Chris342 writes "The Bakluni Monk created to contrast the Scarlet Brotherhood Monks.
The
Bakluni Monks
The
D'ai Shatain and Al D'ai Shatain
It
is generally agreed that the Bakluni first introduced the martial
arts to the Flanaess. The Bakluni have long followed the goddess Xan
Yae and her companion Zuoken. Certain monastic groups once affiliated
with these priesthoods have become some of the most proficient
practitioners of these arts. There are two major groups of this sort
common in what was once the Baklunish Empire. They are the D'ai
Shatain, the clergy dedicated to Xan Yae. and the Al D’ai Shatain,
the clergy of Zuoken.
The
Al D'ai Shatain practice a deadly form of weaponless combat called
Da'shon, or "Falling Hail". Da'shon is a method of unarmed
combat that its practitioners compare to the powerful forces of
nature. Its devotees often spend years studying and exposing
themselves to the elements while performing feats of immense
concentration and physical prowess. The style's sudden, violent
strikes contrast with its passive, flowing methods for escaping
physical and magical harm. Weapons and armour are never used by its
practitioners, and the Bakluni have a legend of Zuoken (before he was
a god) defeating a great number of armed forces using only this
style.
The
Al D'ai Shatain are the most highly trained practitioners of Da'shon,
as well as the most mobile. The D'ai Shatain generally do not leave
Baklunish lands and have turned their training to more esoteric
pursuits, stressing the "twilight empire" of Xan Yae. Both
groups historically have had a history of non-intervention in the
political events of the Flanaess, and rarely seen east of the Barrier
Peaks except for the "D'ar es Shalim", travelling members
of Zuokon’s clergy (D'ar es Shalim means roughly "Seekers"
in Ancient Baklunish), seeking the location of their imprisoned god.
These
monks rarely teach their secrets to outsiders, and then only to
devout Baklunish followers of Xan Yae or Zuoken.
The
Bakluni Monk
Bakluni
Monk (priest class)
Ability
Requirements: Strength 9, Dexterity 13, Wisdom 9
Prime
Requisite: Wisdom
Races
Allowed:
Human
(Bakluni)
Alignments:
LN, CN, NE, NG, N
The
Bakluni monk uses the Priest XP advancement table, gets 8-sided Hit
Dice, and uses the Priest THAC0 and Saving Throws table. Monks are
treated as priests for purposes of learning non-weapon proficiencies.
In fact, the monk is a priest in most respects. The two important
differences are in their combat style and lack of spell selection.
Monks with 16 or above in both Wisdom and Dexterity receive a 10%
experience point bonus. Monks progress in skill with level as
follows:
Level
|
XP
Required
|
Hit
Dice (d8)
|
Abilities
|
Move
|
Unarmed
Attacks
|
Armour
Class
|
Unarmed
Damage
|
1
|
0
|
1
|
Base
skill
|
12
|
3/2
|
9
|
1d4
|
2
|
1,500
|
2
|
Killing
Attack
|
12
|
3/2
|
9
|
1d4
|
3
|
3,000
|
3
|
Resistance
to ESP
|
12
|
3/2
|
8
|
1d6
|
4
|
6,000
|
4
|
+1
initiative
|
15
|
2
|
8
|
1d6
|
5
|
13,000
|
5
|
Immune
to Disease, Haste, slow
|
15
|
2
|
7
|
1d6
|
6
|
27,500
|
6
|
+2
initiative
|
15
|
2
|
7
|
1d6+1
|
7
|
55,000
|
7
|
Self
heal 2hp/level
|
18
|
2
|
6
|
1d6+1
|
8
|
110,000
|
8
|
+3
initiative
|
18
|
5/2
|
6
|
1d6+1
|
9
|
225,000
|
9
|
Resistance
to Charm Effects
|
18
|
5/2
|
5
|
1d8
|
10
|
450,000
|
9+2
|
Open
hand is a +1 weapon
|
21
|
5/2
|
5
|
1d8
|
11
|
675,000
|
9+4
|
Immune
to poison
|
21
|
5/2
|
4
|
1d8
|
12
|
900,000
|
9+6
|
+4
initiative
|
21
|
3
|
4
|
1d8+1
|
13
|
1,125,000
|
9+8
|
Unlock
Psionics
|
24
|
3
|
3
|
1d8+1
|
14
|
1,350,000
|
9+10
|
Always
gets a saving throw
|
24
|
3
|
3
|
1d8+1
|
15
|
1,575,000
|
9+12
|
Open
Hand is a +2 weapon
|
24
|
3
|
2
|
1d10
|
16
|
1,800,000
|
9+14
|
Immune
to heat and cold
|
27
|
7/2
|
2
|
1d10
|
17
|
2,025,000
|
9+16
|
Astral
Projection
|
27
|
7/2
|
1
|
1d10
|
18
|
2,250,000
|
9+18
|
Can
go without sleep 1day/level
|
27
|
7/2
|
1
|
1d12
|
19
|
2,475,000
|
9+20
|
Open
hand is a +3 weapon
|
30
|
4
|
0
|
1d12
|
20
|
2,700,000
|
9+22
|
|
30
|
4
|
0
|
1d12
|
Martial
Arts
Monks
are masters of unarmed combat. They gain skills in the martial arts
with level per the chart above. Monks cannot wear anything heavier
than normal gloves or shoes, or any kind of armour, and still receive
their martial art bonuses. These martial arts mastery bonuses are in
addition to any attack or damage bonuses for high Strength. These
bonuses only apply if the monk is unarmoured and unarmed.
When
using weapons, they do extra damage equal to the monk's level divided
by 2, rounded up. This only applies to creatures with familiar
anatomies.
Monk Armor Class improves by one step for every
two levels (rounded down) according to the chart above - Dexterity
bonuses also apply.
Due to their martial training, monks
can attack opponents barehanded without suffering penalties or
provoking attacks of opportunity as per Combat & Tactics. Unarmed
martial arts damage is reduced by one-half per size class that the
target is larger than the monk (rounded down). For example, a human
monk (size M) attacking a hill giant (size H) does only one-quarter
of normal damage. Note that unarmed combat damage is usually not
effective against undead, vegetable, fluid, or inorganic creatures,
or any creatures immune to bludgeoning attacks.
Monks
making use of any strength or dexterity-enhancing magic items or
magic items that imitate armour of any sort (e.g. Bracers of
Defence), lose the martial arts and AC bonuses from the chart above.
Such magics interfere with the complete control of mind and body
required to practice the martial arts at their peak. Monks may use
any magic item usable by clerics.
Monks use the cleric XP
cable and gain hit dice as clerics. They may select proficiencies
from the General, Rogue and Warrior lists. They are skilled in
combat, having learned how to use their bodies as a means to defeat
their foes. They use simple weapons that are either existing tools or
can easily be made out of nearby items, such as daggers, hand axes,
clubs, staves, spears, and polearms; they may also use short bows and
scimitars as the Bakluni have a long history with those weapons. That
being said, most Bakluni monks shun the use of weapons.
“To
learn da’shon is to be on the path to perfection, for the use of
weapons is a hinderance to the ability of mankind to attain the goal;
once the goal is reached, one can use such things without fear of
losing sight of perfection. One must strive to achieve the pinnacle
of physical and mental ability. One must pursue harmony to achieve
perfection, so every issue must be considered from both sides so that
a balance may be struck between the two, allowing a harmonious
resolution.”
Monks wear no armour, for it detracts from their finely
honed reflexes and impedes their ability to assess their body's
condition. They may use any magic item useable by clerics and rogues,
but can own no more than five magic items and may retain only the
wealth necessary to support their modest needs; most monks donate
excess to their monastery or use it to fund projects of interest to
them, such as training a promising student, establishing a safe house
in a foreign city, or the search for Zuoken.
All monks
begin with the ability to do lethal damage with their hands and feet
as if they were carrying weapons. This "open hand" ability
begins modestly but eventually allows the monk to strike several
times per round in combat and inflict wounds equal to those from the
most dangerous weapons; these multiple attacks cannot be accelerated
through the use of magic such as haste. Their ability to evade and
fortify their flesh against blows also gives them a bonus to their
armour class, which increases by level.
Monks can move
faster than normal humans due to their training and heightened body
awareness; their movement rate increases as they gain levels.
Their
keen senses allow them to perform several thief skills. Their chief
skills and base scores are listed here:
Find
(but
not
Remove)
Traps
5%
Hear
Noise
10%
Hide
in
Shadows
5%
Move
Silently
5%
A
beginning
monk
starts with 30 discretionary
points
to add
to
these abilities. At each
level
gain,
the monk gains an additional
10
point
to
distribute among
these
skills.
Once
per day per level, a monk may attempt to stun an opponent with an
open-hand attack. The monk declares the intent to stun and rolls to
hit; if the attack hits, the target must roll a saving throw vs.
paralysation or be stunned (unable to attack and losing all Dexterity
adjustments) for one round.
A monk may deflect an incoming
fired or hurled missile (arrow, bole, dagger, and so on) by forsaking
any other action and making a save vs. petrification.
If a
monk is attacked by an effect that requires a saving throw, a
successful saving throw vs. the attack results in the monk taking no
damage, even if the attack does not normally allow it, such as a
fireball, for example.
Monks also gain several special
powers as they increase in levels because of their growing mastery
over their minds and bodies.
At 2nd level, a monk gains
the ability to kill opponents with a successful open-hand attack. The
attack must stun the target, who then must make a saving throw vs.
paralysations at +4 or die.
At 3rd level, a monk can
resist ESP or other thought-reading
attempts by making a save
vs. death magic at +2.
A 4th-level monk gains +1 to
initiative.
At 5th level, a monk becomes immune to all
diseases, as well as
haste and slow spells.
At 6th
level, the monk gains +2 to initiative
A 7th-level monk
gains the ability to momentarily accelerate the healing process of
the body, repairing 2 points of damage suffered by the monk per level
once a day.
At 8th level, the monk's initiative rolls are
improved by 3.
A 9th-level monk is immune to sleep and
charm-type spells and effects if the monk makes a successful saving
throw vs. wand; if this resistance roll fails, normal saves (if any)
apply to resist the effect.
10th level, the monk's hands
and feet are considered +l weapons for the purpose of striking
creatures that can only be hit by magic weapons.
At 11th
level, monks become immune to all poisons. This includes effects such
as a ghoul's stench.
At 12th level, a monk's initiative
bonus increases to 4.
At 13th level, a Bakluni monk
unlocks their Psionic abilities. These are rolled randomly as per the
chart in the DMG.
At 14th level, the monk always gets a
saving throw vs magical attacks, even when one is not normally
allowed.
A 15th level monk's hands and feet are considered
+2 weapons for the purpose of striking creatures that can only be hit
by magical weapons.
At 16th level, the monk is immune to
the effects of heat and cold.
At 17th level, the monk is
able to leave their body and project themselves into the astral plane
(as per the astral spell). They may do this once per week, remaining
away for any length of time, although their physical body still needs
nourishment and will starve if not cared for.
At 18th
level, the monk may go without sleep, food, and water for 1
day/level.
At 19th level, the monk gains the title of
Grand Master and their hands and feet are considered +3 weapons for
the purpose of striking creatures that can only be hit by magical
weapons.
"