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The Quintessential Monk II: Advanced Tactics

Web Enhancement
Daniel Bishop

Contents
2 10 New Fighting Styles License

Credits
Line Developer
Ian Belcher

Studio Manager
Ian Barstow

Production Director
Alex Fennell

Proofreading
Ted Chang

The Quintessential Monk II: Web Enhancement 2004 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work by any means without the written permission of the publisher is expressly forbidden. The Quintessential Monk II: Web Enhancement is presented under the Open Game and D20 Licences. See page 10 for the text of the Open Game Licence. All text paragraphs and tables containing game mechanics and statistics derivative of Open Game Content and the System Reference Document are considered to be Open Game Content. All other significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing. All rights reserved. If you have questions about the Open Game Content status of any material herein, please contact Mongoose Publishing for clarification. d20 System and the d20 System logo are Trademarks owned by Wizards of the Coast, Inc. and are used according to the terms of the d20 System Licence version 5.0. A copy of this Licence can be found at www.wizards.com/d20. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. Dungeons & Dragons and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with Permission.

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New Fighting Styles

Quintessential Monk II: Web Enhancement

New Fighting Styles


The Quintessential Monk II introduced us to the concept of fighting styles a series of linked feats that represent a monks particular martial technique. Below are some new styles for use with your monk. Stage Two: When all feats in the first tier are gained and the monk selects his first, second tier Earth Dragon feat, he gains an immediate melee attack against an opponent he successfully trips, as if he hadnt used his attack for the trip attempt. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Earth Dragon feat, he may throw his opponent, causing them to fall prone in any area the monk threatens.

Earth Dragon

This style is inspired by martial arts that emphasise grappling an opponent and overpowering them through sheer size and strength, such as those used by sumotori or western wrestlers.

Second Tier

First Tier

The following technique feats compose the basic training of the Earth Dragon style.

The following technique feats represent more advanced training in the style. These feats are the first step towards true understanding of the style.

Improved Bull Rush


You know how to push your opponents around. Prerequisites: Str 13+, any one first tier Earth Dragon style feat. Benefits: When the monk performs a bull rush, he gains a +4 bonus on the opposed Strength check to push back the defender. Stage Two: When all feats in the first tier are gained and the monk selects his first, second tier Earth Dragon feat, he no longer provokes an attack of opportunity from the defender. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Earth Dragon feat, he may push his opponent in any direction, even directly behind him.

Dragons Grasp
You know how to maximise your strength and weight. Prerequisites: Str 15+, all first tier Earth Dragon style feats. Benefits: The monk is treated as being one size larger for the purpose of determining what he can bull rush, grapple and trip, and for determining his bonus to bull rush, grapple and trip attempts. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Earth Dragon feat, he is treated as being two sizes larger for the purpose of determining what he can bull rush, grapple and trip, and for determining his bonus to bull rush, grapple and trip attempts.

Joint Locking
You are trained in locking an opponents joints while grappling, causing excruciating pain and restricting their movements. Prerequisites: Dex 13+, all first tier Earth Dragon style feats. Benefits: The monk gains an additional +2 bonus to grapple checks. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Earth Dragon feat, he gains a +2 bonus to all unarmed damage dealt as part of a grapple.

Improved Grapple
Unchanged from the standard feat.

Improved Trip
You are trained in using an opponents own strength against them, allowing you to put them where you want them. Prerequisites: Int 13+, any one first tier Earth Dragon style feat. Benefits: The monk no longer provokes an attack of opportunity when attempting to trip an opponent while unarmed, and gains a +4 bonus on his opposed Strength check.

New Fighting Styles

Quintessential Monk II: Web Enhancement


Stage Two: When all feats in the first tier are gained and the monk selects his first, second tier Spinning Vine feat, he gains an immediate melee attack against an opponent he successfully trips, as if he hadnt used his attack for the trip attempt. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Spinning Vine feat, he may use his Dexterity bonus instead of his Strength bonus when making trip attempts with a weapon to which he can apply the Weapon Finesse (Spinning Vine) feat.

Third Tier

The following techniques represent advanced understanding of the fighting techniques of the style.

Standing Grapple
You are trained at grappling and even pinning opponents while standing and defending yourself normally. Prerequisites: Dex 15+, all second tier Earth Dragon style feats. Benefits: While grappling, the monk retains his Dexterity bonus to AC and continues to threaten adjacent areas, even while grappling or pinning multiple opponents. An opponent who wishes to pin the monk must succeed at two grapple checks one to remove the benefits of this style feat, and one in the following round to pin the monk. If the opponent fails the second check, the monk may stand instead of performing a grapple action, regaining the benefits of this feat.

Weapon Finesse (Spinning Vine)


You have received extensive training in the weapons favoured by your style. Prerequisites: Unchanged. Benefits: The monk may use half his Dexterity modifier instead of his Strength modifier on attack rolls with the following weapons: dragon head stick*, kusari gama*, manriki gusari*, meteor hammer, prayer beads*, ribbon daggers*, shogi*, spiked chain, weighted sash, whip, whip chain*, yo-yo, and any item the monk is using with the Steel Cloth style feat. Weapons marked with an asterisk are detailed below. Stage Two: When all feats in the first tier are gained and the monk selects his first, second tier Spinning Vine feat, he can use his full Dexterity modifier instead of his Strength modifier on attack rolls. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Spinning Vine feat, he treats all the weapons to which he can apply this feat as special monk weapons.

Mastery Bonus

When a monk has gained all techniques in his style, he has mastered the style, gaining the following mastery bonus. The monk may make a grapple attempt as part of a normal unarmed attack or a successful bull rush. He may also make a trip attempt during a grapple (ending the grapple if successful) or as part of a successful bull rush. If he does so, he gains a +2 bonus on the opposed check, as his opponent is already off balance.

Spinning Vine

Practitioners of this style focus heavily on the use of rope and chain weapons, becoming a blur in combat as they sweep their foes feet out from under them.

Second Tier

First Tier

The following technique feats represent more advanced training in the style. These feats are the first step towards true understanding of the style.

The following technique feats compose the basic training of the Spinning Vine style.

Broom Sweep
With a low, wide sweep of your weapon, you can cause entire groups of enemies to tumble to the ground. Prerequisites: All first tier Spinning Vine feats, base attack bonus +4 or higher. Benefits: As a full attack action, in lieu of his regular attacks, the monk can attempt a trip attack at his highest bonus against all opponents that he threatens. The monk decides which opponent to trip first, and then proceeds in either a clockwise or counter-clockwise direction. A failed trip attempt ends his action. The monk may only attempt this while wielding a weapon to which he can apply the Weapon Finesse (Spinning Vine) style feat.

Combat Reexes
Unchanged from the standard feat.

Improved Trip (Spinning Vine)


Prerequisites: Int 13+, any one first tier Spinning Vine style feat. Benefits: The monk gains a +4 bonus on his opposed check.

New Fighting Styles


Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Spinning Vine feat, he may make an automatic attack against an opponent he successfully trips, as with the Improved Trip feat.

Quintessential Monk II: Web Enhancement

First Tier
Dodge

The following technique feats compose the basic training of the Bounding Gazelle style.

Steel Cloth
In your hands, even a simple piece of cloth is a potentially deadly weapon. Prerequisites: Dex 15+, all first tier Spinning Vine style feats. Benefits: The monk may wield a piece of cloth or rope of between six and ten feet in length as a weapon. The monk whirls and snaps the item, keeping it in constant motion and giving it the striking power of a spear. Cloth and rope between six and eight feet in length is treated as a normal spear, while cloth and rope between eight and ten feet is treated as a longspear. The monk cannot throw the cloth or rope as he could a spear. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Spinning Vine feat, the cloth or rope weapons grant the monk a +2 bonus on trip attempts.

You are adept at avoiding blows. Prerequisites: Unchanged. Benefits: Unchanged. Stage Two: When all feats in the first tier are gained and the monk selects his first, second tier Bounding Gazelle feat, his dodge bonus increases to +2. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Bounding Gazelle feat, he may apply his dodge bonus to all opponents he is facing.

Improved Initiative
You can react more quickly than normal in a fight. Prerequisites: Unchanged. Benefits: Unchanged. Stage Two: When all feats in the first tier are gained and the monk selects his first, second tier Bounding Gazelle feat, his bonus to initiative improves to +6. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Bounding Gazelle feat, his bonus to initiative improves to +8.

Third Tier

The following techniques represent advanced understanding of the fighting techniques of the style.

Whirlwind Attack
You lash out at all nearby opponents, your weapon spinning in a blur of motion. Prerequisites: All second tier Spinning Vine style feats. Benefits: Unchanged. The monk may only attempt this while wielding a weapon to which he can apply the Weapon Finesse (Spinning Vine) style feat.

Run
Unchanged from the standard feat.

Second Tier

Mastery Bonus

When a monk has gained all techniques in his style, he has mastered the style, gaining the following mastery bonus. The monk treats all weapons to which he can apply the Weapon Finesse (Spinning Vine) style feat as if they were one size larger for the purpose of damage and trip attempts.

The following technique feats represent more advanced training in the style. These feats are the first step towards true understanding of the style.

Improved Overrun
You are skilled at knocking down opponents. Prerequisites: All first tier Bounding Gazelle style feats. Benefits: Unchanged.

Bounding Gazelle

This style emphasises movement, the practitioners speeding around the battlefield, striking their opponents and retreating before they can retaliate.

Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Bounding Gazelle feat, he deals his normal unarmed damage to an opponent he successfully overruns.

New Fighting Styles


Mobility
You are skilled at dodging past opponents and avoiding blows. Prerequisites: All first tier Bounding Gazelle style feats. Benefits: Unchanged. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Bounding Gazelle feat, he may select a single opponent from whom he does not provoke attacks of opportunity. The monk may select a new opponent as a free action on his turn.

Quintessential Monk II: Web Enhancement Clamber


You swarm all over foes that are larger than you, negating their size advantage. Prerequisites: Str 13+. Benefits: The monk may clamber over opponents at least one size category larger than himself. See the Climb Giant alternative skill use in The Quintessential Monk II. Stage Two: When all feats in the first tier are gained and the monk selects his first, second tier Crazy Monkey feat, he retains his Dexterity bonus to AC while climbing. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Crazy Monkey feat, he does not provoke an attack of opportunity for moving into the opponents square.

Third Tier

The following techniques represent advanced understanding of the fighting techniques of the style.

Spring Attack
Unchanged from the standard feat.

Monkey Taunts the Emperor


You have learned to dismiss your enemies fighting prowess with a single gesture, goading them into rash actions. Prerequisites: Bluff 6 ranks. Benefits: With a successful Bluff check opposed by his opponents Sense Motive check, the monk can force an opponent to charge him. If the monk readies an action to meet the charge, his unarmed damage is doubled. Monkey Taunts the Emperor cannot be used against non-intelligent creatures, or creatures of animal intelligence. Single class wizards and sorcerers, who as a whole put little stock in martial prowess, gain a +8 insight bonus to their Sense Motive checks. Stage Two: When all feats in the first tier are gained and the monk selects his first, second tier Crazy Monkey feat, he gains a +4 bonus to his Bluff check. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Crazy Monkey feat, his opponent is denied his Dexterity bonus to AC when he charges.

Mastery Bonus

When a monk has gained all techniques in his style, he has mastered the style, gaining the following mastery bonus. The monks base speed is increased by +20 feet and he can make two attacks when using the Spring Attack feat.

Crazy Monkey

The practitioners of this style move and tumble around with no apparent purpose or pattern, clambering over anything that gets in their way even their opponents.

First Tier
Acrobatics

The following technique feats compose the basic training of the Crazy Monkey style.

You are incredibly agile. Prerequisites: Dex 13+. Benefits: The monk gains a +2 bonus to all Climb and Tumble skill checks. Stage Two: When all feats in the first tier are gained and the monk selects his first, second tier Crazy Monkey feat, his bonus to Climb and Tumble checks increases to +5. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Crazy Monkey feat, his bonus to Climb and Tumble checks increases to +10.

Second Tier

The following technique feats represent more advanced training in the style. These feats are the first step towards true understanding of the style.

Improved Disarm
You are skilled at disarming your opponents. Prerequisites: All first tier Crazy Monkey style feats. Benefits: Unchanged. If the monk attempts a disarm while clambering over his opponent, he gains a +4 bonus to his opposed attack roll and his opponent loses his size bonus.

New Fighting Styles


Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Crazy Monkey feat, he no longer suffers the 4 penalty to his opposed disarm roll when unarmed.

Quintessential Monk II: Web Enhancement Deect Arrows


You can deflect incoming arrows, as well as crossbow bolts, spears and other projectiles with amazing efficiency. Prerequisites: Unchanged. Benefits: Unchanged. Stage Two: When all feats in the first tier are gained and the monk selects his first, second tier Defiant Lotus feat, he can deflect a number of ranged attacks each round equal to half his Dexterity modifier. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Defiant Lotus feat, he can deflect a number of ranged attacks each round equal to his full Dexterity modifier.

Improved Feint
You are skilled at misdirecting your opponents attention. Prerequisites: All first tier Crazy Monkey style feats. Benefits: Unchanged. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Crazy Monkey feat, he gains a +4 bonus on his Bluff check.

Third Tier

The following techniques represent advanced understanding of the fighting techniques of the style.

Deect Attack
You are trained in deflecting an opponents blows, preventing them from striking you. Prerequisites: Dex 13+, any one first tier Defiant Lotus style feat. Benefits: The monk may give up one of his attacks for the round to attempt to deflect an opponents attack. The monk makes an attack roll against a DC equal to the opponents attack roll. If he succeeds, he has successfully deflected the attack and it deals no damage. Deflecting an attack in this way does not provoke an attack of opportunity. The monk announces that he is using this feat after the success or failure of the attack has been determined, but before damage has been rolled. Stage Two: When all feats in the first tier are gained and the monk selects his first, second tier Defiant Lotus feat, he may make as many deflection attempts each round as he has attacks, but only once for each incoming attack. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Defiant Lotus feat, he may deal half his normal unarmed damage to his opponent when he successfully deflects an attack. Alternatively, he may instead make a disarm attempt without provoking an attack of opportunity. Special: A monk using a special monk weapon that grants a bonus to disarm attempts, such as a sai, also receives the listed bonus when attempting a deflection.

Shot on the Run


You can sling a thrown weapon at your opponent while moving. Prerequisites: All second tier Crazy Monkey style feats. Benefit: When using the attack action with a thrown weapon, the monk can move both before and after the attack, providing that the total distance moved is not greater than his speed. The monk may freely combine this with the Tumble skill or the Clamber style feat.

Mastery Bonus

When a monk has gained all techniques in his style, he has mastered the style, gaining the following mastery bonus. The monk may climb at half his movement rate without taking the usual 5 penalty to his Climb check. In addition, he may feint in combat as a free action.

Defiant Lotus
First Tier

This style emphasises defence over attack, the practitioners allowing their opponents to do all the work for them.

The following technique feats compose the basic training of the Defiant Lotus style.

Improved Disarm
Unchanged from the standard feat.

Combat Expertise
Unchanged from the standard feat.

New Fighting Styles

Quintessential Monk II: Web Enhancement


Prerequisites: All second tier Defiant Lotus style feats. Benefits: When an opponent misses the monk with all their melee attacks in a round, the monk may immediately make a single unarmed attack against that opponent. The opponent loses their Dexterity bonus to AC (if any) for the purpose of this attack. If the monks attack is successful, his opponent is considered to be staggered in the following round.

Second Tier

The following technique feats represent more advanced training in the style. These feats are the first step towards true understanding of the style.

All Around Sight


You have focused your senses to the point where you can detect incoming attacks from all around you. Prerequisites: All first tier Defiant Lotus style feats. Benefits: Opponents that are flanking the monk receive only half the normal benefit and the monk retains his Dexterity bonus to AC while flat-footed. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Defiant Lotus feat, the monk can no longer be flanked. A rogue that is at least four levels higher than the monk can still flank him.

Mastery Bonus

When a monk has gained all techniques in his style, he has mastered the style, gaining the following mastery bonus. The monk gains the blindsense ability out to a distance of 5 feet per point of Wisdom modifier.

Swooping Crane

Cotton Cage
You can use loose clothing to capture an opponents weapon. Prerequisites: All first tier Defiant Lotus style feats. Benefits: If the monk is wearing a set of loose robes or a cloak, the first opponent who attacks him in melee may be subject to either a disarm attempt (using the attack roll that struck you for the opponents disarm check), if using a melee weapon, or a trip attempt (no attack roll required), if attacking unarmed or with natural weapons. This attempt occurs immediately after the result of the attack is determined (and damage has been dealt, if applicable). Clothes are considered to be one size larger than the creature wearing them when determining size modifiers for disarm and trip checks. The monk cannot be disarmed or tripped as a result of failing the attempt. Using Cotton Cage takes the place of all the monks attacks of opportunity for the round.

This style focuses on seemingly impossible feats of leaping and balance. It represents some of the more classic Wuxia themes.

First Tier
Gecko Step

The following technique feats compose the basic training of the Swooping Crane style.

You are able to move up walls and other vertical surfaces as easily as you move along the ground. Prerequisites: Any one first tier Swooping Crane style feat. Benefits: The monk may use some of his movement to scale walls and other vertical surfaces as though they were level ground, so long as he begins and ends his movement on a horizontal surface. The monk may scale surfaces that are no higher than one-third of his speed. Stage Two: When all feats in the first tier are gained and the monk selects his first, second tier Swooping Crane feat, he may scale surfaces no higher than two-thirds of his speed. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Swooping Crane feat, he may use all of his movement to scale vertical surfaces if he wishes.

Snatch Arrows
Unchanged from the standard feat.

Third Tier
Blind-Fight

The following techniques represent advanced understanding of the fighting techniques of the style.

Unchanged from the standard feat.

Great Leap
You are capable of leaping great distances. Prerequisites: Str 13+, Jump 5 ranks. Benefits: The monk gains a +5 bonus on all Jump checks.

Karmic Strike
You are trained in taking advantage of any openings your opponent gives you.

New Fighting Styles


Stage Two: When all feats in the first tier are gained and the monk selects his first, second tier Swooping Crane feat, his bonus to Jump checks increases to +10. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Swooping Crane feat, his bonus to Jump checks increases to +20 and he may take 10 on Jump checks even when circumstances would normally prevent him from doing so.

Quintessential Monk II: Web Enhancement


Light Step alternative skill use in The Quintessential Monk II. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Swooping Crane feat, he may ignore the DC increase for moving at less than half his speed over water. This includes the DC increase for standing still on water.

Uncanny Balance
Your sense of balance is unmatched among mere mortals. Prerequisites: Dex 13+, Balance 5 ranks. Benfits: The monk gains a +5 bonus on all Balance checks. Stage Two: When all feats in the first tier are gained and the monk selects his first, second tier Swooping Crane feat, his bonus to Balance checks increases to +10. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Swooping Crane feat, his bonus to Balance checks increases to +20 and he may take 10 on Balance checks even when circumstances would normally prevent him from doing so.

Third Tier
Flyby Attack

The following techniques represent advanced understanding of the fighting techniques of the style.

You strike out at your opponents while flying though the air. Prerequisites: All second tier Swooping Crane style feats. Benefits: The monk may make a single attack at any point during a jump. If the monk has a fly speed, he may take a standard action at any point during a normal (flying) move.

Mastery Bonus

Second Tier

When a monk has gained all techniques in his style, he has mastered the style, gaining the following mastery bonus. The monk may fly at a speed of 60 feet with average manoeuvrability. This is a supernatural ability.

The following technique feats represent more advanced training in the style. These feats are the first step towards true understanding of the style.

Graceful Crane Spreads its Wings


You are able to leap amazing distances with relative ease. Prerequisites: Dex 13+, all first tier Swooping Crane style feats. Benefits: The monk adds his Dexterity modifier in addition to his Strength modifier to all Jump checks and doubles the result when determining how far he leaps. Stage Three: When all feats in the second tier are gained and the monk selects his first, third tier Swooping Crane feat, he triples the result of his Jump checks when determining how far he leaps.

New Weapons

The following weapons are either new to the D20 system or revised for the new edition. Dragon Head Stick: A rare weapon, the dragon head stick is not a stick at all, but is rather a six-foot length of chain with a metal weight shaped a dragons head on one end and a barbed metal dart on the other. A dragon head stick is a double weapon and if used as such incurs all the normal penalties associated with fighting with two weapons. A dragon head stick grants a +2 bonus to disarm attempts. Kusari Gama: This weapon is made up of a simple length of chain with a sickle on one end and a blunt weight on the other. A kusari gama is a double weapon and if used as such incurs all the normal penalties associated with fighting with two weapons. A kusari gama grants the user a +2 bonus on disarm and trip attempts. The Weapon Finesse feat may be used to apply a characters Dexterity modifier instead of his Strength modifier to attack rolls made with a kusari gama.

The Reed Does Not Break


You are able to balance on the thinnest of surfaces without so much as bending them. Prerequisites: All first tier Swooping Crane style feats. Benefits: The monk may half the usual DC increase to Balance checks for balancing on fragile objects. See the

New Fighting Styles


Manriki Gusari: This weapon is made up of a simple length of chain with a blunted weight on each end. A manriki gusari grants the wielder a +2 bonus to disarm and trip attempts. The Weapon Finesse feat may be used to apply a characters Dexterity modifier instead of his Strength modifier to attack rolls made with a manriki gusari. Prayer Beads: Prayer beads are long strings of wooden or, rarely, jade or ivory beads worn around the neck. Most prayer beads are small, roughly the size of a marble, though prayer beads the size of eggs or even oranges are not unknown. It is common in most monastic orders for monks to wear a string of prayer beads, usually as an aid to meditation novice monks are taught to slowly count the beads as a way of taming their thoughts, a habit that stays with most monks for years or even decades. Though it is not common, some monks choose to use their prayer beads as weapons, whipping them in wide circles as impromptu flails. A chain of prayer beads used in this manner adds a +2 bonus to disarm and trip attempts. Ribbon Daggers: Ribbon daggers consist of a small, flat blade and a series of ribbons or strings for the handle. They are used by spinning them in much the same way as a sling, and then launching the blade at an opponent, only to pull it back again, or making wide slashes with the blade. The main benefit of this weapon is concealment. Because the blade is so small, it can be placed on or in clothing, leaving only brightly coloured ribbons showing, granting

Quintessential Monk II: Web Enhancement


the user a +4 bonus on Sleight of Hand checks made to hide them. This weapon is used mostly by entertainers who want a little extra protection. Shogi: This weapon consists of a 10-foot length of rope with a double-bladed sickle-like weapon on one end and a heavy iron ring on the other. A shogi is a reach weapon that can also be used against an adjacent foe. A shogi grants the wielder a +2 bonus on disarm and trip attempts. The Weapon Finesse feat may be used to apply a characters Dexterity modifier instead of his Strength modifier to attack rolls made with a shogi. Finally, a shogi can be used as a grappling hook over distances of 10 feet or less. Whip Chain: A whip chain is a flexible weapon consisting of three, six or nine short steel bars tipped on one end by a small lead weight and on the other by a sharpened point. Attacks with a whip chain are made by spinning the chain in spirals and figure-eight patterns over the head and around the body. A whip chain is a reach weapon that can also be used against adjacent foes, and a +2 bonus to trip attempts. Whip chains are a common choice for martial artists who fight with two weapons, usually paired with a sword but it is not unheard of for two whip chains to be used simultaneously. Whip chains are also popular as backup weapons, as they can easily be disguised as a belt or hidden in the folds of a loose robe.

New Weapons
Exotic Weapons Light Melee Weapons Ribbon daggers Cost 1 gp Dmg (S) Dmg (M) 1d2 1d3 Critical Range Inc. Weight x2 20 ft. 1/2 lb. Type Piercing or Slashing

One-Handed Melee Weapons Prayer beads 5 gp Whip chain 5 gp Two-Handed Melee Weapons Dragon head stick 10 gp Kusari gama 35 gp Manriki gusari 20 gp Shogi 30 gp

1d6 1d3

1d8 1d4

x2 x2

2 lb. 2 lb.

Bludgeoning Slashing

1d3/1d3 1d4/1d6 1d6/1d6 1d4

1d4/1d4 1d6/1d8 1d8/1d8 1d6

x2 x2 x2 x2

3 lb. 15 lb. 10 lb. 12 lb.

Bludgeoning/Piercing Slashing/Bludgeoning Bludgeoning Slashing

License
Open Game License THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS OF THE COAST! OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ('Wizards'). All Rights Reserved.

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Quintessential Monk II: Web Enhancement

Contributions are Your original creation and/or You have sufcient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holders name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identication: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. D20 System Rules & Content Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Open game content from The Quintessential Monk II: Web Enhancement copyright 2004, Mongoose Publishing Ltd.

1. Denitions: (a)'Contributors' means the copyright and/or trademark owners who have contributed Open Game Content; (b)'Derivative Material' means copyrighted material including derivative works and translations (including into other computer languages), potation, modication, correction, addition, extension, upgrade, improvement, compilation, abridgement or other form in which an existing work may be recast, transformed or adapted; (c) 'Distribute' means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)'Open Game Content' means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identied as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specically excludes Product Identity. (e) 'Product Identity' means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identied as Product identity by the owner of the Product Identity, and which specically excludes the Open Game Content; (f) 'Trademark' means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) 'Use', 'Used' or 'Using' means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) 'You' or 'Your' means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must afx such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royaltyfree, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your

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