Monk

Description: This class seeks rigorous physical and mental discipline. They strive to be detached from the material world. Players can receive further knowledge of acceptable behavior from a higher-ranking Monk. Monks are encouraged to wear oriental style garb such as ghis, robes, and tabi boots. Weapons allowable to the Monk class are quarterstaff, spear, white sword, flail, white axe, throwing axe, dagger, hammer, javelin, and club. Monks cannot wear standard armor but they do gain the equivalent of leather armor at higher ranks.


The following restrictions apply to Monks:

1. Monks may never wear armor or carry shields.
2. Monks must stay true to their alignment.
3. Monks may keep only a fraction of what they gain.
4. Monks may not use magical items, for it disrupts their inner-strength.

Skills:

Rank 1: Missile Deflection - Through martial arts training, a Monk may use hands, feet, or a weapon to purposefully deflect an incoming non-magical missile (except Green Damage Weapons). If struck unaware by a missile, normal damage is taken. (Note: The Arrow of Piercing can be deflected, but not the Javelin of Lightning, or any Spell Ball.) This is a normal battle skill.

Rank 3: Leather Armor Class Skin - Through vigorous physical training, the Monk at this level has leather body armor (AC 4) from head to toe. This is signified by the Monk wearing an orange and blue headband. This is a normal battle skill.

Rank 4: Cure Light Wounds (Self) - By tuning the mind, body, and spirit (ki) through deep meditation for one minute, the Monk may heal one light wound on themselves, this includes restoring body armor. This is a normal battle skill.

Rank 7: Immunity to Mind Control - This gives the Monk the ability to resist the effects of Mind Control attacks such as charm, hypnosis, illusion, suggestion, etc. This is an adventure only skill.

Rank 8: Immunity to Poison - Monks are immune to any type of Poison, including contact, insinuative, ingestive, gas or monster venom. This is an adventure only skill.

Rank 10: Ability to Hit Creatures Only Affected by Magical Weapons - This allows the Monk to affect a creature hit only by Magical Weapons, but if the creature is only damaged by Black or Red Weapons, for instance, and the Monk does not have one, the hit does not connect. If a monster needs a particular Artifact to affect them, then this Monk ability will not help. This is an adventure only skill.

Mystical Abilities:

Rank 2: Feign Death Type: Battle
Length: 15 second meditation Energy Cost: 1
Range: Self Duration: Special
Material: None AOE: None
Description: The Monk draws on the power of this spell to slow his heartbeat and breathing. This "spell" is memorized and can be cast without reading from a Spell Book. The Monk cannot move or speak or the trance is broken.