Mage-Monks of the Order of Ashiru


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All of the material on this webpage regarding the Order of Ashiru prestige class and the Martial Art Mastery: THE PATH OF ASHIRU is designated as Open Game Content, as detailed under the Open Gaming License.

The Order of Ashiru are a secretive order of mage-monks devoted to the teachings of the first Mystic Warrior, Master Ashiru. Master Ashiru taught that the path of arcane spellcasting and martial arts can be quite effective when combined, and instructed his students to master their union. In the times since Master Ashiru's Ascendance to His Perfect Self, the philosophy of the Order has grown to encompass a general protection of magic, and defending the world from the ravages of powerful magic. Toward that end, the Ashiru have been known to both secretly and openly collect and hide away powerful artifacts and relics that could be used to wreak havoc upon the unsuspecting world. The location of the grand monastery of the Order is magically kept secret and hidden, to prevent evil forces from attempting to acquire the items that are held inside.

REQUIREMENTS

Alignment: Lawful Good or Lawful Neutral;
Skills: Concentration (9 ranks);
Feats: Combat Casting, Deflect Arrows, Improved Unarmed Strike, Stunning Fist;
Spellcasting: Ability to cast 2nd level Arcane Spells;
Special Abilities: Must possess the Still Mind and Evasion abilities;
Roleplaying: The character must impress a master of the Path of Ashiru enough to be allowed to undergo the training, and must prove their willingness to live by the teachings of Master Ashiru.

GAME RULE INFORMATION

Hit Die: d6.

Class Skills: The Mage-Monk of Ashiru's class skills (and the key ability for each skill) are Alchemy (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Swim (Str), and Tumble (Dex).
Skill Points Per Level: 2 + Int modifier

PRESTIGE CLASS TABLE: THE MAGE-MONK OF ASHIRU
LevelBABFortRefWillSpecial
1+0+0+2+2Student of Perfection, Arcane Strike I, +1 level of Spellcasting Ability
2+1+0+3+3Flowing Waters, +1 level of Spellcasting Ability
3+2+1+3+3Arcane Strike II, +1 level of Spellcasting Ability
4+3+1+4+4Stroke of Lightning, +1 level of Spellcasting Ability
5+3+1+4+4Arcane Strike III, +1 level of Spellcasting Ability

CLASS FEATURES

Weapon and Armor Proficiency: The Mage-Monk of Ashiru does not gain any additional weapon or armor proficiencies.

Student of Perfection: The Mage-Monk adds the levels of this prestige class to any previously acquired levels of the Monk class, and consults the appropriate tables for the Monk class for determining Unarmed Attack Bonus, Unarmed Damage, AC Bonus and Unarmored Speed. The Mage-Monk gains no other bonuses or abilities from the monk class for the levels of this prestige class.

Spell Ability: The Mage-Monk of Ashiru can continue to improve their spellcasting ability, advancing in their previous arcane spellcasting class for purposes of new spells and spells per day only. Each level of Mage-Monk of Ashiru adds +1 level to their previous spellcasting ability. They gain no other benefits from the increase in spellcasting ability.

Arcane Strike: Once per day as a free action a Mage-Monk of Ashiru can cast a spell and attempt to channel it through a unarmed attack. (The use of Arcane Strike must be declared before the attack roll is made.) The channeled spell counts as one of the Mage-Monk's cast spells for the day and it must specify a target. They can use this ability as follows: Arcane Strike I allows the Mage-Monk to channel up to 1st level spells; Arcane Strike II allows the channeled spell to be a maximum of 2nd level; and Arcane Strike III allows the channeled spell to be a maximum of 3rd level. A channeled spell targets the creature hit by the unarmed attack, and still grants a saving throw if applicable. Even if a spell can target more then one creature, casting it via Arcane Strike targets the creature attacked. If the unarmed attack misses, the spell is still considered spent.

Flowing Waters: At 2nd level, the Mage-Monk of Ashiru receives the Dodge feat for free, assuming they do not already possess it. If they do, this ability has no further effect.

Stroke of Lightning: At 4th level, the Mage-Monk of Ashiru receives the Improved Initiative feat for free, assuming they do not already possess it. If they do, this ability has no further effect.


Martial Art Mastery: THE PATH OF ASHIRU

The Path of Ashiru was originally intended to provide basic self-defense for wizards and sorcerers. It has since broadened in scope to become popular with spellcasters of all sorts, though it is still predominately practiced by the Ashiru Mage-Monks. Arcane Way is both somewhat easier to learn that other martial arts, but is also noticeably weaker.

Feats: Combat Casting, Dodge, Improved Initiative, Improved Unarmed Strike (Deflect Arrows)
Skills: 12 ranks in Concentration

Path of Ashiru Mastery Benefits: The master of the Path of Ashiru enjoys a +2 dodge bonus to AC when casting defensively.


When you recover or discover something that nourishes your soul and brings joy,
care enough about yourself to make room for it in your life.
-Jean Shinoda Bolen

All original material on the Nine Kingdoms of Arn website not designated as Open Game Content,
or not otherwise protected under the copyrights of other entities, is Copyright 2002-2003, Jason D. Kemp.