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CHARACTER CLASSES (MONK)2. Find/Remove Traps3: Move Silently4. Hide in Shadows5. HearNoise6. Climb WallsAlthough the chance of falling while climbing walls is the same as that ofa thief of equal level, monks can escape taking damage as follows:- At 4th level (Disciple), a monk can fall up to 20' if he or she iswithin 1' of a wall.MONKS TABLE I: EXPERIENCE POINTS AND levelsCHARACTER CLASSES (MONK)4-sided DiceforExperience AccumulatedExverience Points Level Hit Points Level .. title .0 - 2,250 2 t' .2,251 - 4,750 3 I4,751 - 10,000 4 I10.001 - 22,50022,501 - 47,50047,501 - 98,0004 5 Disciple5 6 Immaculate6 7 Master- At 6th level (Master), a monk can fall up to 30' if he or she iswithin 4' of a wall.- At 13th level (Moster of Winter), a monk can fall any distanceif he or she is within 8' of a wall.The monk must have an opportunity to periodically make contact with thewall during the descent. The wall is used by the monk to slow the fall sothat no hit points of damage are sustained from the fall. Note that whenreference to a wall is made, any similar surface, such as a tree trunk, cliffface, and the like, are equally useful to the monk.The other abilities of monks ore shown on the MONKS ABILITY TABLEbelow.500,001 - 700,000700,001 - 950,00<strong>09</strong>50,001 - 1,250,00010 11 Moster of theWest Wind11 12 Master of theSouth Wind12 13 Master of theEast Wind2,750,001 - 3,250,000 16 17 Master of Spring3,250,001 & + 17 18 Grond Master ofFlowersMONKS TABLE II:MONKS ABILITY TABLEEffectiveArmorOpen HandAttacksOpenper Melee Hand specialAbilitiesBImmaculate5 7 19" 5/4 2-7 CMaster A A nMoster of the NortMaster of the West WindMaster of the South Wind 11 2 25" A-1 7 Imaster ofaster of 1Master of Spring 16 -2 30" 4 5-30Grand Master of Flowers 17 -3 32" 4 8-32*Listings with a slash indicate extra attacks after the appropriate number of rounds, i.e. 514 means 5 attacks per 4 rounds, with the additional attack <strong>com</strong>ingat the end of the round sequence.Notes Regarding Special Abilities:Each special obility is designoted by a capital letter.The ability to speak with animals as druids do which begins at3rd level of experience.The ability to mask the mind so that ESP has only a 30% chanceof success. This power begins at 4th level, ond with each levelof experience which the monk gains thereafter, the chance forsuccess of ESPing the monk's thoughts drops by 2%, i.e. 28%chance of success on a 5th level monk, 26% on a 6th level, etc.At 5th experience level a monk is not subject to diseases ofany sort, nor is he ever affected by haste or slow spells.The ability to use self-induced catalepsy to appear deod. Thiscan be done perfectly, as the 6th (or higher) level monk isoble to lower his or her body temperature and heart rate. Themonk is able to maintain this state for twice the number ofturns (10 minute periods) which equal his level, i.e. 12 turns at6th level, 14 at 7th, etc.E.F.G.H.At 7th level the monk gains the ability to heal damage on hisor her body. The amount of damage which can be healed is 2-5 hit points (d4 + l), and this amount increases by 1 hit pointwith each experience level gained thereafter, i.e. 3-6 HP at 8thlevel, 4-7 at 9th, etc. This may be done once per day.The ability to speak with plants as druids do. This power isattained at 8th level.Beguiling, charms, hypnosis, and suggestion spells have onlya 50% chance of affecting a monk of the 9th level ofexperience. That is, the monk is 50% resistant to such magic.This resistance increases 5% pe? level thereafter, so that at10th level such spells have but a 45% chance of affecting themonk, 40% at 11th level, and so on. Saving throws apply ifresistance fails.Telepathic and mind blast attacks (see ADVANCED DUN-GEONS & DRAGONS, MONSTER MANUAL, Mind Flayer)upon a monk of 10th or higher level are made as if thecharacter had an 18 intelligence, due to the monk's mentaldiscipline.31

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