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Swords-Wizardry-Complete-revised

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Alertness: Monks are not easily attacked by surprise. A party containing<br />

a Monk is unlikely to be surprised, with only a 1 in 6 chance..<br />

Deflect Missiles: The Monk can deflect arrows and magic missile<br />

spells with a successful saving throw.<br />

Slow Falling: At fifth level, Monks can fall up to 20 ft with no damage<br />

if they can touch a wall. This distance increases to 40 feet at eighth level<br />

and any distance at eleventh level.<br />

Saving Throw Bonus: Monks gain a +2 bonus against paralysis and<br />

poisons.<br />

Speak with Animals (4th): The Monk can speak with normal<br />

animals, in a manner similar to the spell of the same name.<br />

Mastery of Silence (5th): The Monk can enter a state of perfect<br />

catatonia, stopping his or her own heart to simulate death. The character<br />

can maintain this state for 1d6 x 10 minutes x monk’s level.<br />

Mastery of Mind (6th): The Monk’s thoughts become so serene and<br />

placid that any attempt at mind reading has a 90% chance of failure.<br />

The failure chance increases by 1% per monk’s level above sixth, rising<br />

to 100% at level 16, when the Monk’s mind is completely at one with<br />

the surrounding environment.<br />

Creating a character<br />

Mastery of Body (7th): The Monk can heal himself by 1d6+1 hit<br />

points once per day. Each level above seventh adds an additional hit<br />

point to the healing.<br />

Mastery of Self (8th): The Monk is not subject to mental control of<br />

any kind, including charm spells and hypnosis. The only exceptions are<br />

the Geas and Quest spells.<br />

Oneness with Self (10th): The Monk is not subject to Geas or Quest<br />

spells.<br />

Establish Monastery (11th): At eleventh level, a Monk may establish<br />

an isolated monastery for the purposes of peaceful contemplation, and<br />

for teaching disciples and students.<br />

Harmonic Touch (13th): The Monk can touch any creature of equal<br />

or lesser hit dice, and create an attunement by which the creature will<br />

die instantly when the Monk gives a mental command for its heart<br />

to stop. (The creature must have a heart or other organ that can be<br />

stopped.) The creature’s bodily vibrations remain attuned to the Monk<br />

for a period of one day per level of the Monk, and if the Monk does not<br />

mentally command the creature to die within this period of time, the<br />

death will not occur.<br />

Table 14: Thieving Skills for Monks<br />

Level<br />

Climb Walls<br />

Delicate Tasks<br />

and Traps<br />

Hear Sounds<br />

Hide in<br />

Shadows<br />

Move Silently<br />

Open Locks<br />

1 85 % 15 % 3 in 6 10 % 20 % 10 %<br />

2 86 20 3 in 6 15 25 15<br />

3 87 25 4 in 6 20 30 20<br />

4 88 30 4 in 6 25 35 25<br />

5 89 35 4 in 6 30 40 30<br />

6 90 40 4 in 6 35 45 35<br />

7 91 45 5 in 6 40 50 40<br />

8 92 50 5 in 6 55 60 55<br />

9 93 60 5 in 6 65 70 65<br />

10 94 70 5 in 6 75 80 75<br />

11 95 80 6 in 6 85 90 85<br />

12 96 90 6 in 6 95 100 95<br />

13 97 100 6 in 6 100 100 100<br />

14 98 100 6 in 6 100 100 100<br />

15 99 100 6 in 6 100 100 100<br />

16 Remains at 99 Remains at 100 Remains at 6 in 6 Remains at 100 Remains at 100 Remains at 100<br />

19

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