker is absolutely not mad but his mind operates on a level that few others understand, so he is prone to sudden bursts of laughter, or stony silences when he comprehends the true meaning of something in a way that others do not.
Advancement Options: A character follows the walker of the secret paths Career Path by choosing the following advancement options: Concentration 6 ranks, Knowledge arcana 6 ranks, Knowledge religion 6 ranks, Sense Motive 6 ranks, Spellcraft 6 ranks, Use Magic Device 6 ranks; Any style feat from the Ghost Fist style see the Special Techniques chapter , Iron Will, Skill Focus Concentration , Skill Focus Knowledge arcana , Skill Focus Knowledge religion Benefit: The walker of the secret paths gains the following benefit when he first steps upon this path.
Master of Truth: The walker of the secret paths knows many truths and wishes to share them with as many. Career Paths people as possible. He can activate one secret truth plus one secret truth for every two monk levels he possesses; prestige classes which allow the monk to freely multiclass with the monk class are also applied towards this benefit, as are all class levels of the multiclass paths presented in this book.
Drawback: The walker of the secret paths gains the following drawback. Not All There: The walker of the secret paths is not insane. Everyone just thinks he is. The truths which he understands give him insight into things which he might not have wished to know and his spirit is disquieted by that knowledge. For as long as he treads this path, the walker loses the use of the Still Mind class ability. In addition, he suffers a penalty equal to his Wisdom modifier to all Diplomacy skill checks.
The monk does not just study martial arts. He reads philosophy and ancient texts as well, seeking to find the ancient truths therein. The typical, well established monastery has a library which is the envy of any scholar lucky enough to see it, stacked to the rafters with ancient scrolls and tablets which not only contain the collected martial wisdom of the temple but the philosophical musings of its elders, stretching back unto the beginnings of history.
Adventuring: The enlightened sage adventures to see the world and to gain a greater understanding of the facts he learns in his endless study. He prefers adventures that do not involve constant combat and thrives in situations that involve wise and critical thinking. He enjoys the challenge of a good puzzle and lives for the chance to pit his Wisdom against riddles and conundrums of all sorts. Roleplaying: The enlightened sage is a monk who spends as much of his time as possible studying the philosophical writings in his monasterys library, seeking to glean all the knowledge he can, in order to further his quest for enlightenment.
The enlightened sage prefers information to action and is more of an expert on the history and lineage of his art than he is on its actual use. Ki Guidance: The enlightened sages ki spirit is entwined with the ki spirit of all the enlightened monks who have crossed into the realms beyond death.
He can seek their guidance as he needs and they will answer him without hesitation, or falsehood. Once a week, the enlightened monk can perform a divination, as the spell of the same name cast by a cleric of his monk levels plus his Wisdom modifier; prestige classes which allow the monk to freely multiclass with the monk class are also applied towards this benefit, as are all class levels of the multiclass paths presented in this book.
Careful Study: The enlightened sage likes to ponder actions. He is considered and calm, not one to act quickly and so he has difficulty making rapid attacks. The enlightened scholar suffers a 2 penalty to all flurry of blows attacks, regardless of his levels in the monk class. The study of anatomy and physiology is an important part of most martial arts.
In fact, many cultures consider a martial artist to be a master only if he can heal injury as easily as cause it. In smaller cities and in the countryside, the local martial arts academy or monastery is the only source of treatment for broken bones, for illness, or for other injury. The most skilled martial artist healers are sometimes known as bonesetters and they are much respected among the peasantry. Roleplaying: Bonesetters are compassionate, with a tendency to see themselves as community caretakers, not just doctors.
They give blunt, honest and sometimes unwelcome advice on health and happiness to everyone, even their closest friends, even those who are far above them in station. Most bonesetters are reluctant to use violence if they can avoid it, as they know the pain of injury all too well. Should they find themselves forced into combat, it is very likely they will attempt to heal their opponent afterwards, if they can.
Adventuring: Most bonesetters adventure out of a sincere desire to help the sick and downtrodden. Many proactive bonesetters view tyrants and predatory monsters as simply another disease of the world and consider their removal a. In an adventuring party, the bonesetter prefers to hang back, fighting only when he must and concentrating on helping the wounded.
Benefits: The bonesetter gains the following benefit when he first steps upon this path. Gifted Healer: The bonesetter is compassionate and dedicated to preserving the health and well being of others. When he gains the wholeness of body class ability, he can heal a total of twice his class levels plus twice his Wisdom modifier in hit points each day; prestige classes which allow the monk to freely multiclass with the monk class are also applied towards this benefit, as are all class levels of the multiclass paths presented in this book.
More importantly, he can use his wholeness of body ability to heal others, as a standard action. Drawbacks: The bonesetter gains the following drawback. Reluctant Fighter: The bonesetter finds it difficult to harm living beings.
When attacking, to deal normal damage with unarmed attacks, he suffers a 2 penalty to attack rolls and his critical hit multiplier is reduced by one, to x1, meaning he does not deal extra damage on a critical hit. This drawback applies only to attacks made against living beings.
Four Willows Weeping stood perfectly still in the middle of the hall. I want you to attack me, Lathanan. Lathanan let the wooden sword drop from his fingers, chest heaving and sweat dripping from hours of training. You want me to do what? Always questions with you, Lathanan.
Four Willows Weeping gestured dismissively and shook his head. You question everything and learn nothing. He assumed a fighting stance, palms up, feet spread wide. I told you to attack me. How, master? With your fists, fool!
What have I been teaching you? Alright, master. Lathanan sprang back, exhaustion forgotten. He hunched his back and balled his fists in front of his chest, just below his chin. I will attack with the thrashing boar fist, he shouted, feinting to the left and then stepping forward, swinging his right fist up, towards his masters chin.
But Four Willows Weeping was already moving, his head sliding left, almost imperceptibly, his right hand plunging into Lathanans stomach, his left striking up and into his students temple. Then he stepped back and Lathanan fell, vomiting breakfast. When attempting to bluff an opponent, my student, it behoves one not to tell him your technique. No two martial arts are alike, nor are any two martial artists identical. Over the course of his long adventuring career, the monk will have many opportunities to learn new skills and new powers.
Some monks will even choose to broaden their studies, to learn to cast arcane spells, or divine spells if they decide to worship a divinity rather than dedicating themselves to a philosophy. Others will decide that they prefer to master unarmed combat, rather than devote themselves to enlightenment and transcendence of the physical plane. No matter their reasons, a monk who decides to wander from the path of enlightenment is irrevocably changed, though he will always be a martial artist first and foremost, he will no longer be a mortal on his way to transcendence.
Each of the multiclass descriptions given below have a section marked as variant rules. This deals with optional, specialised rules that represent how a character following multiple paths can develop abilities pertinent to both, but that are not normally represented.
Some of these variant rules are simply a crossing of class skills, enabling the character to choose from a wider range of skills. Others grant entirely new abilities that develop as the two classes combine.
However, there are a number of limitations that must be obeyed: All are subject to the Games Masters approval before being chosen. Each variant rule starts with the line Upon gaining This chapter presents multiclass paths designed to optimize X level. Every variant rule is selected instead of an characters that diverge from the core monk class.
Since the appropriate ability that would have been gained at either monk has specific needs and specific abilities, each of these the appropriate monk level, or the appropriate alternate multiclass paths comes tailor made with new optional, variant abilities which build upon the themes of the martial artist and provide a more Multiclassing can get tricky after a few levels because the class tables satisfying play experience.
To mix and match this chapters advancement tables use the information below, listing by what amount the base bonus progresses at any given One of the strengths of multiclassing is that level, depending on class. Multiclassing non-monk class level. A monk may take this variant after the given level, but only if he is still able to sacrifice the necessary ability, power or skills required to gain the variant rule. In addition, the character must have at least one level in the alternate non-monk class.
Occasionally more levels are needed in the alternate class; this will be specified in the text. Once a variant rule has been taken, it cannot be reversed later on.
The ability, power or skills sacrificed to gain the variant rule is lost forever. The natural brawler is a martial artist who, though he trains as hard as any other unarmed fighter, gains his greatest strength not through denial of his stronger, emotional urges but from allowing them to bubble to the surface and encompass him in furious rage.
The natural brawler is strong and tough, unafraid of bloody, physical confrontation and well equipped to handle any unarmed confrontation, including wrestling giants into submission, or tearing a dragons head from its neck with a twist. Rage: The primary ability of the barbarian is his rage, a potent weapon in the hands of the monk.
The bonuses to Strength, Constitution and to Will saves serve the natural brawler well in the heat of battle, though he will be unable to use his more esoteric martial arts abilities while doing so.
The natural brawler is the master of controlled fury, a martial artist whose carefully honed will is capable of whipping his spirit into a killing fury and unleashing it at a moments notice but who is also able to tame that beast and keep it contained as he will. The natural brawler is not truly a barbarian, though he possesses levels in the class.
Instead, he is a civilized warrior whose key energy rages like the heart of the sun. A monk can multiclass as a barbarian and retain his lawful alignment, and continue to advance as a barbarian, so long as his total barbarian levels are no more than one higher than his total monk levels and so long as he does not select levels in an additional class or prestige class which requires a non-lawful alignment.
Quintessential Monk II: Advanced Tactics and two extra hit points for each level will do much to make the natural brawler a warrior truly capable of standing on the front lines of battle. Fast Movement: The fast movement bonus of the barbarian class stacks with that of the monk, meaning a low level natural brawler will have the advantage in speed over a low level single class monk, an advantage which remains until the single class monk achieves 12th level.
Uncanny Dodge: The barbarians uncanny dodge ability is not only useful but thematically appropriate for martial artists, who are renowned in legend and myth for their ability to fight dozens of foes at once without fear of being overwhelmed or struck from behind.
Coupled with the monks impressive armour class and Dexterity, this ability means the natural brawler will little fear hordes of weak creatures, or surprise attacks of any sort. Hit Points: The barbarian has the most hit points of any character class in the game. Coupled with the monks d8 hit points, the natural brawler can expect to have hit points equivalent to a fighter or paladin, which is excellent no matter how you look at it.
Add in the bonuses from rage and a natural brawler becomes a survivor to be reckoned with. Base Attack Bonus: The barbarians base attack is equal to the highest in the game, meaning a natural brawler will have a better chance of striking more often in combat than a single class monk.
This bonus truly comes into its own when the natural brawler uses his flurry of blows ability. Damage Reduction: Monks cannot wear armour but the barbarians damage reduction is just as good, at least after a fashion. Damage reduction, coupled with the natural brawlers improved hit points and decent saves, makes the character durable beyond a single class monks dreams. When added to the natural brawlers fair saves, this means the natural brawler will be almost immune to the effects of traps, no matter how cunningly they are constructed.
Skills: The barbarians skill list includes several useful skills, most notably Intimidate and Survival, meaning the natural brawler will be more frightening and more capable of sustaining himself in the wilds than a single class monk will be. Loss Of High Level Monk Abilities: The natural brawler does not have access to the wide breadth of useful high level monk abilities. He does not gain diamond body, diamond soul or perfect self, meaning he is much more vulnerable to magic and melee attacks.
Likewise, his loss of abundant step, empty body and high distance slow fall limits the versatility of his battlefield mobility substantially and his loss of quivering palm means he is no longer the premiere spellcaster killer of the d20 system. Reduced Unarmed Damage: While the natural brawler can enhance his damage dealing capabilities with rage, he will never strike as hard as a single class monk when making unarmed attacks.
He maxes out at 1d10 unarmed damage, which is only half of what a more focused monk can achieve. This means that, at high levels, his damage potential will fall slightly behind the rest of the adventuring party. While a human monk with an unenhanced speed of 70 feet is still nothing to scoff at, his allies will not be able to count on him to close the distance to hostile spellcasters in long distance battles, which can prove a fatal weakness.
Reduced Saves: The barbarian only has one good save, Fortitude, meaning a natural brawler will have only fair Reflex and Will saves, at least when compared to a single class monk. This also hampers both the evasion class ability and his ability to resist mental domination, meaning the natural brawler is not the mage killer that the single class monk is. Lowered Armour Class Bonus: The natural brawlers unarmoured bonus to armour class is only half that of a single class monk.
Eunuchs suffer 4 penalties tall Charisma checks involving members ofthe opposite sex. Most temples make it a practice to adopt these cast-off, teaching them the ways of the order in exchange for years of work as cooks, gardeners and general labourers. Since they know no family outside the temple's brotherhood or lifestyle other than the regimented monastic existence, temple orphans spend their formative years concemed only with the quest for selfperfection, honing their martial skills toa razor's edge.
Adventuring: Many temple orphans never willingly leave the comfort of their monasteries, viewing the intrusions ofthe outer world as unwelcome distractions from their pursuit of self perfection. A few ofthese sorts are forced into lives of adventure when their elders send them in pursuit of stolen temple relics or into service as advisors, ambassadors or guards to royalty.
Other temple orphans actively seek out adventure, fleeing the confines oftheir monasteries at the earliest opportunity. They receive 8 bonus skill points at first level, 6 of which can be spent on any monk class skill.
Penalties: Due to the fact temple orphans have witnessed so litle ofthe world outside their temple, they are more naive and trusting than they should be. Temple orphans receive a 4 penalty to all Bluff, Sense Motive and Intimidate checks at frst level. These penalties decrease by one each time the temple orphan gains a level, until they no longer suffer any such penalties at fifth level.
Could you pick up me teeth? By tradition, boxers are not allowed to kick or strike below the waist, so pugilists rely on their fists and elbows in and ouside the ring.
Though their techniques aren't flashy, true pugilists are finely trained martial artists, able to defeat any foe with precise, brutal efficiency. Bonuses: Pugilists are fanatically dedicated to brutal training regimes that dramatically increase their punching power.
They gain new unarmed damage dice fone level earlier than other monks, receiving their first increase at level three, their second at level seven and so on.
Pugilists do not receive tumbling as a class skill. Additionally, pugilists gain unarmoured speed bonuses one level later than other monks, receiving their first increase after four monk levels, their second after seven and so on, WANDERER Many wanderers are monks who have traded the structured routine of the monastery for the freedom of the open road. Some are students of obscure family styles, leaving the village to bring fame to their art.
Others have chosen the way of the knight-errant, wandering the frontier and setting their martial skills against monsters and bandits who prey on outlying villages. Regardless of their origin, al wanderers share a deep, restless passion for discovery, a need to see the land beyond the next hill and to overcome its challenges. The desperate and the helpless are drawn to wanderers and, in turn, wanderers are drawn to help them.
They do not have Diplomacy or Knowledge arcana as class skills. Former sumotori make excellent adventurers, as their gruelling training has well prepared them for the hardships of the adventuring life Roleplaying: Former sumotori who turn to adventuring have an air of quiet desperation about them, Filled with uncertainty after abandoning their long cherished dreams of arena glory, they can be easy prey for the unscrupulous.
More than a few sumotori have become enmeshed in organized crime, serving as hired musele for minor crime lords, Former sumotori lucky enough to join heroic adventuring bands, particularly successful ones, quickly become the party's unshakeable foundation and, having discovered their new place in the world, they will fight with all their considerable power to protect it Bonuses: Sumotori train their bodies to withstand almost inhuman amounts of punishment. They receive the Toughness feat for fre at first level.
To eliminate the imagined threat, they subvert the orders with bribery and blackmail, then strike with overwhelming military force, razing the temples and putting the monks to the sword. Adventuring: Fugitive monks are driven to vengeance against those who destroyed their order.
They actively recruit allies, viewing adventurers as potent weapons in their personal war. Though they dislike abandoning their mission for long, they are not so single-minded that they refuse other quests, seeing every adventure as a chance to hone their fighting skills and recover usefill magic. Ifand when fugitive monks complete their vengeance quest, they turn their attentions 19 rebuilding their order, continuing to adventure until they have enough money and fame to reconstruct their temples and attract new students Roleplaying: Whilst fugitive monks hunger for revenge, their hatred is tempered by years of quiet meditation and contemplation- they often seem calm and dispassionate, even while single-handedly laying waste to entire enemy patrols, Having endured the worst sort of betrayal, fugitive monks rarely trust anyone and even companions they have known for years will often be kept at a distance, Bonuses: Fugitive monks are driven to seek vengeance against the organization that destroyed their temple.
They may choose favoured enemy as the ranger, however, the bonus applies ony to members of that organization tribe, gang, cult, military troops, etc. Temple swordsmen are initiates of these orders, philosophical warriors who see their weapons as an extension of their souls.
Others are more flamboyant, viewing martial arts training as a means of achieving great fame as warriors. Bonuses: Temple swordsmen gain proficiency in any single melee weapon presented here except the flying guillotine or in Core Rulebook f.
Penalties: In order to hone their exceptional skill with their chosen weapon, temple swordsmen forsake all thers, They are not, nor may they ever become, proficient in any other weapon, even if multiclassed. The single exception to this is a temple swordsman who studies the Smoke Sword style see Altemative Fighting Schools. A member of this school who is a temple swordsman gains proficiency in both the cserima stick and kris knife should he select either of those weapons see Tools of the Trade.
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