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{{GitP|104047}} This is under construction, unfortunately. {| class="wikitable" |+The Monk by Level |- ! rowspan=2|Level ! rowspan=2|Base Attack Bonus ! colspan=3|Base Save Bonus ! rowspan=2|Special |- !Fortitude!!Reflex!!Will |- |1||+0||+0||+2||+2||Martial Path |- |2||+1||+0||+3||+3||x |- |3||+2||+1||+3||+3||x |- |4||+3||+1||+4||+4||x |- |5||+3||+1||+4||+4||New Combat Style, Path Improvement |- |6||+4||+2||+5||+5||x |- |7||+5||+2||+5||+5||x |- |8||+6/+1||+2||+6||+6||x |- |9||+6/+1||+3||+6||+6||New Combat Style, Path Improvement |- |10||+7/+2||+3||+7||+7||Flawless Style |- |11||+8/+3||+3||+7||+7||x |- |12||+9/+4||+4||+8||+8||x |- |13||+9/+4||+4||+8||+8||New Combat Style, Path Improvement |- |14||+10/+5||+4||+9||+9||x |- |15||+11/+6/+1||+5||+9||+9||Flawless Style |- |16||+12/+7/+2||+5||+10||+10||x |- |17||+12/+7/+2||+5||+10||+10||New Combat Style, Path Improvement |- |18||+13/+8/+3||+6||+11||+11||x |- |19||+14/+9/+4||+6||+11||+11||x |- |20||+15/+10/+5||+6||+12||+12||Ultimate Style |} ==The Monk== The following are class features of the monk character class: ===The Basics=== '''Hit Die:''' d6 '''Starting Skill Points''' (gained at 1st level by a character whose first class is soulknife)''':''' 4 x (6 + int mod.) '''Skill Points per level:''' 6 + int mod. ====Class Skills==== The monk's class skills are as follows, grouped by key ability: *'''Strength:''' Climb, Jump, Swim *'''Dexterity:''' Balance, Tumble, Hide, Move Silently, Ride *'''Constitution:''' Concentration *'''Intelligence:''' Search, Disable Device, Knowledge (Religion), Craft *'''Wisdom:''' Sense Motive, Spot, Listen, Autohypnosis, Profession *'''Charisma:''' Bluff, Gather Information, Intimidate ====Weapon and Armour Proficiencies==== A monk is considered proficient in all simple and martial weapons, and in any special weapons she obtains through her class features. Monks are proficient in light armour, bucklers, and light shields. Using heavier armour or shields may preclude the use of certain class features. ===Martial Path=== On entering this character class, choose which martial path you would like your character to follow. The available paths are as follows: *Unarmed - a master of fighting without weapons. *Soulknife - a powerful warrior who learns to create her own weaponry using psychic essence distilled from her mind. *Assassin - a martial artist who specialises in stealth, deception, and murder. Each path grants a fundamental ability, a fundamental combat style, and access to three further styles. ====Unarmed==== '''Fundamental Ability''': The unarmed monk is skilled at fighting without equipment. She receives Improved Unarmed Strike as a bonus feat (to choose this style, the monk must meet the prerequisites for both feats). An unarmed monk fights unarmed as if she has two weapons, each of which deals d8 damage (medium) or d6 damage (small). These weapons may not be disarmed. For the purposes of two-weapon fighting, treat the monk's unarmed strike as a light weapon. For all other purposes, treat it as a two-handed weapon. Finally, the unarmed monk may freely choose to deal lethal or nonlethal damage with her unarmed strikes.
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