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Spiritualist Meteo Monk courtesy of J. Cauchi meteo_monk@hotmail.

com
Feel free to send comments and suggestions to the above address.

With thanks to P Legault for his support and assistance. His idea of using spirits breathed the soul into this class.
.

From all over the land these spiritualists emerge. These monks pursue a greater affinity with the living spirits of
the world and above all else the promotion of the free spirit. They are not normally great practitioners of any single
aspect of life but they are amongst the most versatile individuals to be seen. Good individuals tend to be great
protectors of the peoples’ right to freedom and make efforts to tend to the well being of people and nature alike.
By contrast, more evil individuals can make ruthless pillagers who’s only freedom they regard is their own and
with little regard to others’ well being.

To find the alliance of a Meteo monk is to have an ally who will further your cause with an almost unrivaled
passion and devotion. She cares much about all things living but also cares for the favor of the spirits that go by
un-noticed by so many in every-day life.

Adventures: Meteo approach adventures as opportunities to prove their worth to those around them. Meteo
monks tend to care much of what others think of them. However the ideology of the individual also counts. A good
meteo monk may also set upon adventures to further ideals of freedom and preservation while evil arch-types
may adventure just for their own benefit or to further the ideals of some dark spirit.

Characteristics: The strength of the Meteo monk is found through her great flexibility and diversity rather than
through any single specialization. Though having training in the arts of fighting un-armed they lag far behind
Monks. Though they are able to fly into a passionate frenzy they are not nearly as effective at it as a Barbarian.
Though they have a great affinity with nature and are able to do things that many others could only dream of, they
still do not have the pure energies of nature on their side as with a Druid or, perhaps, a Ranger might.

Though Meteo monks do not cast spells they have the energies of their patriot spirits to aid and allow them to
perform amazing feats at times. A little-seen but trade-mark feat of the meteo monk is the limited ability to
combinatively rain blows upon opponents with even more vigor than that of a Monk. They are also extremely
flexible and versatile and no two Meteo monks are totally the same.

Alignment: The path of the Meteo monk is relaxed and scattered. Lawful individuals find that the lack of hard rules
makes it too ditzy for them to effectively learn. Therefore any of non-lawful alignment may pursue this wide field.

Religion: Meteo monks do not revere any particular deity. Their reverence lies primarily with nature and the spirits
they find kinship with. The few who do worship deities tend towards Ehlonna, Fharlanghn and Obad-Hai.

Background: A Meteo monk typically learns her art at leisure and there is no typical place of teaching. Some learn
from spiritualist circles that exist in some places while others might gain the privilege of the attentions of an
accomplished Meteo monk willing to pass her knowledge on. Others yet may come about their teachings from the
harsh lessons of nature itself as is typical of living life in the wilderness. However it is almost unseen for large
organizations to form for the teachings of the ways of the Meteo. Such order is understandably hard to come by.

Meteo monks recognize each other as having shared interests. They can form some of the closest friend-ships
but can also form some of the most intense of rivalries, particularly if their ideals clash greatly.

Races: The small clusters and circles are widely scattered and have, as such not truly become advocated by any
single culture. The most notable practitioners of this art are Elves and other nature-loving folk as the notable lack
of a fixed structure and the freedom-based ideologies are found to be greatly attractive to them.

The stable humanoids find a harder time to come to terms with the art so to find a Dwarf in the life style is quite
exceptional due to their culture.

Other Classes: Meteo monks tend to get along pretty well with most classes, their charms and their open-
mindedness winning them over. They also share with the Druids, the Rangers and the Barbarians a reverence of
nature even though their focus is slightly different. And while their life style may cause some hard feelings with the
Monk due to their differences, this is not always necessarily the case.

Ex-Meteo monks: A Meteo monk may multi-class as normal. However Lawful individuals may not gain levels as a
Meteo monk. Ex-Meteo Monks who are Lawful are unable to use the Max-Out Break and Meteo Break abilities.
Ex-Meteo monks who become un-lawful may resume the path.

Game Rule Information .


Meteo Monks have the following statistics:

Abilities: Dexterity provides the unarmored Meteo monk with a better defense and with bonuses to some class
skills. Strength helps a meteo monk’s unarmed ability. Wisdom gives access to improved and wider spiritual
abilities. And Constitution helps with concentration attempts and the meteo monk’s toughness.

Alignment: Any Un-Lawful.


Hit Die: d6

Class Skills: The Meteo monk’s skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb
(Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex),
Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Swim (Str), Tumble (Dex),
and Wilderness Lore (Wis).

Skill points at 1st level: (4 + int. modifier) x 4


Skill points at each additional level: (4 + int. modifier)

Table 1: The Meteo Monk


Base Fort Reflex Will Unarmed Unarmed AC Unarmored MOB/ Meteo/
Level Attack Bonus Saves Saves Saves Special: Attack Bonus Damage Bonus Speed Day Day
.

1 +0 +2 +2 +0 Unarmed Strike +0 1d4 +0 30 ft 0 0


Spiritual Allies: 1, Spirit Level 1
2 +1 +3 +3 +0 +1 1d4 +0 30 ft 0 0
3 +2 +3 +3 +1 Max-Out Break +2 1d4 +0 40 ft 1 0
4 +3 +4 +4 +1 +3 1d4 +0 40 ft 1 0
5 +3 +4 +4 +1 Spiritual Allies: 2, Spirit Level 2 +3 1d6 +1 40 ft 1 0
6 +4 +5 +5 +2 Special Ability +4/+1 1d6 +1 50 ft 2 0
7 +5 +5 +5 +2 +5/+2 1d6 +1 50 ft 2 0
8 +6/+1 +6 +6 +2 Meteo Break +6/+3 1d6 +1 50 ft 2 1
9 +6/+1 +6 +6 +3 +6/+3 1d8 +1 60 ft 3 1
10 +7/+2 +7 +7 +3 Spiritual Allies: 3, Spirit Level 3 +7/+4/+1 1d8 +2 60 ft 3 1
11 +8/+3 +7 +7 +3 +8/+5/+2 1d8 +2 60 ft 3 1
12 +9/+4 +8 +8 +4 Special Ability +9/+6/+3 1d8 +2 70 ft 4 2
13 +9/+4 +8 +8 +4 +9/+6/+3 1d10 +2 70 ft 4 2
14 +10/+5 +9 +9 +4 +10/+7/+4/+1 1d10 +2 70 ft 4 2
15 +11/+6/+1 +9 +9 +5 Spiritual Allies: 4, Spirit Level 4 +11/+8/+5/+2 1d10 +3 80 ft 5 2
16 +12/+7/+2 +10 +10 +5 +12/+9/+6/+3 1d10 +3 80 ft 5 3
17 +12/+7/+2 +10 +10 +5 +12/+9/+6/+3 2d6 +3 80 ft 5 3
18 +13/+8/+3 +11 +11 +6 Special Ability +13/+10/+7/+4/+1 2d6 +3 90 ft 6 3
19 +14/+9/+4 +11 +11 +6 +14/+11/+8/+5/+2 2d6 +3 90 ft 6 3
20 +15/+10/+5 +12 +12 +6 Spiritual Allies: 5, Spirit Level 5 +15/+12/+9/+6/+3 2d6 +4 90 ft 6 4
.

Table 1b: Small Meteo Monk damage and speed:


Unarmed Unarmored Unarmed Unarmored Unarmed Unarmored Unarmed Unarmored
Level Damage Speed Level Damage Speed Level Damage Speed Level Damage Speed
.

1 1d3 20 6 1d4 35 11 1d6 40 16 1d8 55


2 1d3 20 7 1d4 35 12 1d6 50 17 1d8 55
3 1d3 25 8 1d4 35 13 1d6 50 18 1d8 60
4 1d3 25 9 1d4 40 14 1d6 50 19 1d8 60
5 1d3 25 10 1d4 40 15 1d6 55 20 1d8 60

Class Features

All of the following are Class Features of the Meteo Monk.


Weapon and Armor Proficiency:

Meteo monks are proficient with some basic peasant weapons and special weapons whose use is part of the
Meteo monk’s training and life style. The full list includes club, dagger, dart, composite and normal short and
longbows, quarterstaff, nunchaku and sling. (See PHB, chapter 7: Equipment for descriptions of these weapons.)

A Meteo monk using a kama, nunchaku or siangham can strike with her unarmed base attack, including her more
favorable number of attacks per round (see below). Her damage, however, is standard for the weapon (1d6, crit
x2), not her unarmed damage. The weapon must be light, so a small Meteo monk must use tiny versions of these
weapons in order to use the more favorable base attack.

Meteo monks are not proficient with armor or shields and, unlike Monks; they do NOT gain a ‘sixth sense’ that lets
them avoid attacks (i.e. no bonus to AC from a high wisdom). This disadvantage may be compensated for in other
ways. They still, for example, gain the bonus class AC for increased mobility and spiritual protection rather than
wisdom.

A Meteo monk’s special skills all require a feeling of freedom of movement. When wearing armor, a meteo monk
loses her AC bonus for class and level, favorable multiple unarmed attacks per round and heightened movement.
Furthermore, her special abilities (mainly the breaks and the spirit abilities) all face the arcane spell failure chance
that the armor type normally imposes. In addition, wearing armor heavier than leather imposes check penalties to
the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also Swim checks
suffer a –1 penalty for every 5 pounds of armor or equipment carried.

Unarmed Strike: Part of the Meteo monk’s training includes training in fighting unarmed. This is so both because
the unarmed strike is the most natural form and because it serves as a decent defensive advantage. They deal
more damage than normal as shown in table 1: The Meteo Monk. A Meteo monk fighting unarmed gains the
benefits of the Improved Unarmed Strike feat and thus does not provoke attacks of opportunity from armed
opponents that she attacks.

A Meteo monk’s attacks may be with either fist interchangeably or even from elbows, knees and feet. There is no
such thing as an off-hand attack for a Meteo monk striking unarmed.

A Meteo monk fighting with a one-handed weapon can make an unarmed strike as an off-hand attack, but she
suffers the standard penalties for two-weapon fighting (see PHB; Table 8-2: Two-weapon Fighting penalties, page
125). Like-wise, a Meteo monk with a weapon (other than a special monk weapon) in her off-hand gets an extra
attack with that weapon but suffers the usual penalties for two-weapon fighting (and can’t strike with a flurry of
blows with respect to Wild-cat spirit – see below).

The unarmed damage on Table 1: The Meteo Monk is for medium-size monks. Small monks deal less than the
stated damage with unarmed attacks (see table 1b: Small Meteo Monk damage and speed)

Usually, a Meteo monk’s unarmed strikes deal normal damage, but she can choose to deal sub-dual damage
instead with no penalty on her attack roll. She has the same choice to deal normal or sub-dual damage while
grappling (see Grapple, PHB, page 137).

Max-Out Break:

When she needs to, a Meteo monk of third level or higher can enter a passion-fueled rage. In a rage the meteo
monk gains exceptional strength and durability but becomes too passionately on the offensive, getting reckless
and less able to defend her self. She temporarily gains +4 to Strength, +4 to Constitution and a +2 morale bonus
to Will saves, but suffers a –2 penalty to AC.

The increase in Constitution increases the Meteo Monk’s hit points by 2 points per level, but these hit points go
away after the side-effects of the break wear off when the constitution score drops back to normal. (These hit
points are not first lost the way temporary hit points are; see temporary hit points, PHB, page 129). During the
break the Meteo monk may not use skills or abilities that require patience and concentration. (The skills she
cannot use during the break are Bluff, Concentration, Craft, Diplomacy, Handle Animal, Hide, Knowledge
(Nature), Move Silently and Perform.) She can use any feat that she might have except for Expertise, item
creation feats, meta-magical feats, and skill focus (if tied to a skill that requires patience or concentration). Also a
Meteo monk may not attempt to junction or change spirits during this time, as that requires some concentration.
Special: Max Out breaks ‘must’ be initialized with a single strike on the first round of the break. Using the ability
takes a full-round action and the character may move up to 5’ prior to this. This represents the powering up of the
Meteo monk with energy and focus with which to conduct the initiation strike. The strike may only be performed
with a light weapon that allows the use of the Meteo monk’s unarmed base attack or with an unarmed strike.

For the purpose of the initiation strike the Meteo monk gains a bonus to hit equal to her unarmed base attack
bonus (effectively doubling it). Upon a hit the strike deals maximum damage for a single strike under the influence
of raging. This is not a critical-like effect and a critical may also be had on this strike.

A Max-Out break’s raging effects last for a number of rounds equal to 3 + the character’s (newly-improved)
Constitution modifier. This includes the initiation strike. The Meteo monk may pre-maturely end the effects
voluntarily. At the end of the break the Meteo monk is fatigued (-2 to strength and dexterity, cannot charge or run)
for the duration of that encounter.

Special: Barbarian Rages and Max-Out Breaks per day should be treated separately. Also special barbarian rage
abilities such as greater raging do not apply to max-out breaks. Also a 20 th level barbarian still becomes fatigued
after a max-out break, as the rage effects are different from those he is accustomed to.

Meteo break:

While generally unable to pull off flurries of blows efficiently, Meteo monks of 8 th level or higher can launch into a
frenzy of blows when necessary. During this frenzy a Meteo monk gains one extra attack and a further attack per
4 levels thereafter at her highest un-armed attack bonus. All strikes suffer a –2 penalty to hit. Also in the offensive
frenzy the meteo monk becomes quite reckless. She gains a +4 morale bonus to will saves but suffers a –4
penalty to AC for the duration of the break.

Using the benefits of the frenzied state’s attack power requires a full-round action and the meteo monk may move
up to 5’ prior to this. Alternatively she may forfeit her attack at a 20% chance of involuntarily ending the frenzy.

A Meteo break’s frenzied duration lasts for a number of rounds equal to 3 + the character’s (Newly improved?)
Constitution modifier. This includes the initiation strike. The Meteo monk may pre-maturely end the effects
voluntarily. At the end of the break the Meteo monk is fatigued (-2 to strength and dexterity, cannot charge or run)
for the duration of that encounter.

Special: The Flurry of blows bonus ability stacks. This includes the stacking –2 penalty to all blows.

When the meteo break expires the Meteo monk becomes fatigued (-2 to strength and dexterity, cannot charge or
run) for the duration of the encounter.

Special: While Max-Out Breaks and Meteo Breaks cannot be performed simultaneously it is possible for a Meteo
break to be conducted during a barbarian rage. Under such circumstances the fatigue conditionals stack meaning
that the character will be exhausted once both expire. A character may not use both a rage and a meteo break
while fatigued.

Spiritual Allies:

The mindset of the Meteo Monk is unique in and of itself. They revere freedom over order and generally trust their
natural weapons and armor over all others. It is their mindset that attracts the attention and favor of spiritual
entities; particularly those of woodland and wilderness related spirits but more abstract entities have been known
to join the ranks.
Spirit progression of a Meteo monk:

Initiated Meteo monks start out with the favor of just one spirit. To have the favor of any spirit is a substantial gift
that is to be appreciated much like a cleric thanks his Deity. However Meteo monks spread their thanks
throughout the day rather than in a particular period of reverence.

A spirit is a gifted source of power. The more spirits that favor the Meteo monk the more versatile she becomes.
At the start of your ascension as a Meteo Monk she is only able to junction the very most basic gifts. However as
she becomes more powerful and wiser she is entrusted with more and more powerful gifts.
To tap into any single spirit’s gifts a Meteo monk must focus upon the ideals of that spirit for several rounds. The
time it takes to change over to that class is determined by the difference in alignment between the character and
the spirit in question. While junctioning, the spirit undergoes changes to fit her alignment as best as it can. This
means that she may plausibly junction a spirit of an opposite alignment but should do something in return to
maintain the favor of the spirit. In any case the majority are unable to handle more than one spirit’s gifts at once.
Junctioning the spirits:
The time it takes to junction a spirit from scratch or change from one spirit’s gifts to another is 4 rounds plus a
further 4 rounds per alignment increment difference. During this time the character may only take partial actions.
She may be interrupted as a spell caster might. If this happens take a concentration check as if she were casting
a spell to maintain the junctioning process. Upon a failure the character is left without a spirit junctioned,
regardless as to whether she had one junctioned before she started the change over. In such an event she can
either start junctioning again or continue without them. Alternatively a character can focus entirely to junctioning in
which case it takes 2 rounds plus a further 2 rounds per alignment increment difference.
In the rare event that the character is able to junction more than one spirit, the time it takes to re-orientate her self
to the new spirits is the time it would take to orient her self to the least compatible of the spirits to be junctioned.
Spiritual auras:
Detecting magic on a Meteo monk who is un-junctioned will reveal no aura. However a junctioned Meteo monk
has an aura of enchantment magic (or some other school of magic if appropriate). The strength of the aura is
determined by the spirit level from 1 st (weak) to 5th (strong). At the option of the player and the DM auras may be
role-played as having other subtle effects (such as having a personality of it’s own or of having the smell of roses
and such). The is no limit to the possibilities here though it is recommended to keep them trivial and insubstantial
to game mechanics.
Wisdom for spiritual power:
A character may access spirit level abilities up to her wisdom –10. This reflects the committed will required from
within in order to handle the increasingly powerful gifts bestowed upon her.
Spontaneous junctioning:
Special: Any spirit may be taken more than once. For the additional time that she selects a spirit she counts it as
being junctioned ‘spontaneously’ and the spirit gains an automatic +4 resistance bonus to all saves and DC s
concerning it’s un-junctioning. Once this state is achieved the same spirit may no longer be chosen, as there is no
added benefit. Note that she may only junction ‘to’ the spirit in question in a spontaneous manner and not from it.
Un-junctioning rules:
Spirits may be junctioned constantly. However in addition to these restrictions there are several ways to forcefully
un-junction her of or suppress her spiritual allies.
 Natural and un-natural sleep both disperses the junctioned spirits. This also includes the Elvin trance.

 The spirits may also be dispelled. In this case on a successful dispel check vs. a DC of your class level plus your
wisdom modifier to temporarily suppress each spirit’s powers and junctioning attempts for 1d6 rounds.

 A successful Turn or Rebuke check against your class level plus your wisdom modifier and any other special bonus
resistances will un-junction the spirits but will have no further effect. These spirits cannot be destroyed as they
embody the essence of life rather than the forces of un-death. This includes turning by allies.

 The spirits are suppressed while in an Anti-magic field but are not un-junctioned.

 Mordenkainen’s Disjunction will cause forceful un-junctioning of the spirits. The spirits affected may not be
summoned again for at least 8 hours as they regenerate their energies. However other spirits may be junctioned.

 Voluntary un-junctioning may be taken as a free action.


Special: Spirits of the same alignment as the character gain a +4 bonus to any and all saves related to their un-junctioning.

Fast Movement: Like monks, Meteo monks become faster as they advance in their training. Any and all armor
negates this ability. Fast movement stacks.
Note: Several spirits also offer a bonus enchantment speed bonus. This stacks with both monk speed bonuses
and natural enhancements such as the barbarian’s fast movement ability.
Special Abilities: (may be traded for any standard feat to which the pre-requisites are met)
Extra Max-Out Breaking: (Pre-requisites: Max-Out Break)
You are able to conduct 4 Max-Out breaks extra per day. This ability may be taken multiple times and effects
stack.

Extra Meteo Breaking: (Pre-requisites: Meteo Break)


You are able to conduct 2 Meteo breaks extra per day. This ability may be taken multiple times and effects stack.

Extended Breaking: (Pre-requisites: Constitution 13+) (increase this by +2 for every time this ability is taken)

You are in tune with your inner energies and are able to tap into them for longer periods of time. You are able to
maintain the burst of energy in Max-Out Breaks and are able to extend the maximum duration of the Meteos for 5
extra rounds before becoming fatigued. This feat may be taken multiple times and its effects stack.

Spiritual Harmony: (Pre-requisites: Wisdom 13+)

It takes half the time to junction the spirits. Also the monk gains a +4 resistance to all checks against involuntary
un-junctioning of the spirits.

Improved Meteo Breaking: (Pre-requisites: Dexterity 15+)

The Meteo monk has mastered the Meteo. She suffers no penalty to AC during meteos, using her great speed to
counter her lessened caution.

Spiritual Favor: (Pre-requisites: Wisdom 13+) (increase this by +2 for every time this ability is taken)

The character has found exceptional favor with a spirit. The character may choose an additional Spirit for her
junction list. This does not provide access to a higher level of ability than normal.

Power-Thrust: (Pre-requisites: Strength 13+)

The Meteo monk is able to channel her entire bodily muscle-power through her palms. At her choice her
initialization strike for the Max-Out Break thrusts the opponent 30’ back (20’ for small Meteo monks). The
opponent falls prone in that space and is dealt +3d6 in bonus damage (+2d6 for small Meteo monks). The victim
is entitled to a Reflex save vs. a DC of (5 + her class level + her Wisdom modifier) to take half this bonus damage.

Greater Spiritual Harmony: (Pre-requisites: Spiritual Harmony, Wisdom 15+)

It takes a standard action to junction or switch between the spirits. Also the Meteo monk is immune to spiritual un-
junctioning through sleep.

Greater Improved Meteo Breaking: (Pre-requisites: Improved Meteo Breaking, Dexterity 15+)

Her focused expertise makes her Meteo breaks even harder to survive. She gains an additional strike per round
during Meteos at her highest unarmed attack bonus.

Hyper-Strike: (Pre-requisites: Dexterity 15+)

The Initiation strike has become more than just a maxed-out strike; it’s become a part of her. She has such great
experience that she is able to perform it in no time at all. Upon the acquisition of this special ability she may
forever more consider the initiation strike as a free action. As such the Meteo monk may also fit a full-attack on
the same round if she so wishes.

In addition to this the target struck by the initiation strike must make a Fortitude save against a DC equal to (5 +
her class level + wisdom modifier) or be stunned.

Summary: Count the initiation strike itself as an independent free action. The extra full raging attack may be
directed at any target on the same round.

Spirit Strike: (Pre-requisites: Spiritual Harmony, Dexterity 15+, Wisdom 15+)


The Meteo monk has perfected the technique of using her body as an efficient medium for the flow of spiritual
energies available only at the most specific of times, namely during the breaks. For such passion of heart can
only be reached during such moments of exhilaration. While junctioned the Meteo monk gains a natural Ki-like
force of +1 per 5 class levels during Max out breaks, Meteo Breaks and Barbarian rages. This effect stacks with
enchantment bonuses such as that granted by amulets of the fists.

Spirit Cannon: (Pre-requisites: Spiritual Harmony, Wisdom 15+)

In times of dire need a Meteo monk with this ability is able to lash out with the wrath of her spiritual allies. This is a
draining action however and renders any and all discharged spirits to be un-junctionable until the Meteo monk has
rested 8 hours.

The cannon has a range of 100 feet +20 per class level, is 5’ by 5’ in width and height and deals a damage of 2d6
for each un-junctioned spirit discharged in this way and 4d6 damage for each junctioned spirit discharged in this
way. A successful Reflex save vs. a DC of (5 + her class level + her Wisdom modifier) halves the effect. How
many and which spirits are discharged is purely the choice of the player and the cannon may be used for as long
as spirits remain to be discharged.
Heightened Spirituality: (Pre-requisites: Charisma 14+)
The Meteo monk may choose a number of spirits equal to her charisma modifier. For all intents and purposes
they will provide her with an extra spirit level’s benefits while junctioned. This does not provide a spirit level ability
higher than 5th. This ability may be taken multiple times but can only raise spirits by one level per taking of this
ability. Note that characters with too low a wisdom score to benefit from higher spirit levels still are unable to
access them unless they somehow raise their wisdom score to the minimum required.

Spiritual Bonding: (Pre-requisites: Spirit Level 4+, Wisdom 17+)

The spirits have such favor with the Meteo monk that she is able to junction an additional one simultaneously at
any time. Spirits joined in this way must be within 1 alignment increment of each other for harmony to remain. All
abilities of different types stack with each other.
Spiritual Aura: (Pre-Requisites: Spirit Level 4, Wisdom 15+, Constitution 15+)
The Meteo Monk’s spirits have grown accustomed to her body and provide protection in their presence. She gains
a constant +4 deflection bonus to AC when a spirit is junctioned and un-suppressed by any means. Should the
Meteo Monk somehow have two spirits junctioned the bonus increases to +8 AC.
Improved Spirit Cannon: (Pre-requisites: Spiritual Harmony, Spirit Cannon, Wisdom 17+, Constitution 13+)
The Character has mastered the Spirit Cannon and has a better understanding of the technique.

The cannon now has a range of 200 feet +40 per class level, is 10’ by 10’ in width and height and deals a damage
of 4d6 for each un-junctioned spirit discharged in this way and 8d6 damage for each junctioned spirit discharged
in this way. A successful Reflex save vs. a DC of (5 + her class level + Wisdom modifier) halves the effect. How
many and which spirits are discharged is purely the choice of the player and the cannon may be used for as long
as spirits remain to be discharged.
.

The Spirits:
Listed below is a collection of sample spirits. The list is by no means complete and new spirits may be created
through matching, comparison and good sense. It is recommended to fit them within the 37- 42 power brackets
for balance. Alignment and a measuring number (measuring relative power) have been assigned to each.
There are three categories of spirits: Animal, Plant and Conceptual. The Conceptual spirits are included to enrich
the Meteo monk’s repertoire as the Meteo monks generally focus more on nature. Preferably, spirits are gained
with some background or compatibility. It takes a lot more to explain a C-N monk with a L-G Spirit than a C-G
monk with a C-N spirit. That said there is no restriction to spirits chosen and spirit alignments may be ‘initially’
adjusted with the DM’s permission. This too requires background justification.
Note: All bonuses (including attribute bonuses) conferred by the spirits are only active while the particular spirits are junctioned
unless the spirit in question specifically suggests otherwise. Also all ‘constant’ class skill-related bonuses are constant only for
leveling in the Meteo Monk class (For example a Meteo monk with the thrush taking a level in Wizard does ‘not’ allow the
character to benefit from spot as a class skill for that level).
.
Animal Spirits:
Alligator Spirit (C-E) (38) 1st : +2 Fortitude, +2 on diplomacy checks
5th : Loyal Aid: Grants +2 bonus to another when aiding
Constant: intimidate = class skill him on skill checks or in combat *
1st : +4 to intimidate checks 10th : +6 on diplomacy checks
5th : Vice Grapple: Gain +4 to grapple checks. 15th : Loyal Aid: Grants +4 bonus to another when aiding
10th : Frightening Aura 20' (DC 14 or be shaken) him on skill checks or in combat *
15th : Vengeful Bloodlust (Deals 1d4 hp damage to all 20th : Loyal Heart: As a standard action the monk may
(including allies) within 10' when struck for damage in transfer her own life energy to any adjacent ally. This is
combat); Frightening Aura 30' (DC 18 or be shaken) very similar to Lay-on hands except that there is no limit
20th : Death Roll: While Grappling you may deal 2d6 in other than the monk’s hp. The ability may not be used while
bonus twisting damage per round. the meteo monk is below 0 hp. Grants a +6 bonus when
aiding another in combat or with skill checks *
Bat Spirit (L-E) (39)
* These bonuses stack with normal bonuses granted.
1st : Blind Fight, +2 on listen checks Dragon Spirit (C-G) (38)
5th : Blind Vision 5’, +4 on listen checks
10th : Winged Leap: Leap of the Clouds Constant: Draconic bonus language
15th : Blind Vision 10’, +6 on listen checks 1st : +1 Dragon strike bonus
20th : Cloak of the night: Gain +2 AC when shrouded in 5th : +2 Dragon strike bonus
shadow, +4 AC in darkness. 10th : +3 Dragon strike bonus, Dragon Flight 1/ day (10
minutes)
Bear Spirit (T-N) (37) 15th : +4 Dragon strike bonus, Dragon Flight 2/ day (10
minutes)
Constant: Wilderness lore = class skill 20th : +5 Dragon strike bonus, Flare Missile at will
1st : +2 constitution, wilderness lore
5th : Bear's Rage: +1 Bonus to attack and damage vs. Flare missile: Gathering energies from within you
opponents who have harmed the meteo monk that are able to gather energy for up to 4 rounds. You are unable
encounter. to perform any other action than a 5' step as you gather
10th : +4 constitution, wilderness lore energies.
15th : Bear's Rage: +2 Bonus to attack and damage vs. No of rounds: Total Damage
opponents who have harmed the meteo monk that 1 1d6
encounter. 2 3d6
3 6d6
20th : Were Bear: Once per day you may take on the
4 10d6
bear's form. Treat yourself as a were bear for 3d6+2 rounds.
Range:
Bull Spirit (C-N) (38) -line: 150' (5' by 5')
-cone: 50' (50' by 50') (Reflex save DC 20 half)
1st : Improved Bull Rush: Bull Rushes do not draw AoO.
Hyena Spirit (C-E) (40)
Bull's Horns: Bull Rushes deal +1d6 extra piercing damage.
5th : +2 strength Constant: Proficiency 'bite'
10th : Bull's Being: +4 Fortitude 1st : +4 to intimidate checks
15th : +4 strength 5th : 1d6 bite attack
Bull's Horns: Bull Rushes deal +2d6 extra piercing 10th : +8 to intimidate checks
damage. 15th : 1d12 bite attack
20th : Bull's Might: Once per day add a bonus to your 20th : Hyenic Laughter: While the monk cackles all
strength equal to your class level. This lasts for a number or opponents within 60' suffer a -4 to hit, damage, saves and
rounds equal to 3 plus your constitution modifier and stacks skill checks. The monk himself is only able to take partial
with all enchantments. actions while cackling.

Chameleon Spirit (L-N) (38) (Note: bite proficiency counts as an extra attack per round
and does not draw attacks of opportunity)
1st : +4 to hide checks, Photosynthesis 1: for every hour
Lion Spirit (L-G) (38)
in the sun a Meteo monk heals 1 normal damage up to a
maximum of the Meteo-monk’s class level. 1st : +2 on charisma checks
5th : Chameleon Blur: As a standard action the meteo 5th : Claw Attack: +1d4 Slashing damage to unarmed
monk may focus on blurring herself with her surroundings. strikes.
For that round the character gains a 50% concealment 10th : +4 on charisma checks
bonus and a +4 circumstance bonus to hide checks against 15th : Smite of the King: Special ability useable 3x/ day.
all creatures that are beyond 50’ of her. As a full-round action that draws attacks of opportunity the
10th : +8 to hide checks, Photosynthesis 2 character sets forth a wave of positive energy in all
15th : Chameleon Blur: All beyond 20’ are affected. directions. All Evil creatures in a 120’ blast radius are dealt
20th : Focused Blur: A meteo monk may take a standard the character’s class level in damage while Neutral
action to completely camouflage herself from a particular creatures take half damage. Undead take double damage.
enemy. For all intents and purposes the Meteo monk 20th : Claw Attack: +1d8 Slashing damage to unarmed
becomes invisible to that target. To all other creatures she strikes.
remains 50% concealed however with no minimum range. Mole Spirit (L-N) (39)
Dog Spirit (L-G) (39)
1st : +2 to intuit direction and wilderness lore checks 1st : Dark vision +60'
while underground or in an earth-based environment. 5th : Silken Spray
5th : Dark Vision +60' 10th : Free Movement
10th : +4 to intuit direction and wilderness lore checks 15th : Sticky Hands (+4 to grapples, disarm checks while
while underground or in an earth-based environment. unarmed)
15th : Burrow ability (5'/ round), +4 to earth-related saves. 20th : Free climb (+20 to climb checks)
20th : Earth shaker (As a full-round action the monk is
Silken spray: As a full-round action you may spurt
able to focus her energy and strike the ground with great
forth-silken goo that bogs the enemy down. Any opponent
force for one of two effects.
struck suffers a -2 penalty to attack rolls, an effective -4 to
a.) Soften Earth and rocks in a 90' semi-sphere area
dexterity and moves at half speed. The web may be
b.) Deal 4d6 damage to all within a 5-30' blast radius.
removed with a strength check DC 10 and casters must
Reflex Save Vs DC 20 for half damage.
succeed at a concentration check DC 15 while casting.
Owl Spirit (L-N) (38) Range 5' / level, single target, Ranged attack, Use at will.
Constant: Knowledge (any and all) = class skill
Thrush Spirit (N-G) (39)
1st : +2 to spot and intuit direction checks
5th : +120' low light vision, Silent attack +2d6
Constant: Spot = class skill
10th : +4 to spot and intuit direction checks
1st : +10' base speed, +2 to spot & move silently
15th : +6 to spot and intuit direction checks
5th : +20' base speed, +4 to spot & move silently
20th : Claws of the Owl: Silent attack +6d6
10th : Evasion
Silent attack: When an enemy isn't aware of you, 15th : +30' base speed, +6 to spot & move silently
you may sneak attack with great precision, dealing great 20th : Improved Evasion
damage. However when an opponent is aware of your
presence this is not applicable. So feinting and flanking Tiger Spirit (N-E) (38)
don’t work. Invisibility works though.
1st : +2 on hide, move silently & jump checks
Pig Spirit (L-G) (42) 5th : Claw Attack: +1d4 Slashing damage to unarmed
strikes.
Constant: Profession (cookery)= class skill 10th : +4 on hide, move silently & jump checks
1st : Sustenance (able to last without food for 3 days 15th : Claw Attack: +1d8 Slashing damage to unarmed
with no negative effect), +4 to profession (cookery) checks strikes.
5th : Pig's Gift: Produces tasty food for self and 1 other 20th : Tiger's Pride: (May replace 5' step with jump check
creature/ 2 levels. Useable 1/ day. results, this includes closing for full attacks, continuing
10th : Weighted touch (ability to deliver touch attacks meteos and moving through threatened areas)
dealing +2 lb virtual weight encumbrance/ class level to the
targeted opponent. Effect lasts 1 minute and subsequent Toad Spirit (N-E) (38)
blow effects stack.
15th : +8 to profession (cookery) checks 1st : +2 bonus to escape artist checks
20th : Pig's being. (Gain appearance of plumpness while 5th : +2 constitution, +2 fortitude
spirit is active). Gains (20) temporary hit points. The 10th : +4 bonus to escape artist checks
temporary hit points regenerate every round. 15th : +4 constitution, +4 fortitude
20th : Toad Plague: 20 toads spring forth from the monk's
Rabbit Spirit (C-G) (40) palms and leap at random hostile persons (not the monk
1st : +10' base speed +2 on jump checks who directs them as a free action telepathically) They each
5th : +20' base speed +4 on jump checks deal 1 hp in rotting damage per touch. The creation is
10th : Leap of the Rabbit (same as leap of the clouds) instantaneous and they last till slain or dismissed. The toads
15th : +30' base speed +8 on jump checks may be used as escorts while out of battle. This ability may
20th : Rainbow Double Kick. (May use a jump check's be used once per hour and the total of toads in existence
distance in place of the 5' allowable and executes a single cannot exceed 40.
strike at the highest BAB that deals double the normal
damage, has double the threat range and has a heightened Viper Spirit (L-E) (37)
threat range. You may spring back again using another
jump check. This does not draw attacks of opportunity. Constant: Skill focus (Craft (poison making))
1st : +4 on hide checks, +4 resistance vs. natural
Medium: 4d6 19-20/ x3 B poisons.
Small: 2d8 19-20/ x3 B 5th : Venomous Strike: Target of MOB initiation strike
Rat Spirit (C-N) (39) must make a fortitude save vs. DC 12 to avoid suffering
1d4+1 temporary constitution damage.
Constant: +1 Fortitude/ 5 levels 10th : +8 on hide checks, Immune to natural poisons.
1st : +2 Fortitude 15th : Venomous Strike: Target of MOB initiation strike
5th : +4 resistance to poisons must make a fortitude save vs. DC 16 to avoid suffering
10th : +4 Fortitude 1d6+1 temporary constitution damage.
15th : +4 resistance to disease 20th : Venomous Strike: Target of MOB initiation strike
20th : Rat Elixir (Immunity to all poison and disease, must make a fortitude save vs. DC 20 to avoid suffering
ability to cure self of such poisons and disease and provide 1d8+1 temporary constitution damage.
a +4 circumstance bonus to heal checks related to disease
and poisons) Wild Cat Spirit (C-N) (40)
Spider Spirit (L-E) (40)
1st : +2 on dexterity checks
5th : Wild cat's flurry (flurry of blows) Constant: Animal empathy = Class Skill
10th : +4 on dexterity checks 1st : +4 to intimidation checks
15th : Wild cat's pad. (Always lands on feet, slow fall 5th : 1st Favored enemy (chosen when 1st obtained)
anywhere - 60') 10th : +8 to intimidation checks
20th : Wild cat's sharp claws (Unarmed Strikes deal 15th : 2nd Favored enemy
wounding damage), Wild Cat’s pad (240’) 20th : Wolf Soul Bonding (Gains a Dire Wolf * as an
Animal companion. A killed animal companion takes 1d6
months to replace)

Wolf Spirit (T-N) (38) * The spirit automatically awakens the animal companion.
.

Plant Spirits:
Bamboo Spirit (T-N) (40) damage to strenuous activity. Grants Immunity to
wounding damage. Also count all wood in possession of
1st : +1 Natural Armor, 1/-- DR the character to be dark-wood for as far as properties go
5th : +2 Natural Armor, 2/-- DR but only with respect to the character.
10th : +2 to all saves
15th : +3 Natural Armor, 3/-- DR Elm Spirit (T-N) (39)
20th : +4 Natural Armor, 4/-- DR
Constant: Herbalist = class skill
1st : +4 to profession (herbalist) checks
Cactus Spirit (L-N) (39)
5th : Nature's Cover: Treat natural cover as being one
1st : +4 bonus to saves vs. heat, -4 vs. water. Improved notch better.
Grapple. 10th : +8 to profession (herbalist) checks
5th : Cactus thorns: Returns 1d4 bonus damage when 15th : Nature's Cover: Treat natural cover as being three
struck unarmed or when grappling. notches better.
10th : +8 Resistance bonus to saves vs. heat, -8 vs. 20th : Bark-skin: Permanent while spirit is active.
water, heat resistance 5/ round.
Fruit-bearer Spirit (L-N) (38)
15th : Cactus thorns: Returns 1d8 bonus damage when
struck unarmed or when grappling 1st : Good berry, Purify food and Water (MM level)x/ day
20th : Heat immunity, take double damage from water. 5th : +4 bonus to Knowledge (Nature) .
Cactus fists: Unarmed strikes deal 2d8 (1d10 for small 10th : Berry Feast (1d4 per berry, max 8 berries per day)
meteo monks) in damage 15th : +8 bonus to Knowledge (Nature)
20th : Natural Sanctuary: Permanent aura of Sanctuary.
Daisy Spirit (N-G) (40) The aura is suppressed for 1d4 rounds if the monk makes
any direct attacks upon enemies.
Constant: Pre-requisite: Charisma 15+
1st : Enduring Beauty: Add Charisma modifier to Saves Orchard Spirit (C-N) (37)
5th : Gentle Touch: For a number of times per day
equal to the character’s charisma modifier this ability may Constant: Fey bonus language
be used. For every touch upon a living creature the target 1st : Peace Touch: Charm as per the spell when an
is healed by 1d4+1 per 2 class levels. opponent is touched. Useable 1x/ day (Meteo monk levels
10th : Timeless Body count for when determining spell power)
15th : Natural Beauty: For a number of times per day 5th : Protective Leaves: All Allies within 10’ gain a +1
equal to the character’s charisma modifier this ability may bonus to AC. This extends to the character herself.
be used. As a standard action that provokes attacks of 10th : Peace Touch: 3x/ day
opportunity the character may flaunt her beauty in an 15th : Protective Leaves: All Allies within 20’ gain a +2
attempt to entrance them. All within 30’ may take a Will bonus to AC. This extends to the character herself.
save vs. a DC of her class level + her charisma modifier. 20th : Dryad Companion: Your spirit is worthy for a
This is a mind-affecting ability. Dryad to bond with. Lost Dryad companions are replaced
20th : Supernatural Beauty: All allies within 20’ become after 1d6 months but such a Dryad must have befriended
inspired (+2 morale to saves vs. Charm and Fear effects. the character. No more than one Dryad may bond to the
+1 morale bonus to Attack and Weapon damage rolls) character at any one time. A bonded Dryad may merge
and hide within the Character as she might her own tree.
Dark Tree Spirit (N-E) (40)
Willow Spirit (C-N) (38)
Constant: Bark-colored skin, Exotic Weapon Proficiency
(Limb of the Dark Tree: 1d8 x2, light, B & P) Constant: profession (Apothecary), Heal = class skills
1st : Limited Bark Skin +1AC, +2 Knowledge (Nature) 1st : +2 to heal and profession (Apothecary) checks
5th : Limited Bark Skin +2AC, +4 Knowledge (Nature) 5th : +2 rooted AC bonus when without movement
10th : Bark Skin +3AC, +6 Knowledge (Nature) 10th : +4 to heal and profession (Apothecary) checks
15th : Empowered Limb of the Dark Tree (The weapon 15th : +6 rooted AC bonus when without movement
deals 2d6 x3 in damage while junctioned with this spirit) 20th : Willow's branches: Threatened range is 10' and
20th : Child of the Dark Tree: Gains DR 2/+4, May act AoOs deal double the normal damage.
normally when at or under 0hp and is not liable to losing
.
Conceptual Entities/ Spirits:
Darkness (C-E) (40) is given to the character as temporary hp. This hp however
lasts for 10 minutes.
1st : Dark vision +60' 20th : Soul drain (5)
5th : +2 Armor of Darkness (dissipates in daylight)
10th : Dark Vengeance: Becomes an undead Wight Mountain Entity (L-N) (39)
within 1d4 rounds if killed. The Wight attacks the one who
felled him vehemently. 1st : Stone Cunning, +2 to climb checks
15th : +6 Armor of Darkness, Aura of Darkness 10' 5th : +6 to climb checks
(generates a dim-lit or dark state that negates non-magical 10th : Stone Shape 1x/ day, Stone Intuition: The
light around self. This retains the armor of darkness in light) character just ‘knows’ certain things with relation to stone.
20th : Dark Power: Adds 1d3 level drain to MOB Strike. The character may use the Bardic knowledge ability where
DC 14 Fortitude to regain each level after 24 hours stone is involved.
15th : Mountain Trial: +2 to Saves
Futility Entity (L-E) (37) 20th : Favored Enemy (+3): Mountain dwellers.
1st : Aura of Futility: All non-Allies in a 10’ (+10’ per 5 Oceanic Spirit (T-N) (40)
levels) radius suffer a – 2 penalty to saves and checks and
a –1 penalty to damage and attack rolls. 1st : +4 to swim checks
5th : +2 to charisma checks 5th : Water breathing
10th : Sense Weakness: Character senses fear and 10th : +8 to swim checks
gains a +8 bonus to sense when others bluff themselves to 15th : Oceanic Home. (Able to treat the ocean as one
be more than they really are. would the ground, able to talk, swim speed 60', cast spells,
15th : +4 to charisma checks etc. underwater)
20th : Mark of Futility: For a number of times per day 20th : Oceanic Palms (May do either of the following as
equal to the character’s charisma modifier this ability may a full-round action.
be used. When a strike hits home the character may a.) Tidal Palm: Tidal wave of water rushes out from palms
choose to imbue the target with a mark with magical dealing 1d6 damage and blasting all creatures of medium
properties. Any and all creatures struck may make a and smaller size in a cone to the edge of the 30' range.
Fortitude Save vs. DC 20 each round or suffer fatigue. b.) Sprinkling palms (hands must be skywards): A gush of
Further failed saves will incur exhaustion. Once imbued a water springs forth from your palms raining down heavily
mark lasts one minute and forces a save each round. over a 100' radius. Movement is halved and visibility is
Deception Entity (C-N) (39) effectively 75% cover for all in the area of effect.

Constant: Bluff = class skill Protective Entity (L-N) (38)


1st : +4 to Bluff checks +1d4 sneak attack 1st : +1 to saves, 2/-- mercy (convert to sub dual)
5th : Uncanny Dodge (Retains dexterity modifier to AC) 5th : Protective Aura (+2 deflection bonus to AC, +2 to
10th : +8 to Bluff checks, +2d4 sneak attack saves. Must be readied action)
15th : Uncanny Dodge (Cannot be flanked) 10th : +2 to saves, 4/-- mercy (convert to sub dual)
20th : Aura of Deception: The character is constantly 15th : Protective Aura (+4 bonus to AC and saves)
shrouded in the aura of the junctioned spirit. This provides 20th : Improved Protective Aura (+4 bonus to AC and
her with half concealment (20% miss chance) and a +4 saves, auto activation vs. opponent to which the 'Dodge'
circumstance bonus to bluff checks when feinting in feat is assigned.)
combat.
Pyro-Elemental Entity (C-N) (38)
Krall Entity (C-E) (40)
Constant: Infernal bonus language
Constant: Love of causing suffering (must strike any un- 1st : Fiery fists: Add +1 fire damage to all attacks
struck enemies in range) 5th : Heat resistance 3/ round. +4 on saves vs. heat.
1st : Soul drain (1): For every strike made this ability 10th : Heat resistance 5/ round. Fiery fists: +1d4
drains a further stacking 1hp from the opponent and gives 15th : Heated Presence: Deals 1d4 damage to any and
it to the character as temporary hp. This temporary hp lasts all creatures adjacent to the character every round.
1 minute or until discharged. 20th : Elemental Weapon: The Meteo monk gains the
5th : Implanted Weakness: Upon a strike Krall bestows ability to hurl her fiery fists ability to short ranges without
the target with a cursed thought. Unless that target problem. Use favorable unarmed base attack system.
succeeds at a Will save vs. DC 20 he suffers a –2 penalty
Fiery bolt = 1d4 20 x2 (F) (light) 20’ x 5.
to hit and damage only with regards to the character. The
effect lasts for 1 minute. Respite Entity (L-G) (39)
10th : Soul drain (3)
15th : Soul Siphon: For a number of times per day equal constant: heal = class skill
to the character’s charisma modifier this special ability may 1st : +4 to heal checks, Cure Min. Wounds 1x/ day
be used. As a full round action that does not provoke 5th : cure light wounds 1x/ day
attacks of opportunity she may begin a vortex of a 20’ 10th : +8 to heal checks
radial range centered upon herself. This lasts a number of 15th : Cure L. wounds 3x/ day, Cure M. wounds 1x/ day.
rounds equal to 3 plus her constitution modifier and the 20th : Resilience (double healing, prevention of
character may only take partial actions during this time. All wounding/ prevention of loss of hp through wounds, auto-
creatures within the area of effect suffer a –2 penalty to stabilizes when dropped below 0hp) *
attack rolls and damage rolls again only with regard to the * Special: This only applies if the last spirit junctioned and active
character, and are drained of their life energy. This in turn before sleep or unconsciousness is this one. The spirit does not
need to be active but must be junctioned.
Slaughter Entity (C-E) (38)
Constant: Intimidate = class skill Feats, once selected, cannot be changed. Also they only
1st : Merciless: Gains the (unarmed) Base attack bonus function when this spirit is active.
of a fighter-type of the Meteo monk’s class level.
Examples of a Special bonus feat would be Uncanny
5th : +2 to Intimidate checks, Inflict Minor Wounds 1x/
Dodge (retains dexterity + cannot be flanked +1AC bonus
day
vs. traps), Cleave, Evasion, Barbarian Rage 3/ day, Bardic
10th : +6 to Intimidate checks
Knowledge, Divine Grace, etc. This requires DM judgment
15th : Inflict Light Wounds 1x/ day
in deciding what is effectively worth two feats (however two
20th : Inflict Light Wounds 3x/ day
separate standard feats may not be had in this way).
Unity Entity (T-N) (41)
Wondaren (Gnome) Spirit (C-G) (40)
Constant: Knowledge (spirits) = class skill
1st : +2 knowledge (spirits), Cure Light Soul 1x/ day Constant: Gnome bonus language, Alchemy = class skill
(cures undead of 1d8+1/ level (max 5) or 1hp for the living) 1st : +2 dodge AC bonus vs. giants, Low-light vision
5th : +6 knowledge (spirits) , Cure Light Soul 3x/ day 5th : Wondaren Rivalry: +1 attack bonus vs. kobolds &
10th : Spirit Unity (summoning takes no longer than 1 Goblinoids
round*) 10th : +2 on alchemy checks, Become Small Creature
15th : Spiritual empathy (undead/ spirits shall not harm (while junctioned - includes gear).
the monk if un-provoked). 15th : +4 dodge AC bonus vs. giants, +2 on saving
20th : Spiritual empathy (favored spirits: Creatures of throws vs. illusions
types closely related to the name-sake of the spirits 20th : Wondaren Gift: +2 constitution, Use of Gnome
chosen do not attack unless provoked. Extends to all allies cantrips an additional time per day.
within 10'. This applies to spirits that are particular to a
creature) Special: Gnomes do not normally gain the small creature
benefits, their own language or Low-light vision. However
* This counts for switching to and from the Unity spirit only. ALL other abilities become persistent as the spirit is free to
Virtue Entity (N-G) (39) bond with Gnomes in a way that it can with no other.
Constant: Sense Motive = class skill Yallaren (Halfling) Spirit (C-G) (38)
1st : +2 to Will saves, Sense Motive +2
5th : +2 to charisma checks. Constant: Halfling bonus language
10th : +4 to Will saves, Sense Motive+4 1st : +2 on saves vs. fear, +2 on jump and balance
15th : Aura of Virtue: All Allies within 30’ gain a +2 checks
circumstance bonus to saves and are able to fight on 5th : Yallaren Mercy: +1 luck bonus to AC
normally even when dropped below 0hp. 10th : +2 on move silently checks, Become Small
20th : Lay on Hands Creature(while junctioned–includes gear)
15th : Yallaren Mercy: +1 luck bonus to All saves
Warrior Spirit (N-G) (38)
20th : Yallaren Gift: +1 to throwing attacks, +1 to all
1st : Bonus feat, +4 saves vs. fear ranged attacks.
5th : Bonus feat
10th : Aura of Courage Special: Halflings do not normally gain the small creature
15th : Bonus feat benefits and their own language. However ALL other
20th : Special bonus feat choose any feat including abilities become persistent as the spirit is free to bond with
abilities normally available only to particular classes. Halflings in a way that it can with no other.
.

Table of Spirit Alignment

(L- G ): (L- N ): (L- E ):


Animal: Dog, Lion & Pig Animal: Chameleon & Mole Animal: Bat, Spider & Viper
Plant: - Plant: Cactus & Fruit-Bearer Plant: -
Conceptual: Respite Conceptual: Protective & Mountain Conceptual: Futility

(N- G ): (T- N ): (N- E ):


Animal: Thrush Animal: Bear & Wolf Animal: Tiger & Toad
Plant: Daisy Plant: Bamboo & Elm Plant: Dark Tree
Conceptual: Warrior & Virtue Conceptual: Oceanic & Unity Conceptual: Darkness

(C- G ): (C- N ): (C- E ):


Animal: Rabbit & Dragon Animal: Bull, Rat & Wild Cat Animal: Alligator & Hyena
Plant: - Plant: Willow & Orchard Plant: -
Conceptual: Wondaren & Yallaren Conceptual: Pyro-Elemental Conceptual: Slaughter & Krall
.
Starting Packages: Armor: None, base speed 30’
Weapons: Quarterstaff (1d6, crit x2), 4 lb., large,
Human Meteo Monk Starting Package: Bludgeoning).
Sling (1d4, crit x2, 50’, 0lb., Small, Bludgeoning).
Skill Selection: Pick a number of skills equal to 5+
Int modifier. Alternative Meteo Monk Starting Package
Skill Ranks Ability Armor Same as Human except:
Move Silently 4 Dex Race: Dwarf, elf, Half-Elf or Half-Orc
Hide 4 Dex Armor: Speed 20’ (Dwarf only)
Listen 4 Wis Skill Selection: Pick a number of skills equal to 4+
Tumble 4 Dex
Climb 4 Str
Int modifier.
Wilderness Lore 4 Wis Bonus Feat: None.
Swim 3 Str -4*
Diplomacy 3 Cha Alternative Meteo Monk Starting Package
Bluff 3 Cha
Balance 3 Dex Same as Human except:
* -1 per 5 pounds of equipment. Race: Gnome or Halfling
Armor: Speed 20’
Feat: If Dex 13 or higher, Dodge; if Dex 12 or lower, Skill Selection: Pick a number of skills equal to 4+
Improved Initiative instead Int modifier.
Bonus Feat: If Dex 13 or higher, Mobility; if Dex 12
or lower, Iron Will or Track Skill Ranks Ability Armor
Chosen Spirit: (preferably a spirit of the same Swim 3 Str -3*
alignment as the character) * -1 per 5 pounds of equipment.
Gear: Backpack with water skin, one day’s rations,
bedroll, sack and flint and steel. Three torches, Bonus Feat: None.
pouch with 10 sling stones. Alternate Starting Gold: 5d4
Gold: 2d4
.

Disclaimer: I would like to acknowledge that I have used PHB materials to facilitate the explanation of the Breaks
and the unarmed strike and that I have followed the overall class format of the PHB © Wizards of the Coast. The
rest however is my own creation apart from the acknowledgement to P. Legault.

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