Gets Barbarian Str and Dex, and Exceptional Con.
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Gets Wis bonus to spell progression. Can cast Warrior, Priest, or Rogue spells.
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Open Hands number of attacks = (LVL+2)/2. Open Hands base dmg = 1d((LVL+1)*2)
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Level 1: If Open Hands hit exceeds what is needed by 5, target is stunned for 1d8 r (save vs. para)
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Level 1: If Open Hands stuns, chance to kill is (level)*4+20-(target's AC)% (no save)
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Level 1: Open Hands are considered a +LVL weapon to hit.
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Level 1: Natural AT is +level*2
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Level 1: Base movement rate is (13+level*2)"
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Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
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Level 1: 1V (may borrow from next segment): Knock away missile weapons. The missile weapons must be size M or less and must be directed at the monk or a target within 10'. The monk makes a save vs. paralyzation with a penalty equal to the number of magical plusses the weapon has, if successful, the weapon is deflected. The monk can knock away a maximum of 10 missiles, plus 1/level.
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Level 1: Two Martial Arts styles; +3 Martial Arts maneuver slots /level. This may used for Professional Wrestling instead.
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Level 1: +LVL dmg with weapons.
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Level 2: +1QV action.
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Level 3: Speak with undead (continuous).
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Level 4: Immunity to disease and slow effects (continuous).
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Level 4: Self healing (laying on hands): LVL*LVL*2 hp, can be done once per turn.
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Level 4: Immune falling damage.
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Level 5: +1QP action.
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Level 6: +1QQV action.
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Level 7: Dust of Disappearance (psi freq. 0) level times per day.
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Level 8: Retarded Aging, Immunity to Poison, Immunity to Geas/Quest
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Level 9: Quivering Palm 1/d: If target's HD/level is equal to or less than twice the monk's level, if hp of target is equal to or less than 10 times monk's hp, if target is not undead, if an open hand attack hits, then monk can command target to die at any time within 1 day per level (no save).
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Level 9: +1QM action.
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