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Initiate (Human Monk 2)

By John William Godward - Courtesy of Art Renewal Center at www.artrenewal.org, Public Domain, https://commons.wikimedia.org/w/index.php?curid=1892402, Initiate
By John William Godward – Courtesy of Art Renewal Center at www.artrenewal.org, Public Domain, https://commons.wikimedia.org/w/index.php?curid=1892402

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]

Initiates are the novice members of martial arts academies or monasteries, learning hand-to-hand fighting, agility, meditation, and humility at the hands of their masters.

Source: Pathfinder d20pfsrd.com

DESCRIPTION

They may spend their entire lives in the monastery, honing their minds and bodies to perfection. Initiates can serve as bodyguards in areas where weapons are forbidden or as unconventional foot soldiers and skirmishers. They could also be used as unarmed brawlers, boxers, gladiators, or pit fighters. Exchanging an initiate’s monk bonus feats creates NPCs with different combat abilities, such as Catch Off- Guard and Throw Anything for an improvised weapon master, Improved Grapple for a wrestler, or Scorpion Style for different unarmed combat flavor. an initiate may be found escorting a pair of acolytes (CR 3), or four initiates could be responsible for protecting a group of six pilgrims on a pilgrimage to a distant temple (CR 9). A group of six initiates might be encountered traveling between two monasteries (CR 6), or five initiates could form a training class under the tutelage of a battle monk (CR 7).

Initiate CR 1
XP 400

Human monk 2

LN Medium humanoid

Init +2; Senses Perception +7
DEFENSE
AC 15, touch 15, flat-footed 12 (+2 Dexterity, +1 Dodge, +2 Wisdom)

hp 13 (2d8+4)

Fort +4, Ref +5, Will +5

Defensive Abilities evasion
OFFENSE
Speed 30 ft.

Melee unarmed strike +3 (1d6+2) or unarmed strike flurry of blows +2/+2 (1d6+2) or mwk shortspear +4 (1d6+2)

Ranged mwk light crossbow +4 (1d8/19-20) or mwk shortspear +4 (1d6+2)

Special Attacks flurry of blows, Stunning Fist (2/day, DC 13)
STATISTICS
Strength 15, Dexterity 14, Constitution 12, Intelligence 10, Wisdom 15, Charisma 8

Base Atk +1; CMB +3; CMD 18

Feats Combat Reflexes, Deflect Arrows, Dodge, Improved Unarmed Strike, Stand Still, Stunning Fist

Skills Acrobatics +7, Climb +6, Escape Artist +7, Perception +7, Sense Motive +7, Stealth +6

Languages Common

Combat Gear oil of magic fang +1, potion of cure light wounds, alchemist’s fire (2); Other Gear masterwork light crossbow with 10 bolts, masterwork shortspear, 3 gp

Boon Initiates can assist the PCs in a single fight or offer the PCs free temporary lodging at their academy.

Section 15: Copyright Notice – Pathfinder RPG GameMastery Guide

Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.

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