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Kung Fu Monk Class

The document outlines the Kung Fu Monk class, detailing its unique abilities, restrictions, and level advancement. Monks must adhere to specific rules, such as being human, unencumbered, and limited in magic item possession, while gaining various skills and powers as they level up. Key abilities include prone fighting, feigning death, and resisting mind reading, with advancement leading to enhanced combat and survival skills.

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0% found this document useful (0 votes)
35 views3 pages

Kung Fu Monk Class

The document outlines the Kung Fu Monk class, detailing its unique abilities, restrictions, and level advancement. Monks must adhere to specific rules, such as being human, unencumbered, and limited in magic item possession, while gaining various skills and powers as they level up. Key abilities include prone fighting, feigning death, and resisting mind reading, with advancement leading to enhanced combat and survival skills.

Uploaded by

frank.farris321
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Third, the monk loses all special powers while

encumbered. The monk powers below only


By Stuart Marshall apply to unencumbered monks i.e. those
carrying less than 35 lbs weight.
Re-using this material: The following article
is Open OSRIC content. Fourth, the monk must be human.
The Kung Fu monk is a class inspired by Kwai The Kung Fu Monk may use those magic
Chang Caine in the 1970s TV series of the items usable by thieves, and no other
same name. In a conventional fantasy classes.
game based on Northern European legend,
Kung Fu monks should be extremely rare:
these characters are far out of place. They The Kung Fu Monk Character
should hail from some Shaolin-esque Minimum Scores: Str 14, Dex 15, Con 7, Int 7,
monastery in a distant Orient (or possibly on Wis 14, Cha 6
an alternative Prime Material plane).
Hit Die Type: d6 (max 14)
Kung Fu monks suffer the following
restrictions: Alignment: Any lawful
First, the monk may never possess more than Experience bonus: None
five magic items. Armour/Shield Permitted: None
Second, the monk must give away a tenth
Weapons Permitted: Staff, dagger, spear,
of any money that he or she receives to
trident, javelin, crossbow
some Lawful cause, and if there is any
money remaining after paying the monk's Weapon Proficiencies: 1 + 1 every 3 levels
basic living costs, this surplus must be
Penalty to hit for non-proficiency: -3
likewise donated. "Basic living costs" means
very basic, for Kung Fu monks eat and drink Weapon specialisation: N/A
very simply, and are accustomed to living in
a plain cell.
Kung Fu Monk Level Advancement
Level Base xp required Hit dice (d6) AC Move Bare hand attks Bare Hand Dmg Bare Hand
(S-M) Dmg (L)
1 0 2 7 +30 ft 1 1d6 1d4
2 2,100 3 6 +30 ft 1 1d6+1 1d4+1
3 4,250 4 5 +30 ft 1 2d4 1d6
4 8,600 5 4 +40 ft 3/2 2d4+1 1d6+1
5 19,500 6 3 +40 ft 3/2 2d4+2 1d8
6 40,000 7 3 +50 ft 3/2 3d4 1d8+1
7 81,000 8 2 +50 ft 2 3d4+1 2d4
8 124,000 9 2 +60 ft 2 3d4+2 2d4+1
9 256,000 10 1 +60 ft 2 4d4 2d6
10 500,000 11 1 +70 ft 5/2 4d4+1 2d6+1
11 750,000 12 0 +70 ft 5/2 4d4+2 2d6+2
12 1,000,000 13 0 +80 ft 5/2 5d4 2d6+3
13 1,350,000 14 -1 +80 ft 3 5d4+1 3d6
14 1,700,000 14+2 -1 +90 ft 3 5d4+2 3d6+1
15 2,050,000 14+4 -2 +90 ft 3 6d4 3d6+2
16 2,400,000 14+6 -2 +90 ft 7/2 6d4+1 3d6+3
17 2,750,000 14+8 -3 +90 ft 7/2 6d4+2 3d6+3
18 3,100,000 14+10 -3 +90 ft 7/2 7d4 4d6
19 3,450,000 14+12 -4 +90 ft 4 7d4+1 4d6
20 3,800,000 14+14 -4 +90 ft 4 7d4+2 4d6+1

Kung Fu Monk Saving Throw Table Kung Fu Monk To Hit Table


(as per clerics) (as per clerics)

Footprints — page 10 — Number 19


Kung Fu Monk Skills Table
Lvl Climb W Find T Hear N Open L Tightrope Long J High J Pole V Fall Quest to Notes
gain level
1 80% 25% 10% 30% 30% 15 ft 5 ft 8 ft 5 ft No Prone fighting
2 82% 27% 12% 33% 34% 16 ft 5¼ ft 8½ ft 10 ft No Feign death
3 84% 29% 14% 36% 38% 17 ft 5½ ft 9 ft 15 ft No Throw foe
4 86% 31% 16% 39% 42% 18 ft 5¾ ft 9½ ft 20 ft No Resist mind
reading
5 88% 33% 18% 42% 46% 19 ft 6 ft 10 ft 25 ft No Blind fighting
6 90% 35% 20% 45% 50% 20 ft 6¼ ft 10½ ft 30 ft No Heal self
7 91% 37% 22% 48% 54% 21 ft 6½ ft 11 ft 35 ft No Resist fear
8 92% 39% 24% 51% 58% 22 ft 6¾ ft 11½ ft 40 ft No Resist poison
9 93% 41% 26% 54% 62% 23 ft 7 ft 12 ft 45 ft No Enhanced
surprise
10 94% 43% 28% 57% 66% 24 ft 7¼ ft 12½ ft 50 ft Yes Stunning blow
11 95% 45% 30% 60% 70% 25 ft 7½ ft 13 ft 55 ft No Catch arrows
12 96% 47% 32% 63% 73% 26 ft 7¾ ft 13½ ft 60 ft Yes Hold breath
13 97% 49% 34% 66% 76% 27 ft 8 ft 14 ft 65 ft No Resist paralysis
14 98% 51% 36% 69% 79% 28 ft 8¼ ft 14½ ft 70 ft Yes Resist disease
15 99% 53% 38% 72% 82% 29 ft 8½ ft 15 ft 75 ft Yes Speak with
animals
16 99% 55% 40% 75% 85% 30 ft 8¾ ft 15½ ft 80 ft Yes See invisible
17 99% 57% 42% 78% 88% 31 ft 9 ft 16 ft 85 ft Yes Resist psychic
barrage
18 99% 59% 44% 81% 90% 32 ft 9¼ ft 16½ ft 90 ft Yes Resist
petrifaction
19 99% 61% 46% 84% 92% 33 ft 9½ ft 17 ft 95 ft Yes Speak with
plants
20 99% 63% 48% 87% 94% 34 ft 9¾ ft 17½ ft 100 ft Yes Vibrating
palm
NB: Unlike thieves and assassins, the Kung Fu Monk receives no skill adjustments for race or
dexterity score.
KUNG FU MONK CLASS ABILITIES
Prone fighting: A first level the kung fu monk
can fight without penalty from a prone
position, provided the character's arms and
legs are free.
Feign death: From second level, the kung fu
monk can feign death, slowing his or her
heart rate and breathing to near-zero. This
process can be performed at will, but it
takes one round. The monk remains alert to
his or her surroundings but cannot otherwise
act while in this state. He or she can return
to normal at will, taking one round to do so.
A monk using a weapon in a martial arts
attack gets a choice: weapon damage Throw foe: From third level, the kung fu monk
+1hp/2 levels, or open hand damage +1hp can perform a judo throw on a foe. The
(irrespective of the weapon used). With the target must be human, demi-human or
first option, the monk gets one attack per humanoid and its level or hit dice must be
round. With the second, he or she gets lower than the monk's level. The monk
normal open hand number of attacks. With declares the throw before the initiative dice
the first option, if the weapon is magic the are rolled, and sacrifices all of his or her
monk gets full bonus. With the second, if the attacks or other actions that round. The
weapon is magic then that doesn't monk must roll a successful "to hit" roll in
enhance the monk's "to hit" or damage rolls, melee to perform the throw. If successful,
but it does enable him or her to hit a target the target is thrown 1d10 ft in a direction
that would normally only be hit by magical chosen by the monk. The target will land
weapons. prone and has a 50% chance of dropping
anything it is carrying. It can get up next

Footprints — page 11 — Number 19


round but will lose all its actions in the with a hand, or even by catching them. The
process. The throw foe ability is particularly monk must have complete freedom of
useful when fighting near a cliff, chasm or movement and at least one hand free; if so,
river. he or she gains a saving throw against all
launched or hurled missile attacks. The roll
Resist mind reading: From fourth level, the
needed is 13 or higher on 1d20, reducing by
kung fu monk gets a saving throw at +4 vs.
1 for each level the monk attains thereafter
any attempt to read his or her mind
(so a nineteenth level monk would need a 5
(whether via ESP or any other ability).
or higher to avoid a missile attack). A roll of
Blind fighting: Normally, fighting a target "1" is always a fail, and the monk cannot
that cannot be seen (whether due to avoid very large missiles (e.g. those
darkness, blindness, invisibility or any other launched by a catapult or hurled by a
factor) incurs a "to hit" penalty of -4. A kung giant). The power is also ineffective against
fu monk of fifth level or higher has such keen arrows of slaying or spells of any kind (so a
hearing and such quick reactions that he or flame arrow or acid arrow spell would be
she disregards this penalty. unaffected).
Heal self: Starting at sixth level, the kung fu Hold breath: From twelfth level, the kung fu
monk can enter a healing trance. While in monk can hold his or her breath for three
the trance, the monk heals 1hp of damage rounds, increasing by one round for each
per round. The trance lasts 1d4 rounds, plus level thereafter. (The monk can already
one round per level of the monk above sixth reduce his or her breathing to near-zero by
(so for example a 10th level kung fu monk's feigning death, but the hold breath ability
trance would last for 1d4+4 rounds). This enables the monk to act as normal without
ability may be performed once per day. air.)
Resist fear: At seventh level, the kung fu Resist paralysis: When the kung fu monk
monk's mental discipline is sufficient to reaches thirteenth level, the character
control most forms of fear, even those achieves such perfect muscle control that
induced by magic. The monk gets a saving paralysis of any kind is less likely to affect him
throw against any fear effect that would not or her. If the paralysis effect would not
normally permit one. If the fear would normally have a saving throw, then the
normally allow a saving throw, the monk monk gets a saving throw at normal
gets bonus of +4 on the roll. chances. If the effect would normally allow
a saving throw, the monk gets a bonus of +4
Resist poison: From eighth level, the kung fu on his or her roll.
monk's control over his or her body
empowers the character to resist venoms Resist disease: A fourteenth or higher level
and toxins. The monk gets a saving throw kung fu monk achieves such purity of body
bonus of +4 against poison of any kind. that he or she is able to shrug off diseases. If
a disease effect would not normally have a
Enhanced surprise: A kung fu monk of ninth
saving throw, then the monk gets saving
level or higher reaches a new plane of throw vs death to avoid it. If the effect
alertness, such that he or she can only be would normally allow a saving throw, the
surprised on a d6 roll of "1". monk gets a bonus of +4 on his or her roll.
Stunning blow: From tenth level, the kung fu Speak with animals: A kung fu monk at
monk can perform a stunning strike on a fifteenth level is so in tune with nature that
foe. The target must be human, he or she can communicate with animals,
demi-human or humanoid and its level or hit as the druidical spell Speak with Animals, at
dice must be lower than the monk's level. will.
The monk declares the stunning strike before
the initiative dice are rolled. and sacrifices See invisible: From sixteenth level the kung
all of his or her attacks or other actions that fu monk's senses become so preternaturally
round. The monk must roll a successful "to sharp that he or she can perceive invisible
hit" roll in melee to perform the strike. If creatures and objects within 30 ft purely
successful, the target is incapacitated and because of the way they affect air currents
unable to act for 2d4 rounds. around them. The monk can effectively
"see" invisible.
Catch arrows: At eleventh level or higher,
the kung fu monk masters the discipline of Resist psychic barrage: From seventeenth
yadomejutsu. He or she learns to avoid level the kung fu monk is protected from the
arrows, crossbow quarrels or hurled missiles, psychic barrage power possessed by
by dodging them, by knocking them aside certain monsters, rolling saving throws

Footprints — page 12 — Number 19

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