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Atruaghin Wild-Warrior (Monk)

by Sheldon Morris

The following is a result of one of those "light bulb" moments. One of my players (who had never played with us before) joined an established campaign as an elf from Belcadiz. Not knowing the way in which the game was heading, and taking us by surprise a bit too, he realised that the personality of the elf just wasn't compatible to the other PCs. So, he requested to retire the elf, and then said he was interested in a monk. The PCs being in Darokin at the time, I envisioned travelling to Atruaghin and meeting a Child of Atruaghin with great melee abilities; his own martial art.

The Atruaghin Wild-Warrior is basically a standard monk with druid-like tendencies. Their cloister is the great outdoors and personal perfection comes with one's harmony to nature as well as to one's inner spirit. They do not live in villages with their follow tribes-men but rather remain in the wilderness.

Adventures: Will often-times champion nature before championing a person or cause.

Characteristics: These "monks" are unaware of "ki"; instead, they speak of attuning one's self to the spirit of the land or mother earth.

Alignment: Lawful is the only one capable of such long-term dedication to .

Religion: Usually only Atruaghin, but any lawful immortal of these people's pantheon is permissible; Hattani Stoneclaw, Danel Tigerstripes.

Races: Atruaghin born human only.


Atruaghin Wild-Warriors have the following game statistics.

Abilities: The same abilities are important to an Atruaghin Wild-Warrior as with any other monk. Due to the lifestyle of the Atruaghin peoples (compared to those of the so-called civilised lands), when created these monks gain a +1 bonus to both Strength and Constitution and a -1 to Intelligence and Wisdom.

Alignment: Any lawful.

Hit Die: d8.

Class Skills

The Atruaghin Wild-Warrior's class skills are Animal Empathy (personal totem animal), Balance, Climb, Concentration, Craft, Escape Artist, Hide, Jump, Knowledge (nature), Listen, Move Silently, Swim, Tumble, and Wilderness Lore.

Skill points at 1st Level: (4 + Int modifier) x 4.

Skill points at Each Additional Level: 4 + Int modifier.

Class Features

Weapon and Armour Proficiency: The full list includes club, dagger, tomahawk (throwing axe), javelin, quarterstaff, siangham, and sling. They are not proficient with armour or shields.

Other than this it is the same as a monk.