Chapter 08 · Classes
Monk of Kaz'Nakaram
Portrait
A Monk of Kaz'Nakaram is a dwarven martial artist carrying one of Portin's Psychic implants. A trace of Valerium inside the implant produces blue mana. The Monk calls its spell slots Ki points; one Ki point equals one spell slot.
The class exists only in the Free Era and is available only to dwarves. A Monk imports the two dwarven racial feats onto the character sheet: Dwarven Darkvision and Dwarven Endurance. These feats come from ancestry, not from the class.
Action Reserves
| Level | 1 | 3 | 5 | 7 | 9 | 10 |
|---|---|---|---|---|---|---|
| Attacks | 4 | 6 | 8 | 10 | 11 | 12 |
| Spells | 2 | 2 | 2 | 2 | 2 | 3 |
| General Actions | 3 | 4 | 5 | 6 | 8 | 9 |
| Dedicated Dodges | 1 | 1 | 1 | 1 | 1 | 2 |
The Monk begins with four attacks, enough to open two Action Board slots per tick. Its Psychic casting remains limited to one Standard power per round until Level 10, when the third spell action can also support a Swift power.
Hit Points
Base 10 per point of Strength.
| Level | 1 | 3 | 5 | 7 | 9 | 10 |
|---|---|---|---|---|---|---|
| HP per Strength Point | 10 | 20 | 40 | 80 | 160 | 320 |
Saves, Speed, and caster level
- Reflex, Will, and Fortitude: good. All three use 1d20 + attribute + level.
- Caster level: no attribute route. It rises through experience and the story alone (5). Wisdom feeds the Ki reserve, not the power behind it.
- Speed: Granitefist, a grade of its own. The Monk starts no faster than a Wizard and ends three times ahead of anything else alive, because the Valerium is doing the running.
| Level | 1 | 3 | 5 | 7 | 9 | 10 |
|---|---|---|---|---|---|---|
| Speed per Tick | 30 ft | 60 ft | 90 ft | 120 ft | 150 ft | 300 ft |
| Long Jump | 30 ft | 60 ft | 90 ft | 120 ft | 150 ft | 300 ft |
| High Jump | 7 ft | 15 ft | 22 ft | 30 ft | 37 ft | 75 ft |
The implant joins discipline to instinct. Wisdom determines both how much blue mana the implant holds and how much of it the Monk can direct without losing control. Nothing here runs on the dwarf's own blood: a Psychic's reserve is measured by Charisma because the red mana is his, while a Monk's is measured by the Valerium in his skull.
GM Note. A Monk's caster level is meant to progress more slowly than that of other casters. New powers and increases to Wisdom should remain deliberate rewards of play.
Ki and the Psychic Implant
Ki points = 4 per power level + ½ WIS.
The implant contains a small quantity of Valerium. It converts the metal's power into blue mana at one quarter the resting rate of a Cerberus human. Meditation is faster: one hour restores 50% of the Monk's maximum Ki at each power level.
Rest and meditation together can never restore more than 50% of maximum Ki per day. The Monk tracks no second reserve.
The Monk uses Psychic powers. They require neither speech nor gesture and must be learned individually, like the powers of a Psychic.
Ki also buys techniques rather than powers. Ki Powers sets the ceiling for all of them—2 Ki points per round—and Ki Strike and Stoneskin each additionally cost one of the Monk's two spell tokens, so no round is ever spent both untouchable and unstoppable.
Martial Experience
A character of this class becomes substantially more effective in martial combat through experience. They should develop a fighting style appropriate to their weapons, body, and history through organic progression. Basic Fighting Style provides a reliable benchmark when designing that style; it is not granted automatically.
Predilection Feats
Dwarven ancestry: Dwarven Darkvision · Dwarven Endurance
Unarmed combat and movement: I Love to Fight · Whirlwind of Blows · Deflect Projectiles · Arrow Catch · Defend and Disarm · Opportunity Attack · Additional Time
Ki: Ki Powers · Ki Strike · Stoneskin · Multiple Action · Walking Meditation · Ki Master
Psychic discipline: Spell Focus · Mana Strength · Parallel Thought · Power Blend
Playing a Monk of Kaz'Nakaram
- Fight first. Attacks and speed define the class; Psychic powers support them.
- Meditate every day. One hour reaches the daily Ki recovery limit.
- Your implant is Valerium. The blue power in your skull is dwarven technology, not inherited magic.