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Dale II Monks, Sorcerers & Barbarians
can be an excellent warrior. While not as disciplined or as skilled as
a normal fighter, the barbarian can willingly throw himself into a berserker
rage, becoming a tougher and stronger opponent.
* They move at 2 points faster than the usual character
* Barbarians are immune to Sneak Attacks
* Can rage once per day per every 4 levels (starts at 1st level with one
use). Rage gives them +4 to constitution and strength for 5 rounds. Gives
a 2 point armor bonus penalty and +2 to Will saves (for 5 rounds). Rage
also gives immunity to all charm, hold, and fear spells
* At 11th level the barbarian gains 2 points of resistance to slashing,
piercing, bludgeoning and missile damage. He gains 1 additional point
of resistance every 3 levels thereafter.
* The barbarian gains 1-12 hit points per level instead of a fighter's
* A barbarian cannot wear full plate, plate mail.
* A barbarian cannot gain Weapon Mastery, High Mastery, or Grand Mastery.
warriors who pursue perfection through contemplation as well as action.
They are versatile fighters, especially skilled in combat without weapons
or armor. Though monks cannot cast spells, they have a unique magic of
their own. They channel a subtle energy, called ki, which allows them
to perform amazing feats. The monk's best-known feat is their ability
to stun an opponent with an unarmed blow.
per Level: 1-8
* The monk can make 1 unarmed attack per round; he gains an additional
attack every 3 levels.
* As the monk increases in levels, the damage his fists inflicts does
Level 1-3: 1-6
Level 4-7: 1-8
Level 8-11: 1-10
Level 12-15: 1-12
Level 16-20: 1-20
Level 21-25: 1-20 + 1-6
Level 26-30: 1-20 + 1-10
* A monk's
natural armor class starts at 10, and then increases by +1 at 5th level
and every 5 levels thereafter.
* When not wearing armor a monk adds his Wisdom bonus to his AC in the
same manner as his Dexterity bonus.
* Stunning Attacks: When this ability is used, all of the monk's attacks
in the next round force the victim to make a saving throw or be stunned.
This special ability automatically modifies a monk's normal attack, no
targeting needs to be done. A monk can make a stunning attack 1/day/level.
* Evasion: Monks have the ability to evade damage from area affect spells.
Whenever a monk makes a successful reflex save against an area effect
spell that allows a reflex save for half damage, he or she takes no damage.
* 2nd level: Deflect Arrows. The monk gains the Deflect Arrows feat, yielding
a +1 miscellanous bonus against missile weapons.
* 3rd level: Still Mind. The monk gains a +2 bonus to saving throws against
spells and effects from the Enchantment school. Unarmored movement speed
* 5th level: Purity of Body. The monk gains control over his body's immune
system. He gains immunity to all diseases.
* 6th level: Unarmored movement speed increases.
* 7th level: Wholeness of Body. The monk can cure up to twice his current
level in hit points once each day.
* 9th level: Improved Evasion. The monk gains the Improved Evasion feat
that is normally only available to rogues.
* 10th level: Ki Strike. The monk's unarmed attack is empowered with ki.
The unarmed strike damage from such an attack can deal damage to a creature
with damage reduction, such as a wight, as if the blow were made with
a weapon with a +1 enhancement bonus. Ki strike improves as the monk gains
experience, increasing to +2 at 13th level, +3 at 16th level, and +4 at
21st level. Unarmored movement speed increases.
* 11th level: Diamond Body. The monk is in such control of his own metabolism
that he gains immunity to poison of all kinds.
* 12th level: Unarmored movement speed increases.
* 13th level: Diamond Soul. The monk gains spell resistance. His spell
resistance equals his level + 10. In order to affect the monk with a spell,
a spellcaster must roll the monk's spell resistance or higher on 1d20
+ the spellcaster's level.
* 15th level: Quivering Palm. This terrifying attack allows the monk to
set up vibrations within the body of another creature that can be fatal.
The monk can use the quivering palm attack once per day. Constructs, oozes,
plants, elementals and undead cannot be affected. The monk must be of
higher level than the target (or have more levels than the target's number
of Hit Dice). If the monk strikes successfully and the target takes damage
from the blow, the target dies unless it makes a Fortitude saving throw
(DC 10 + one-half the monk's level + Wisdom modifier). Unarmored movement
* 18th level: Unarmored movement speed increases.
* 19th level: Empty Body. The monk can assume an ethereal state for 2
rounds a number of times a day equal to his level divided by 2.
* 20th level: Perfect Self. The monk has tuned his body with skill and
quasi-magical abilities to the point that he becomes a magical creature.
He is forevermore treated as an outsider (extraplanar creature) rather
than as a humanoid. For instance, charm person does not affect him. Additionally,
the monk gains damage reduction 20/+1. This means that the monk ignores
(instantly regenerates) the first 20 points of damage from any attack
unless the damage is dealt by a weapon with a +1 enhancement bonus (or
better), by a spell, or by a form of energy (fire, cold, etc.). As an
outsider, a 20th level monk is subject to spells that repel enchanted
creatures, such as protection from law.
* Loses many
bonuses if wearing armor and/or using weapons.
are practitioners of magic who were born with the innate ability to cast
spells. It is thought that the blood of some powerful creature flows through
their veins; perhaps they even are the spawn of dragons walking in humanoid
form. Regardless, the Sorcerer's magic is intuitive rather than logical.
They know fewer spells than wizards, and acquire spells more slowly, but
they can cast spells more often and have no need to select and prepare
spells ahead of time. Sorcerers cannot specialize in magic the way wizards
do. Other than these differences, a Sorcerer is very similar to the wizard.
NOTE: A sorcerer
does NOT learn spells from scrolls. He chooses new spells with each level.
Charisma is the casting statistic for a sorcerer. It affects their maximum
spellcasting level, spell saving throw DCs, and number of bonus spells.
per Level: 1-4
with all simple weapons.
with no proficiencies in armor and is very poor at melee combat.