Monk

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Monk

The key feature of the monk is her ability to fight unarmed and unarmored. Thanks to her rigorous training, she can strike as hard as if she were armed and strike faster than a warrior with a sword. Though a monk casts no spells, she has a magic of her own. She channels a subtle energy, called ki, which allows her to perform amazing feats. The monk's best-known feat is her ability to stun an opponent with an unarmed blow. A monk also has a preternatural awareness that allows her to dodge an attack even if she is not consciously aware of it. As a monk gains experience and power, her mundane and ki-oriented abilities grow, giving her more and more power over herself and, sometimes, over others.

Requirements

To qualify to become a Monk, a character must fulfill all the following criteria.

  • Alignment: Any Lawful

Class Skills

The class skills of the Monk are:

  • Balance
  • Climb
  • Concentration
  • Craft: Alchemy
  • Craft: Jewelcrafting
  • Craft: Tailoring & Leatherwork
  • Craft: Trap and Contraptions
  • Craft : Woodworking
  • Diplomacy
  • Escape Artist
  • Hide
  • Jump
  • Knowledge: Aracana
  • Knowledge: Religion
  • Listen
  • Lore
  • Move Silently
  • Parry
  • Perform ?
  • Profession: Cook
  • Profession: Fisher
  • Profession: Woodworker
  • Sense Motive
  • Spot
  • Swim
  • Tumble

Class Features

Base Attack Bonus Progression: Medium

Skill Points at Each Level: 4 + Int modifier

Hit Dice: D8

Weapon and Armor Proficiency: Monks are not proficient with any armors or shields, though are capable of using simple weapons.

AC Bonus: A monk has a sixth sense that lets her avoid even unanticipated attacks. When unarmored, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). She loses these bonuses when she is immobilized or helpless, when she wears any armor, or when she carries a shield.

Unarmed Strike: At 1st level, a monk gains improved unarmed strike as a bonus feat.

Stunning Fist: At 1st level, a monk gains stunning fist as a bonus feat.

Evasion: A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor.

Deflect Arrows: A monk of 2nd level or highter can attempt to deflect one incoming missile attack per round. This is treated as a reflex save made against a difficulty class of 20. As long as the monk is not caught flat-footed, the chance to deflect an arrow is automatically applied to the first missile attack in any given round.

Fast Movement: At 3rd level, a monk gains an enhancement bonus to her speed. A monk in armor (even light armor) loses this extra speed.

Still Mind: A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment, since her meditation and training improve her resistance to mind-affecting attacks.

Ki Strike: At 4th level, a monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's monk level, becoming lawful for purposes of damage reduction at level 10 and adamantine for purposes of damage reduction at level 16.

Purity of Body: At 5th level, a monk gains control over her body's immune system. She gains immunity to all diseases.

Improved Knockdown: At 6th level, a monk receives both the knockdown and improved knockdown feats for free, ignoring prerequisites.

Wholeness of Body: At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day.

Improved Evasion: At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, but henceforth she takes only half damage on a failed save.

Diamond Body: At 11th level, a monk is in such firm control of her own metabolism that she gains immunity to poisons of all kinds.

Improved Flurry: At 11th level, a monk receives a second extra attack when using Flurry of Blows and using unarmed strikes or his special monk weapons (kama, dagger, handaxe, quarterstaff and shuriken - the other special monk weapons, namely nunchaku, sai and saingham, are not coded into NWN2 in the official campaign).

Diamond Soul: At 13th level, a monk gains spell resistance equal to her current monk level + 10.

Quivering Palm: Starting at 15th level, a monk can set up fatal vibrations within the body of another creature once per day. Unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. Quivering Palm does not work on creatures that have immunity to critical hits. Creatures that have higher hit die or level than the monk are also immune to this ability.

Empty Body: At 19th level, a monk gains the ability to fade from sight twice per day. The monk gains a 50% concealment bonus for a number of rounds equal to his class level.

Perfect Self: At 20th level, a monk has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature. The monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn't have similar damage reduction.




Improved Evasion: