Classes

Monks are a mystic class; their bodies honed to perfection and trained in the martial arts, yet their minds are equally disciplined, adept at spiritual healing and defensive magic. Monks excel at defensive barehanded combat, using their innate dodging ability and the distinct advantages of each fighting style in different situations. Being much less materially oriented than other classes, monks tend to keep far fewer possessions, even those who are multi-classed.

Before he learns a specific fighting style, a young monk is best using barehanded-type weapons, such as the claw. Seen as an extension of the hand, these weapon types will still allow him to capitalize on his exceptional unarmed combat ability.

Monks are not usually concerned about their alignment, being anything from evil to neutral to good.

-----

Monks may learn the following skills: Bandage, Bash, Blind Fighting, Catch, Cobra Strike, Cooking, Crit Hit, Dagger Throwing, Daggers, Disarm, Dragon Claw, Eagle Claw, Endure Hunger, Endure Thirst, Feign Death, Feint, Find Hidden Doors, Hitall, Iron Fist, Kiai, Kick, Lightning Strike, Listen, Lose, Meditate Cleanse, Meditate Heal, Meditate Ki, One Finger, Pole Arms, Quivering Palm, Read Magic, Rushing Bull, Safe Fall, Scan, Seven Drunken Fairies, Spear Throwing, Spears, Spellcraft, Star Throwing, Staves, Stun, Swimming, Switch Opponents, Swords, Three Finger, Tiger Claw, Toss, Track, Unarmed Combat, Weapon Kata, and Willow Dance.

-----

Monks may learn the following spells: Alkar, Armor, Bladeturn, Bless, Blindness, Calm, Cause Critical, Cause Light, Cause Serious, Continual Light, Create Light, Create Water, Cure Critical, Cure Light, Cure Serious, Darkness, Darksight, Detect Evil, Detect Good, Detect Invisibility, Detect Magic, Discern Key, Ever Darkness, Ever Light, Faerie Fire, Faerie Fog, Float, Fly, Freedom, Group Cure Critical, Group Cure Light, Group Cure Serious, Harm, Heal Minor, Inspiration, Invisibility, Know Alignment, Locate Object, Pacifism, Paralyze, Refresh, Remove Curse, Remove Paralysis, Remove Silence, Resist Cold, Resist Fire, Scry, Sense Life, Shield, Stone Skin, Stormguard, Summon, True Sight, Water Breath, Watersheen, Waterwalking, Weakness, and Word of Recall.

-----

Monks may learn the following specialties: Accuracy, Alertness, Athletics, Bōjutsu, Brawling, Charisma, Chirurgery, Circle Kick, Clarity, Close Quarters, Combat Concentration, Dagger Mastery, Divine Blessing, Dual Kata, Flexible Kata, Flying Kick, Gladiator, Hands of the Master, Harmony, Heir, Jack of Trades, Kenjutsu, Leadership, Might Makes Right, Mysticism, Naginatajutsu, Nimbleness, Nine Lives, Packrat, Perception, Perfect Body, Pole Arm Mastery, Porter, Prone Defense, Quicksilver, Reason, Recuperation, Researching, Resilience, Retreat, Saijutsu, Serenity, Sōjutsu, Spear Mastery, Spirituality, Staff Mastery, Stroke of Luck, Surprise Attack, Tactical Awareness, Taijutsu, Throwing Expertise, Tolerate Healing, Toughness, Trample, Unarmed Mastery, Vigilant Rest, Vigor, Whirlwind, and Worldly Goods.

-----

Monks gain the following abilities at avatar levels:
*Initiate Avatar:Sanctuary spell
*Lord of Earth:Waves in the Grass fighting style
*Lord of Water:Immunity to Charm, Drain, and Paralyze
*Lord of Fire:Instant Stand skill
*Lord of Air:Petals in the Wind skill
*Elemental Lord:Resistance to Acid, Cold, Electricity, Energy, Fire, and Poison
*Spiritfinder:Hide, Sneak, Inside, and Sneak, Outside skills
*Spiritmaster:All meditation combines Cleanse, Heal, and Ki
*Lord of Spirit:Mana regeneration multiplier of 4×
*Avatar:One-time gain of 12 points divided among randomly-chosen primary attributes
*Grand Avatar:Ironguard spell