Swords-Wizardry-Complete-revised
Swords-Wizardry-Complete-revised
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 />
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