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Art used by
gracious permission of the
copyright holder, Todd
Lockwood, © 1999
Click here
to visit artist Todd Lockwood's website.
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Monks in Penderyn are a class found mostly in the north; originally from the
Kyriss Region, but in modern days found also in the Myracin territories. They're
ascetics who train mind and body to be in harmony, and they're dedicated to a
philosophy or cause above all worldly concerns. The goal of a monk is to find
perfection in life, action, and being.
Penderyn monks had
their origins in human, dwarven, humanoid, and goblinoid martial arts
practitioners in the hard northern lands. As the homeland to many of the chaotic
races such as orcs, ogres, bugbears, and gnoll, the Kyriss was always a region
of warfare, violence, battle, and bloodshed. From this martial lifestyle arose
many methods of stylized combat, many with weapons, but just as many without. It
was literally a matter of life or death for a combatant in the Kyriss to know
how to fight against an opponent who had disarmed him, or when a weapon wasn't
available. A few half-orcs learn this austere and brutal lifestyle from their
orc parent, thus it's not as unusual as some might think to find a half-orc
monk.
With these systems of
combat, many tribes produced fierce warriors who were renowned for being just as
deadly with their bare hands as with a broadsword. And despite what many
southerners believe, humans were not the only ones who developed highly
effective empty-hand martial arts styles. Even today, there are tribes of orcs
and hobgoblins who follow the strict codes of monks, living simple lives
revolving around martial practice, perfecting their skills, and conquering
others.
Humans, however, have
bent their energy towards developing the more philosophical aspects of the
monk’s lifestyle. While any human monk is a potent adversary in combat, most
spend at least as much time studying, teaching, and exploring as they do
practicing to fight. To most human monks, the martial art is merely a path
towards the goal of understanding themselves, protecting themselves, and
bringing their mind and spirit into harmony with their body. Kicking ass is
secondary.
Dwarves in the Kyriss
have martial disciplines, to be sure, but their bodies are not suited well to
fight the larger, more agile humanoids in open-hand combat. Therefore, some
modern dwarf clans have family martial art styles involving the specialized use
of weapons, but they aren't monks.
While incredibly rare,
there are some elvish monks. They're formidable opponents, as one can imagine!
While popular belief is that they learned from humans, the fact is that the
elves have had a style of unarmed combat for thousands of years. They have never
taught this style to non-elves, but there are many reliable accounts of its use
during the Dark War, so it's known to exist.
Human monks have, over
the centuries, drifted down through the Kalimar Range and into the kingdoms.
While exceedingly rare as a class, monks are fond of wandering, exploring, and
meeting new cultures and ideas. Therefore, while practically all monks are
northerners by birth, it’s possible to find them literally anywhere on the
continent, living or passing among the people in an unassuming and quiet manner.
(Of all the human classes, monks are most easily accepted into elven societies,
due to their harmonious and respectful personalities.) Most monks travel alone,
although they're very friendly. Many can be found as instructors in northern
armies, as most monks are experts in close combat tactics with or without
weapons.
* *
*
Note that the monks of
the eastern continent of Jata are not the same as a Penderyn monk. The Jatanese
class is as described in Oriental Adventures; still a warrior-priest
style of character, but the skills, abilities, and some basic precepts are
different. While a Penderyn monk and a Jatanese monk would get along quite well
when played in the same campaign, the technical differences make the two
separate and distinct classes for game play.
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Creating a Monk
Create monks using the following rules from Philip Meyers' "He's
Got a Lot to Kick About" (Dragon Magazine #53).
Minimum Scores
Str 14 Int 7 Wis
15 Con 11 Dex 13 Chr 7
Race
Monks must be human, half elf, half orc, high or grey elf.
Alignment
Monks must be lawful, but may be neutral, evil, or good.
Thief Skills
Monks have Move Silently, Find Traps (but not remove), Hide in
Shadows, Hear Noise, Climb Walls.

Hit Points (HP) & Level Progression
Experience
Points
(XP)
|
Level
|
HD (d6)
|
AC
|
Move
|
Level Title
|
# Attacks
|
OH
DamageI
|
|
| 0 |
1 |
2 |
14 |
15" |
Novice |
1 |
1d4 |
A |
| 1,501 |
2 |
3 |
15 |
15" |
Initiate of the Rudiments |
1 |
1d6 |
B |
| 3,001 |
3 |
4 |
16 |
16" |
Initiate of the Elements |
1 |
1d6+1 |
C |
| 6,001 |
4 |
5 |
17 |
16" |
Initiate of the Principles |
3/2 |
1d6+1 |
D |
| 12,001 |
5 |
6 |
17 |
17" |
Brother |
3/2 |
2d4** |
E |
| 25,001 |
6 |
7 |
18 |
17" |
Disciple |
3/2 |
2d4+1 |
F |
| 40,001 |
7 |
8 |
18 |
18" |
Disciple of Secrets |
2 |
2d4+1 |
G |
| 70,001 |
8 |
9 |
19 |
18" |
Disciple of Mysteries |
2 |
2d6 |
H |
| 110,001 |
9 |
10 |
19 |
19" |
Immaculate |
2 |
3d4 |
I |
| 160,001 |
10 |
11 |
20 |
20" |
Master |
5/2 |
3d4 |
J |
| 220,001 |
11 |
12 |
20 |
20" |
Superior Master |
5/2 |
1d10+3 |
K |
| 400,001 |
12 |
13 |
21 |
21" |
Master of Dragons |
5/2 |
4d4 |
L |
| 650,001 |
13 |
14 |
21 |
22" |
Master of North Wind |
3 |
4d4 |
M |
| 900,001 |
14 |
15 |
22 |
23" |
Master of West Wind |
3 |
4d4+1 |
N |
| 1,150,001 |
15 |
16 |
22 |
24" |
Master of South Wind |
3 |
5d4 |
O |
| 1,400,001 |
16 |
17 |
23 |
25" |
Master of East Wind |
3 |
4d6 |
P |
| 1,650,001 |
17 |
18 |
23 |
26" |
Master of Winter |
4 |
4d6[ |
Q |
| 1,900,001 |
18 |
19 |
24 |
27" |
Master of Autumn |
4 |
2d10+4 |
R |
| 2,200,001 |
19 |
20 |
24 |
28" |
Master of Summer |
4 |
5d6 |
S |
| 2,500,001 |
20 |
21 |
25 |
29" |
Master of Spring |
4 |
8d4 |
T |
| 2,800,001+ |
21 |
22 |
25 |
30" |
Grand Master |
4 |
8d4 |
U |
I
Halve open hand damage (round up) when monks strike opponents 10'+ tall, or with
a natural AC of 20+.
[
At 10th level, a monk's hands become the equivalent of +1 weapons to determine
which creatures they may hit.
At 18th level, they become +2 weapon equivalents.
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Abilities
A) Feign Death
B) Mind Mask
C) Speak with animals
D) Self-healing; immunity to disease, haste, and slow spells
E) Body Equilibrium (1/dy, 1 rd/lvl); Mind over body (1 dy/ lvl)
F) Empathy (per psionic ability, 1/dy)
G) Invisibility (per psionic ability, 1/dy, 1 tn/lvl above 6th)
H) Molecular Manipulation (per psionic ability, against inanimate
objects 1/dy. Limited to 8th level of skill)
I) Resistance to charm, hypnosis, etc; Int of 18 against telepathic
and mind blast attacks.
J) Immunity to poison, geas, and quest spells; decelerated aging
(as a phylactery of long years)
K) Body Control (per psionic ability, 1/dy, 1 tn/lvl above 10th)
L) Quivering Palm
M) Dimension Door (1/dy)
N) Speak with Plants
O) Mind Bar (per psionic ability, 100% success, 1/wk, 1 hr/lvl)
P) Object Reading (per psionic ability, 1/dy)
Q) Dimension Walk (per psionic ability, 1/dy, 1 hr/ 2 lvls)
R) Astral Projection (1/wk, monk only)
S) Premonition of death or serious harm (1-4 turns prior to event,
90% chance)
T) Tower of Iron Will or Intellect Fortress (1/dy, 1 rd/lvl, monk
must concentrate but may move slowly)
U) Plane Shift (2/dy)
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