MONK: Monks are priests who belong to cloistered or monastic orders, withdrawing from the everyday affairs of the world around them to contemplate their faith. Powers of philosophy, thought, and scholars are commonly represented by monks, as well as any deity that is not normally worshipped by the common people of an area. Monks must be lawful alignment, although they can be lawful good, lawful neutral, or lawful evil. While monks are often associated with oriental settings, monastic orders do exist in Faerun and elsewhere, as well as in Kara-Tur.

Monks believe that rigorous training of body, mind, and spirit leads to enlightenment. Consequently, a character must have high Intelligence and Constitution scores to qualify for this class. Monks progress in experience levels as do clerics.

While monks do not attempt to minister to the masses or gather followers for their patron deity, they believe in demonstrating the qualities of their faith by example. A monastery or abbey is a place of learning and strength that is open to any person who requires shelter, advice, or assistance. Other monks choose to leave the abbey and travel widely, setting an example to follow among the people they meet and help. Monasteries devoted to evil powers are sinister places where knowledge and wealth are hoarded for use of the order, regardless of who may need it.

Monks bring a variety of skills to the adventuring party. They are somewhat like bards in that they are jacks of all trades and masters of none. Monks are not front-rank warriors, but often they can be very capable infiltrators and skirmishers. The monk class's selection of spells allows access to some of the most unusual and versatile priest spells, even if a monk's spells tend to be short on sheer combat power. Like other priest characters, the monk's principle role is to support and guide the party.

Stats Required: Constitution 13, Wisdom 15, Intelligence 14
Alignments Allowed: Any Lawful
Race: Human

ADVANTAGES
- Natural AC bonus of 1 point every even level (9 at level 2, 8 at level 4, etc.)
- Permanent Non Detection at level 5
- Permanent Free Action at level 7
- put something on unarmed combat

DISADVANTAGES
- May not turn undead
- May not wear armor

SPHERE ACCESS
- Major access to the spheres of all, divination, numbers, thought, and guardian - Minor access to the spheres of combat, healing, necromantic, and time - No access to the spheres of animal, astral, chaos, charm, creation, elemental-air, elemental-earth, elemental-fire, elemental-water, law, plant, protection, summoning, sun, travelers, wards, war, and weather

 

 
     
 
     
 
     
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