|
Zak's
Monk Rules of

This
page details the various monastic traditions in Qur-tayn and the Divine
Monk class.
|
Monk
Rules
table of contents
|
| traditions |
description of
monastic traditions and preferred feats |
| Divine
Monk |
full details on
the Divine Monk class |
| Mystic |
full details on
the Mystic class |
Monastic
Traditions in Qur-tayn
(note
that the classes and alignments listed are in order of primary
consituents)
the
Jinatran Golden Palm
Guardians
The
Golden Palm Guardians are a relatively small monastic order which
follows the tenets of the Jinatran patron deity, Akalabeth Huntravit
Kellormenarn. Their monestary occupies the 72nd through 81st floors of
the Citidel of Akalabeth, and the monks all take oathes of duty when
they come of age. These responsibilities generally include guard duty
inside the Citidel or in the surrounding town. Most of the monks of the
order are orphans, and they are all men. Their strictures are very
austere and clearly laid out.
-
classes:
Monks, Divine Monks, Monk / Wizards, Monk / Sorcerers
-
alignments:
Lawful Neutral or Lawful Good
-
feat
preferences: Stunning Fist & Power Attack
the
Zlaghinovan Crimsonwhistle
Clan
These monks are named after a summer-blooming, crimson-colored flower
which whistles in the wind. The flower is more common near the
northeastern foothills drawing towards the border with Peneloponaea. The
first Crimsonwhistle Clan abbey is also located here, and the followers
of this relatively new Gloridian monastic tradition serve with patriotic
duty, defending Zlaghinova from invaders. Thus, most of their
monestaries are near the Peneloponaean (NE), Selentine (S) or Murduk
(SW) borders. The religiously devout monks usually follow the Argentum/-a,
but are sometimes devout to Grimbold. This sect's strictures aren't so
serious -- as long as you respect other people and help out the 'good
fight', anything goes. (The Crimsonwhistle Clan, thanks to their
Gloridian roots, are also famous for brewing the finest ales, and
purchase needed equipment from the Anaptun Abrans with their profits.)
-
classes:
Monks, Monk / Fighters, Divine Monks, Clerics
-
alignments:
NG, CG, LG, LN
-
feat
preferences: normal
the
Anaptun Abran Columns
of Telegmanae
Telegmanae is the Karboten deity of the Runegates, and the Columns of
Telegmanae is comprised of the Karboten men and women who defend the
various Runegates both inside Anaptun Abra and out. Because of the
single-mindedness of their task, the Columns of Telegmanae receive
strong favor from their God. Although they don't exactly take vows of
silence, Columns of Telegmanae almost never speak unless absolutely
necessary -- they believe that unnecessary conversation is enough to
distract someone from their task of guarding the Runegates. For
centuries, this cult has managed to successfully protect the Runegates
and their secrets.
-
classes:
Monks only
-
alignments:
Lawful Neutral only
-
feat
preferences: Improved Grapple, Improved Trip & Freezing the
Lifeblood
the
Selentine Hobgoblin Lightning
Spears
Trained in huge desert monestaries, the Lightning Spears are the
Selentine army's initial strike force. When their initial training is
complete, they are generally stationed in the '-shaam' strongholds, from
where Selentine could launch an assault on their various neighbors. The
Lightning Spears are named as such because of the special training they
undergo with this so-named Selentine weapon. These thin-bladed spears
have a 10' long waxwood shaft imported from Vigooria. This extremely
strong but flexible wood allows these monks to even attack opponents at
5'.
-
classes:
Monks & Monk / Rogues
-
alignments:
Lawful Evil & Lawful Neutral
-
feat
preferences: Run, Toughness & Combat Reflexes
-
special:
instead of gaining increased damage dice for unarmed attacks, each
die increase is instead changed into a +1 damage bonus when using a
lightning spear
(e.g. an 8th level Monk would have +2 damage bonus with a lightning
spear instead of 1d10 unarmed damage)
the
Vigoorian Nagan Nameless
Heptara, the patron deity of the Nagans, is depicted as a 6-headed snake
with a pair of humanoid arms. It is rumored that she is actually a
mortal goddess who walks (or slithers) about Vigooria. The Nameless are
her personal bodyguards, and though some travel with her, many remain
stationed around the country to keep an eye on the goings on. Little
else is known about this secretive cult.
-
classes:
Monks, Divine Monks & Clerics
-
alignments:
Lawful Evil and Lawful Neutral only
-
feat
preferences: Stunning Fist, Improved Grapple, Improved Trip &
Combat Reflexes
the
Divine Monk class
Class
Features
The Divine Monk combines the unarmored
(and often unarmed) fighting styles of Monks with the ability to call
upon their patron deity like Clerics. Divine Monks, like Monks, are
usually Lawful by nature, but each monastic order has their own tenets
of wisdom (see the monastic tradion section above for details).
Hit die: d8.
level |
|
BAB |
|
unarmed
damage* |
|
base
saves |
|
AC |
|
speed |
|
special (see below for details) |
| 1st |
|
+0 |
|
1d6 |
|
+2 |
|
+0 |
|
+0
ft. |
|
Flurry
of Blows, Improved Unarmed Strike |
| 2nd |
|
+1 |
|
|
|
+3 |
|
|
|
|
|
Evasion |
| 3rd |
|
+2 |
|
|
|
+3 |
|
|
|
+10
ft. |
|
Still
Mind, Turn / Rebuke Undead |
| 4th |
|
+3 |
|
1d8 |
|
+4 |
|
|
|
|
|
Qi
Strike (magic), Slow Fall 20 ft. |
| 5th |
|
+3 |
|
|
|
+4 |
|
+1 |
|
|
|
Purity
of Body |
| 6th |
|
+4 |
|
|
|
+5 |
|
|
|
+20
ft. |
|
Slow
Fall 30 ft. |
| 7th |
|
+5 |
|
|
|
+5 |
|
|
|
|
|
Wholeness
of Body |
| 8th |
|
+6 |
|
1d10 |
|
+6 |
|
|
|
|
|
Slow
Fall 40 ft. |
| 9th |
|
+6 |
|
|
|
+6 |
|
|
|
+30
ft. |
|
Improved
Evasion |
| 10th |
|
+7 |
|
|
|
+7 |
|
+2 |
|
|
|
Qi
Strike (lawful), Slow Fall 50 ft. |
| 11th |
|
+8 |
|
|
|
+7 |
|
|
|
|
|
Diamond
Body |
| 12th |
|
+9 |
|
2d6 |
|
+8 |
|
|
|
+40
ft. |
|
Abundant
Step, Slow Fall 60 ft. |
| 13th |
|
+9 |
|
|
|
+8 |
|
|
|
|
|
Diamond
Soul |
| 14th |
|
+10 |
|
|
|
+9 |
|
|
|
|
|
Slow
Fall 70 ft. |
| 15th |
|
+11 |
|
|
|
+9 |
|
+3 |
|
+50
ft. |
|
Quivering
Palm |
| 16th |
|
+12 |
|
2d8 |
|
+10 |
|
|
|
|
|
Qi
Strike (adamantine), Slow Fall 80 ft. |
| 17th |
|
+12 |
|
|
|
+10 |
|
|
|
|
|
Timeless
Body, Tongue of the Sun & Moon |
| 18th |
|
+13 |
|
|
|
+11 |
|
|
|
+60
ft. |
|
Slow
Fall 90 ft. |
| 19th |
|
+14 |
|
|
|
+11 |
|
|
|
|
|
Empty
Body |
| 20th |
|
+15 |
|
2d10 |
|
+12 |
|
+4 |
|
|
|
Perfect
Self, Slow Fall any distance |
weapon
& armor proficiencies
-
Divine
Monks, depending on which monastic tradition they follow, may be
proficient with the following weapons: butterfly sword, chain,
chakram, chigiriki, club, crossbow, dagger, goad (hooked shortspear),
handaxe, javelin, jitte, kama, kusari-gama, lajatang, naginata,
nunchaku, quarterstaff, sai, sang kauw, shuriken, siangham, sling,
tetsubo, three-section staff, tonfa and whip chain.
-
Divine
Monks are not proficient with any armor or shields, and lose their
class' AC bonus, fast movement and flurry of blows when wearing
armor, using a shield or carrying more than a light load.
AC
bonus
Flurry
of Blows
-
When
unarmored, a Divine Monk may strike with a flurry of blows at the
expense of accuracy. When doing so, she may make one extra attack in
a round at her highest base attack bonus, but this attack takes a -2
penalty, as does each other attack made that round. This penalty
applies for 1 round, so it also affects attacks of opportunity the
Divine Monk might make before her next action. (The
Divine Monk does not improve upon her flurry of blows like the v3.5
Monk and does not gain Greater Flurry.)
-
When
using flurry of blows, a Divine Monk may attack only with unarmed
strikes or with special monk weapons (butterfly
sword, chain, chigiriki, club, dagger, goad, handaxe, javelin, jitte,
kama, kusari-gama, lajatang, nunchaku, quarterstaff, sai, sang kauw,
siangham, three-section staff, tonfa and whip chain).
She may attack with unarmed strikes and special monk weapons
interchangeably as desired. When using weapons as part of a flurry
of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2
or x 1/2) to her damage rolls for all successful attacks, whether
she wields a weapon in one or both hands. The monk can’t use any
weapon other than a special monk weapon as part of a flurry of
blows.
- In
the case of double weapons (chigiriki, kusari-gama, lajatang,
quarterstaff & three-section staff), each end counts as a
separate weapon for the purpose of using the flurry of blows
ability. Even though these weapons require two hands to use, a monk
may still intersperse unarmed strikes with weapon strikes, assuming
that she has enough attacks in her flurry of blows routine to do so.
Improved
Unarmed Strike
-
Divine
Monks receive the Improved Unarmed Strike feat for free at first
level and use the above chart for their unarmed damage instead of
their race's normal damage. (See below for modifications.)
-
A
Divine Monk's unarmed attacks needn't be from her hands, thus she
can attack with her hands full. Additionally, all such attacks
receive the full Strength bonus to damage.
-
Divine
Monks can choose to deal non-lethal damage without penalty to their
attack rolls.
-
The
Divine Monk's unarmed strike counts as both a natural and
manufactured weapon (so both Magic Weapon and Magic Fang
will enhance a Divine Monk's unarmed strikes).
*small
or large Divine Monk unarmed damage
| level |
|
small |
|
large |
| 1st
- 3rd |
|
1d4 |
|
1d8 |
| 4th
- 7th |
|
1d6 |
|
2d6 |
| 8th
- 11th |
|
1d8 |
|
2d8 |
| 12th
- 15th |
|
1d10 |
|
3d6 |
| 16th
- 19th |
|
2d6 |
|
3d8 |
| 20th+ |
|
2d8 |
|
4d8 |
|
- note
that creatures with natural weapons
which become Monks or Divine
Monks
increase the unarmed damage dice
as if they were larger
size
|
Bonus
Feats
Evasion
-
At
2nd level or higher if a Divine Monk makes a successful Reflex
saving throw against an attack that normally deals half damage on a
successful save, she instead takes no damage. Evasion can be used
only if a Divine Monk is wearing light armor or no armor. A helpless
Divine Monk does not gain the benefit of evasion.
Fast
Movement
Turn
or Rebuke Undead
-
The
Divine Monk has the power to affect undead creatures by channeling
the power of his faith through his holy (or unholy) symbol (see Turn
or Rebuke Undead).
-
A
good character (or a neutral character who worships a good deity)
can turn or destroy undead creatures. An evil character (or a
neutral character who worships an evil deity) instead rebukes or
commands such creatures. A neutral character of a neutral deity must
choose whether his turning ability functions as that of a good
Divine Monk or an evil Divine Monk. Once this choice is made, it
cannot be reversed.
-
A
Divine Monk may attempt to turn undead a number of times per day
equal to 3 + his Charisma modifier. A Divine Monk with 5 or more
ranks in Knowledge (religion) gets a +2 bonus on turning checks
against undead. The Divine Monk’s effective Cleric level is 3/4th
her Divine Monk level (use BAB for this calculation).
Still
Mind
Qi
Strike
-
At
4th level, a Divine 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 Divine Monk level. At 10th level,
her unarmed attacks are also treated as lawful weapons for the
purpose of dealing damage to creatures with damage reduction. At
16th level, her unarmed attacks are treated as adamantine weapons
for the purpose of dealing damage to creatures with damage reduction
and bypassing hardness.
Slow
Fall
-
At
4th level or higher, a Divine Monk within arm’s reach of a wall
can use it to slow her descent. When first using this ability, she
takes damage as if the fall were 20 feet shorter than it actually
is. The Divine Monk’s ability to slow her fall (that is, to reduce
the effective distance of the fall when next to a wall) improves
with her Divine Monk level until at 20th level she can use a nearby
wall to slow her descent and fall any distance without harm.
Purity
of Body
Wholeness
of Body
-
At
7th level or higher, a Divine Monk can heal her own wounds. She can
heal a number of hit points of damage equal to twice her current
Divine Monk level each day, and she can spread this healing out
among several uses. This is a standard action.
Improved
Evasion
-
At
9th level, a Divine Monk’s evasion ability improves. She still
takes no damage on a successful Reflex saving throw against attacks,
but henceforth she takes only half damage on a failed save. A
helpless Divine Monk does not gain the benefit of improved evasion.
Diamond
Body
Abundant
Step
-
At
12th level or higher, a Divine Monk can slip magically between
spaces, as if using the spell dimension door, once per day.
Her caster level for this effect is one-half her Divine Monk level
(rounded down).
Diamond
Soul
-
At
13th level, a Divine Monk gains spell resistance equal to her
current Divine Monk level + 10. In order to affect the Divine Monk
with a spell, a spellcaster must get a result on a caster level
check (1d20 + caster level) that equals or exceeds the Divine
Monk’s spell resistance.
Quivering
Palm
-
Starting
at 15th level, a Divine Monk can set up vibrations within the body
of another creature that can thereafter be fatal if the Divine Monk
so desires. She can use this quivering palm attack once a week, and
she must announce her intent before making her attack roll.
Constructs, oozes, plants, undead, incorporeal creatures, and
creatures immune to critical hits cannot be affected. Otherwise, if
the Divine Monk strikes successfully and the target takes damage
from the blow, the quivering palm attack succeeds. Thereafter the
Divine Monk can try to slay the victim at any later time, as long as
the attempt is made within a number of days equal to her Divine Monk
level. To make such an attempt, the Divine Monk merely wills the
target to die (a free action), and unless the target makes a
Fortitude saving throw (DC 10 + 1/2 the Divine Monk’s level + the
Divine Monk’s Wis modifier), it dies. If the saving throw is
successful, the target is no longer in danger from that particular
quivering palm attack, but it may still be affected by another one
at a later time.
Timeless
Body
-
Upon
attaining 17th level, a Divine Monk no longer takes penalties to her
ability scores for aging and cannot be magically aged. Any such
penalties that she has already taken, however, remain in place.
Bonuses still accrue, and the Divine Monk still dies of old age when
her time is up.
Tongue
of the Sun and Moon
Empty
Body
-
At
19th level, a Divine Monk gains the ability to assume an ethereal
state for 1 round per Divine Monk level per day, as though using the
spell etherealness. She may go ethereal on a number of
different occasions during any single day, as long as the total
number of rounds spent in an ethereal state does not exceed her
Divine Monk level.
Perfect
Self
- At
20th level, a Divine Monk becomes a magical creature. She is
forevermore treated as an outsider rather than as a humanoid (or
whatever the Divine Monk’s creature type was) for the purpose of
spells and magical effects. Additionally, the Divine Monk gains
damage reduction 10/magic, which allows her to ignore the first 10
points of damage from any attack made by a nonmagical weapon or by
any natural attack made by a creature that doesn’t have similar
damage reduction. Unlike other outsiders, the Divine Monk can still
be brought back from the dead as if she were a member of her
previous creature type.
|
Divine
Monk spellcasting
spells
per day
caster
level
domain
|
| Divine Monk Spells per day
level |
|
0th |
|
1st |
|
2nd |
|
3rd |
|
4th |
|
5th |
|
6th |
|
7th |
| 1st |
|
2 |
|
0+1 |
|
-- |
|
-- |
|
-- |
|
-- |
|
-- |
|
-- |
| 2nd |
|
3 |
|
1+1 |
|
-- |
|
-- |
|
-- |
|
-- |
|
-- |
|
-- |
| 3rd |
|
3 |
|
2+1 |
|
-- |
|
-- |
|
-- |
|
-- |
|
-- |
|
-- |
| 4th |
|
3 |
|
2+1 |
|
0+1 |
|
-- |
|
-- |
|
-- |
|
-- |
|
-- |
| 5th |
|
3 |
|
3+1 |
|
1+1 |
|
-- |
|
-- |
|
-- |
|
-- |
|
-- |
| 6th |
|
3 |
|
3+1 |
|
2+1 |
|
-- |
|
-- |
|
-- |
|
-- |
|
-- |
| 7th |
|
3 |
|
3+1 |
|
2+1 |
|
0+1 |
|
-- |
|
-- |
|
-- |
|
-- |
| 8th |
|
3 |
|
3+1 |
|
3+1 |
|
1+1 |
|
-- |
|
-- |
|
-- |
|
-- |
| 9th |
|
3 |
|
3+1 |
|
3+1 |
|
2+1 |
|
-- |
|
-- |
|
-- |
|
-- |
| 10th |
|
3 |
|
3+1 |
|
3+1 |
|
2+1 |
|
0+1 |
|
-- |
|
-- |
|
-- |
| 11th |
|
3 |
|
3+1 |
|
3+1 |
|
3+1 |
|
1+1 |
|
-- |
|
-- |
|
-- |
| 12th |
|
3 |
|
3+1 |
|
3+1 |
|
3+1 |
|
2+1 |
|
-- |
|
-- |
|
-- |
| 13th |
|
3 |
|
3+1 |
|
3+1 |
|
3+1 |
|
2+1 |
|
0+1 |
|
-- |
|
-- |
| 14th |
|
4 |
|
3+1 |
|
3+1 |
|
3+1 |
|
3+1 |
|
1+1 |
|
-- |
|
-- |
| 15th |
|
4 |
|
4+1 |
|
3+1 |
|
3+1 |
|
3+1 |
|
2+1 |
|
-- |
|
-- |
| 16th |
|
4 |
|
4+1 |
|
4+1 |
|
3+1 |
|
3+1 |
|
2+1 |
|
0+1 |
|
-- |
| 17th |
|
4 |
|
4+1 |
|
4+1 |
|
4+1 |
|
3+1 |
|
3+1 |
|
1+1 |
|
-- |
| 18th |
|
4 |
|
4+1 |
|
4+1 |
|
4+1 |
|
4+1 |
|
3+1 |
|
2+1 |
|
-- |
| 19th |
|
4 |
|
4+1 |
|
4+1 |
|
4+1 |
|
4+1 |
|
4+1 |
|
2+1 |
|
0+1 |
| 20th |
|
4 |
|
4+1 |
|
4+1 |
|
4+1 |
|
4+1 |
|
4+1 |
|
3+1 |
|
1+1 |
|
the
Mystic class
Class
Features
The Mystic combines the unarmored
(and often unarmed) fighting styles of Monks with the study of both
Druidic and Wizard magic. They also have a strong affinity with the
natural world. Mystics are most often Neutral by nature, but some are
more Chaotic and learn and teach as they travel about the world.
Hit die: d6. Skill points: 4 + Intelligence bonus / level.
level |
|
BAB |
|
unarmed
damage* |
|
base
saves |
|
AC |
|
speed |
|
special (see below for details) |
| 1st |
|
+0 |
|
1d4 |
|
+2 |
|
+0 |
|
+0
ft. |
|
Mystic
Animal, Imp. Unarmed Strike, Scribe
Scrolls |
| 2nd |
|
+1 |
|
|
|
+3 |
|
|
|
|
|
Evasion,
Flurry
of Blows |
| 3rd |
|
+1 |
|
|
|
+3 |
|
|
|
+10
ft. |
|
Still
Mind |
| 4th |
|
+2 |
|
1d6 |
|
+4 |
|
|
|
|
|
Qi
Strike (magic), Slow Fall 20 ft. |
| 5th |
|
+2 |
|
|
|
+4 |
|
+1 |
|
|
|
Purity
of Body |
| 6th |
|
+3 |
|
|
|
+5 |
|
|
|
+20
ft. |
|
Slow
Fall 30 ft. |
| 7th |
|
+3 |
|
|
|
+5 |
|
|
|
|
|
Wholeness
of Body |
| 8th |
|
+4 |
|
1d8 |
|
+6 |
|
|
|
|
|
Slow
Fall 40 ft. |
| 9th |
|
+4 |
|
|
|
+6 |
|
|
|
+30
ft. |
|
Improved
Evasion |
| 10th |
|
+5 |
|
|
|
+7 |
|
+2 |
|
|
|
Qi
Strike (lawful), Slow Fall 50 ft. |
| 11th |
|
+5 |
|
|
|
+7 |
|
|
|
|
|
Diamond
Body |
| 12th |
|
+6 |
|
1d10 |
|
+8 |
|
|
|
+40
ft. |
|
Abundant
Step, Slow Fall 60 ft. |
| 13th |
|
+6 |
|
|
|
+8 |
|
|
|
|
|
Diamond
Soul |
| 14th |
|
+7 |
|
|
|
+9 |
|
|
|
|
|
Slow
Fall 70 ft. |
| 15th |
|
+7 |
|
|
|
+9 |
|
+3 |
|
+50
ft. |
|
Quivering
Palm |
| 16th |
|
+8 |
|
2d6 |
|
+10 |
|
|
|
|
|
Qi
Strike (adamantine), Slow Fall 80 ft. |
| 17th |
|
+8 |
|
|
|
+10 |
|
|
|
|
|
Timeless
Body, Tongue of the Sun & Moon |
| 18th |
|
+9 |
|
|
|
+11 |
|
|
|
+60
ft. |
|
Slow
Fall 90 ft. |
| 19th |
|
+9 |
|
|
|
+11 |
|
|
|
|
|
Empty
Body |
| 20th |
|
+10 |
|
2d8 |
|
+12 |
|
+4 |
|
|
|
Perfect
Self, Slow Fall any distance |
weapon
& armor proficiencies
-
Mystics, depending on which monastic tradition they follow, may be
proficient with the following weapons: butterfly sword, chain,
chakram, chigiriki, club, crossbow, dagger, goad (hooked shortspear),
handaxe, javelin, jitte, kama, kusari-gama, lajatang, naginata,
nunchaku, quarterstaff, sai, sang kauw, shuriken, siangham, sling,
tetsubo, three-section staff, tonfa and whip chain.
-
Mystics
are not proficient with any armor or shields, and lose their
class' AC bonus, fast movement and flurry of blows when wearing
armor, using a shield or carrying more than a light load.
AC
bonus
Improved
Unarmed Strike
-
Mystics receive the Improved Unarmed Strike feat for free at first
level and use the above chart for their unarmed damage instead of
their race's normal damage. (See below for modifications.)
-
A Mystic's unarmed attacks needn't be from her hands, thus she
can attack with her hands full. Additionally, all such attacks
receive the full Strength bonus to damage.
-
Mystics can choose to deal non-lethal damage without penalty to their
attack rolls.
-
The Mystic's unarmed strike counts as both a natural and
manufactured weapon (so both Magic Weapon and Magic Fang
will enhance a Divine Monk's unarmed strikes).
*small
or large Mystic unarmed damage
| level |
|
small |
|
large |
| 1st
- 3rd |
|
1d3 |
|
1d6 |
| 4th
- 7th |
|
1d4 |
|
1d8 |
| 8th
- 11th |
|
1d6 |
|
2d6 |
| 12th
- 15th |
|
1d8 |
|
2d8 |
| 16th
- 19th |
|
1d10 |
|
3d6 |
| 20th+ |
|
2d6 |
|
3d8 |
|
- note
that creatures with natural weapons
which become Monks or Mystics
increase the unarmed damage dice
as if they were larger
size
|
Bonus
Feats
Flurry
of Blows
-
When
unarmored, a Mystic may strike with a flurry of blows at the
expense of accuracy. When doing so, she may make one extra attack in
a round at her highest base attack bonus, but this attack takes a -2
penalty, as does each other attack made that round. This penalty
applies for 1 round, so it also affects attacks of opportunity the
Mystic might make before her next action. (The
Mystic does not improve upon her flurry of blows like the v3.5
Monk and does not gain Greater Flurry.)
-
When
using flurry of blows, a Mystic may attack only with unarmed
strikes or with special monk weapons (butterfly
sword, chain, chigiriki, club, dagger, goad, handaxe, javelin, jitte,
kama, kusari-gama, lajatang, nunchaku, quarterstaff, sai, sang kauw,
siangham, three-section staff, tonfa and whip chain).
She may attack with unarmed strikes and special monk weapons
interchangeably as desired. When using weapons as part of a flurry
of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2
or x 1/2) to her damage rolls for all successful attacks, whether
she wields a weapon in one or both hands. The monk can’t use any
weapon other than a special monk weapon as part of a flurry of
blows.
-
In
the case of double weapons (chigiriki, kusari-gama, lajatang,
quarterstaff & three-section staff), each end counts as a
separate weapon for the purpose of using the flurry of blows
ability. Even though these weapons require two hands to use, a monk
may still intersperse unarmed strikes with weapon strikes, assuming
that she has enough attacks in her flurry of blows routine to do so.
Evasion
-
At
2nd level or higher if a Divine Monk makes a successful Reflex
saving throw against an attack that normally deals half damage on a
successful save, she instead takes no damage. Evasion can be used
only if a Divine Monk is wearing light armor or no armor. A helpless
Divine Monk does not gain the benefit of evasion.
Fast
Movement
Mystic
Animal
-
One
of the most powerful benefits of the Mystic class is that
Mystics find that an animal servant is drawn to them and will protect
them as long as they keep the animal's best interests in mind.
This Mystic
Animal combines the multitude of benefits of the Druidic animal
companion and the intelligence advancement of the Wizard / Sorcerer
familiar. In effect, it is an animal which has been gifted with the
spirit of a more powerful being -- as the Mystic's affinity with
nature and amount of magical knowledge increase, so too does the
power of their Mystic Animal.
-
Acceptable
animals include those from the Druid list of animal compantions
(badgers, camels, dire rats, dogs, riding dogs, eagles, hawks,
horses (both light and heavy), owls, ponies, snakes: medium vipers,
or wolves). In addition, the animals on the Sorcerer/Wizard familiar
list are also available (bats, cats, lizards, ravens, toads, and
weasels), but they may require HD advancement prior to becoming a Mystic
Animal for
the sake of game balance, as these animals are generally weaker than
the Druid animal companions. (I.e. a Mystic Animal should be between
CR 1/3 and 1 before gaining Mystic Animal advancement bonuses.)
Other animals are certainly possible depending upon the location
from where the Mystic originates.
-
If
a Mystic's animal dies, the Mystic may find another Mystic Animal
present itself to the Mystic if Nature believes that the Mystic did
his/her best to protect the original animal. In these cases, the
Mystic may find an animal on the more advanced Druid lists of animal
companions (PHB 36). Here, the Mystic would subtract a certain
number of levels before calculating their Mystic Animal's abilities
just as a Druid would.
-
The
Mystic Animal advancement and bonuses are detailed in the below
chart:
Class
Level |
|
Bonus
HD |
|
NA
Bonus |
|
Str
/ Dex
Adj. |
|
Int |
|
Special |
| 1st |
|
+0 |
|
+0 |
|
+0 |
|
6 |
|
Empathic Link, Share Spells |
| 2nd |
|
+1 |
|
+1 |
|
|
|
|
|
Alertness |
| 3rd |
|
+2 |
|
+2 |
|
+1 |
|
7 |
|
Evasion,
Deliver Touch Spells |
| 5th |
|
+3 |
|
+3 |
|
|
|
|
|
Bonus
Feat, Improved Evasion, Speak w/ Master |
| 6th |
|
+4 |
|
+4 |
|
+2 |
|
8 |
|
Devotion
(+4 on Will saves vs. Enchantment) |
| 7th |
|
+5 |
|
+5 |
|
|
|
|
|
Speak
w/ Animals of its Kind |
| 9th |
|
+6 |
|
+6 |
|
+3 |
|
9 |
|
Bonus
Feat, Multiattack |
| 10th |
|
+7 |
|
+7 |
|
|
|
|
|
Speech,
Imbue w/ Spell Ability |
| 11th |
|
+8 |
|
+8 |
|
+4 |
|
10 |
|
Spell
Resistance (Mystic level + 5) |
| 13th |
|
+9 |
|
+9 |
|
|
|
|
|
Bonus
Feat, Scry on Animal Companion / Familiar |
| 14th |
|
+10 |
|
+10 |
|
+5 |
|
11 |
|
Improved
Evasion |
| 15th |
|
+11 |
|
+11 |
|
|
|
|
|
|
| 17th |
|
+12 |
|
+12 |
|
+6 |
|
12 |
|
Bonus
Feat |
| 18th |
|
+13 |
|
+13 |
|
|
|
|
|
|
| 19th |
|
+14 |
|
+14 |
|
+7 |
|
13 |
|
|
| 20th |
|
+15 |
|
+15 |
|
|
|
|
|
Bonus
Feat |
Still
Mind
Qi
Strike
-
At
4th level, a Mystic’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 Mystic
level. At 10th level,
her unarmed attacks are also treated as lawful weapons for the
purpose of dealing damage to creatures with damage reduction. At
16th level, her unarmed attacks are treated as adamantine weapons
for the purpose of dealing damage to creatures with damage reduction
and bypassing hardness.
Slow
Fall
-
At
4th level or higher, a Mystic within arm’s reach of a wall
can use it to slow her descent. When first using this ability, she
takes damage as if the fall were 20 feet shorter than it actually
is. The Mystic’s ability to slow her fall (that is, to reduce
the effective distance of the fall when next to a wall) improves
with her Mystic level until at 20th level she can use a nearby
wall to slow her descent and fall any distance without harm.
Purity
of Body
Wholeness
of Body
-
At
7th level or higher, a Mystic can heal her own wounds. She can
heal a number of hit points of damage equal to twice her current
Mystic level each day, and she can spread this healing out
among several uses. This is a standard action.
Improved
Evasion
-
At
9th level, a Mystic’s evasion ability improves. She still
takes no damage on a successful Reflex saving throw against attacks,
but henceforth she takes only half damage on a failed save. A
helpless Mystic does not gain the benefit of improved evasion.
Diamond
Body
Abundant
Step
-
At
12th level or higher, a Mystic can slip magically between
spaces, as if using the spell dimension door, once per day.
Her caster level for this effect is one-half her Mystic level
(rounded down).
Diamond
Soul
-
At
13th level, a Mystic gains spell resistance equal to her
current Divine Monk level + 10. In order to affect the Divine Monk
with a spell, a spellcaster must get a result on a caster level
check (1d20 + caster level) that equals or exceeds the Mystic’s spell resistance.
Quivering
Palm
-
Starting
at 15th level, a Mystic can set up vibrations within the body
of another creature that can thereafter be fatal if the Mystic so desires. She can use this quivering palm attack once a week, and
she must announce her intent before making her attack roll.
Constructs, oozes, plants, undead, incorporeal creatures, and
creatures immune to critical hits cannot be affected. Otherwise, if
the Mystic strikes successfully and the target takes damage
from the blow, the quivering palm attack succeeds. Thereafter the
Mystic can try to slay the victim at any later time, as long as
the attempt is made within a number of days equal to her Mystic level. To make such an attempt, the
Mystic merely wills the
target to die (a free action), and unless the target makes a
Fortitude saving throw (DC 10 + 1/2 the Mystic’s level + the
Mystic’s Wis modifier), it dies. If the saving throw is
successful, the target is no longer in danger from that particular
quivering palm attack, but it may still be affected by another one
at a later time.
Timeless
Body
-
Upon
attaining 17th level, a Mystic no longer takes penalties to her
ability scores for aging and cannot be magically aged. Any such
penalties that she has already taken, however, remain in place.
Bonuses still accrue, and the Mystic still dies of old age when
her time is up.
Tongue
of the Sun and Moon
Empty
Body
-
At
19th level, a Mystic gains the ability to assume an ethereal
state for 1 round per Mystic level per day, as though using the
spell etherealness. She may go ethereal on a number of
different occasions during any single day, as long as the total
number of rounds spent in an ethereal state does not exceed her
Mystic level.
Perfect
Self
-
At
20th level, a Mystic
becomes a magical creature. She is
forevermore treated as an outsider rather than as a humanoid (or
whatever the Mystic’s creature type was) for the purpose of
spells and magical effects. Additionally, the Mystic
gains
damage reduction 10 / magic, which allows her to ignore the first 10
points of damage from any attack made by a nonmagical weapon or by
any natural attack made by a creature that doesn’t have similar
damage reduction. Unlike other outsiders, the Mystic
can still
be brought back from the dead as if she were a member of her
previous creature type.
|
Mystic
spellcasting
spells
per day
known
spells
bonus
spells
DC
to resist Mystic spells
|
| Mystic
Spells per day
level |
|
0th |
|
1st |
|
2nd |
|
3rd |
|
4th |
|
5th |
|
6th |
|
7th |
|
caster
level |
| 1st |
|
2 |
|
0 |
|
-- |
|
-- |
|
-- |
|
-- |
|
-- |
|
-- |
|
1st |
| 2nd |
|
3 |
|
1 |
|
-- |
|
-- |
|
-- |
|
-- |
|
-- |
|
-- |
|
2nd |
| 3rd |
|
3 |
|
2 |
|
-- |
|
-- |
|
-- |
|
-- |
|
-- |
|
-- |
|
3rd |
| 4th |
|
3 |
|
2 |
|
0 |
|
-- |
|
-- |
|
-- |
|
-- |
|
-- |
|
|
| 5th |
|
3 |
|
3 |
|
1 |
|
-- |
|
-- |
|
-- |
|
-- |
|
-- |
|
4th |
| 6th |
|
3 |
|
3 |
|
2 |
|
-- |
|
-- |
|
-- |
|
-- |
|
-- |
|
5th |
| 7th |
|
3 |
|
3 |
|
2 |
|
0 |
|
-- |
|
-- |
|
-- |
|
-- |
|
6th |
| 8th |
|
3 |
|
3 |
|
3 |
|
1 |
|
-- |
|
-- |
|
-- |
|
-- |
|
|
| 9th |
|
3 |
|
3 |
|
3 |
|
2 |
|
-- |
|
-- |
|
-- |
|
-- |
|
7th |
| 10th |
|
3 |
|
3 |
|
3 |
|
2 |
|
0 |
|
-- |
|
-- |
|
-- |
|
8th |
| 11th |
|
3 |
|
3 |
|
3 |
|
3 |
|
1 |
|
-- |
|
-- |
|
-- |
|
9th |
| 12th |
|
3 |
|
3 |
|
3 |
|
3 |
|
2 |
|
-- |
|
-- |
|
-- |
|
|
| 13th |
|
3 |
|
3 |
|
3 |
|
3 |
|
2 |
|
0 |
|
-- |
|
-- |
|
10th |
| 14th |
|
4 |
|
3 |
|
3 |
|
3 |
|
3 |
|
1 |
|
-- |
|
-- |
|
11th |
| 15th |
|
4 |
|
4 |
|
3 |
|
3 |
|
3 |
|
2 |
|
-- |
|
-- |
|
12th |
| 16th |
|
4 |
|
4 |
|
4 |
|
3 |
|
3 |
|
2 |
|
0 |
|
-- |
|
|
| 17th |
|
4 |
|
4 |
|
4 |
|
4 |
|
3 |
|
3 |
|
1 |
|
-- |
|
13th |
| 18th |
|
4 |
|
4 |
|
4 |
|
4 |
|
4 |
|
3 |
|
2 |
|
-- |
|
14th |
| 19th |
|
4 |
|
4 |
|
4 |
|
4 |
|
4 |
|
4 |
|
2 |
|
0 |
|
15th |
| 20th |
|
4 |
|
4 |
|
4 |
|
4 |
|
4 |
|
4 |
|
3 |
|
1 |
|
|
|
Last Update:
May 20th, 2005
Previous
Update:
May 16th, 2005
Contact the GM:
Zakarius [at] mail
[dot] com
|