THE MONK

ABILITY REQUIREMENTS:
All Statistics, Except Charisma, Must Be Higher Than 10 (11 or more).
Prime Requisites: Wisdom, Intelligence.

Monks are a specialty class of Priests and as such uses the experience tables of the priest class. They makes saving throws as a priest, Base their THAC0 as a priest, acquire weapon and non-weapon proficiencies as a priest, and in most ways follow the normal rules given for priests except as noted differently below. However, they do not use 1d8s for their hit dice. Instead, they use 1d4s, but they get one of these for each level (up to 18). Each hit dice also gains normal constitution bonuses for non-warriors (+2 HPs/dice maximum). Thus, the monk class may start out more slowly, but as body and mind are forged in rigorous training, those monks with high constitutions will usually surpass normal priests in hit points when achieving very high levels.

Monks are limited in levels as far as advancement is concerned. Those characters with wisdom scores of 11 or 12 are limited to 3rd level, with scores of 13 or 14 are limited to 7th level, and those with wisdom of 15 or more are limited to 18th level. A monk whose scores of INT+WIS=32 or more gains a 10% bonus to the experience points they earn.

NOTE: Monks do NOT turn undead as clerics do.

Not all monks follow the same pattern, however. Some develop their martial skills further than others while letting their skills with spells or rogue-like abilities fall by the way side. Other less martial oriented monks who also do not resemble rogues may excel at spell abilities. Yet others may rival the rogues and assassins while letting their skills with spells and combat remain undeveloped. Or a monk may have all these skills, though never as good as the specialist sub orders. What path taken is sometimes a matter of what the DM wants you to play, but other times you may pick which sub order or monk you wish to develop.

For this reason, I have allowed monks to follow one of four general paths. These are listed below as four separate sub orders. It may be assumed each temple excels only in one such sub order, or the DM may allow all sub orders from each temple. No matter which, the individual monk must follow only one path:

Alpha.) The most martial of them all, Alpha monks use the warrior's THAC0 and may increase their AC with an option not available to the Beta or Delta sub orders. They have no rogue skills other than Climbing Walls. This skill starts at 60% and increases 3%/level until 100% is reach. Remember that 96-100 always fails. Also, they have no spell abilities at all except as listed in the lettered special ability section below.

Beta.) More spiritually inclined, Beta monks have spell abilities, receive spell bonuses for high wisdom, and maintain major access to the spheres:

ALL, DIVINATION, GUARDIAN, NUMBERS, and THOUGHT.

Unlike Gamma and Delta monks, they do not need to be upon temple grounds to access these major spheres. However, Beta monks do not have any rogue like abilities (not even climbing walls).

Gamma.) Gamma monks excel at their rogue like abilities and have minor access to spells. They may also augment their AC as Alpha monks do.

Delta.) Delta monks are the generalist. They have access to fair combat abilities, spells, rogue abilities, and are granted special bonuses noted below.

SPELLS:

The monk character class usually has access to various spells and gains various disciplines as they progress in levels. Alpha monks, however, are the biggest exception in that they have no spell abilities. The spells of Gamma and Delta monks are rather limited. They do not gain spell bonuses for high wisdom and have only minor access to the following spheres:

ALL, ANIMAL, COMBAT, DIVINATION, ELEMENTAL, GUARDIAN, HEALING, NECROMANTIC, NUMBER, PLANT, PROTECTION, THOUGHT, TIME.

They have NO access to the following spheres:

ASTRAL, CHARM, CREATION, SUMMONING, SUN, WEATHER.

Gamma and Delta monks do not normally have major access to any spheres and are thus limited to spells no higher than 3rd level. NOTE: While in temple monasteries, the Gamma and Delta monk's connection to various powers is greatest and they will have major access to the following spheres while on temple grounds:

ALL, DIVINATION, GUARDIAN, NUMBERS, and THOUGHT. However, if they leave temple grounds, 4th level or higher spells from these spheres are lost and any already cast and active spells of 4th level or higher from these spheres will fail.

The monk is a priest who belongs to a cloistered or monastic order where he withdraws from the everyday affairs of the world around him to contemplate his faith and philosophy. Monks commonly represent powers of philosophy, thought, and scholarship, as well as any deity that is not normally worshipped by the common people of an area. While monks are most often associated with oriental campaigns and settings, this specialty priest is not necessarily an oriental class as monastic orders can exist in almost any fantasy setting. Part of the reasoning behind their fighting style is derived from poverty and lack of weapons for the humble man, and thus most monks (good and neutral monks) are not overly concerned with the acquisition of wealth.

While monks do not attempt to minister to the masses or gather followers for their patron deity (if any), they believe in demonstrating the qualities of their faith and philosophy by example. A monastery or abbey is a place of learning and strength that is open to any person who requires shelter, advice, or assistance (such places usually have extensive libraries and may even be capable of supporting mage research to a minor extent). Other monks choose to leave the abbey and travel widely, setting an example among the people they meet and help. Monasteries devoted to evil powers are sinister places where knowledge and wealth are hoarded for the use of the order, regardless of whom may need it.

Monks believe that rigorous training of body, mind, and spirit leads to enlightenment. They develop and tap their inner strength of "chi" as well as having a mysterious connection to ancestral powers. These powers are derived from an awareness of the earth (or whatever planet they live upon), their race, and those who came before them (and these things may take the traditional role of "Deity" as far as where these powers come from are concerned). Furthermore, certain areas on the planet may allow a greater connection to this force, but such places are rare and usually the sites where monasteries are constructed (this is why monasteries are sometimes built in unlikely places and why monks may have major access to their spells while there.). While in such a temple or on the temple's grounds, every monk will be +1 to hit, +1 to damage, have +1 to all saving throws, and their AC will be one place better (-1 to AC). This does not usually apply to the wondering monk traveling throughout the world and adventuring, but you might want to think twice about attacking a monastery filled with monks (even low level ones). NOTE: The DM will simply inform the monk character should they happen upon such an area as the monk will "feel" the harmony of such a place. This is unlikely, but if it does happen, while in such an area the monk will have access to higher level spells and gain the combat bonuses as if they were on temple grounds. They may even decide to build a temple there one day.

ALIGNMENT:

Monks are monastic aesthetics who practice rigorous mental and physical training and discipline in order to become superior. Therefore they are almost always lawful in alignment, although they can be evil, good, or neutral with respect to their approach to lawfulness. (Neutral or chaotic monks are possible, but the DM should give them penalties, such as always -1 to hit, -1 to damage, and -1 on all saving throws). NPC monks will be aligned as follows: 45% lawful good, 35% lawful neutral, 15% lawful evil, 05% other.

WEAPONS:

Monks are quite adept with weapons despite years of training with unarmed combat (henceforth called "open hand" combat, even though it includes hands, feet, elbows, head, knees, etc.). They may use most any weapon they wish (bludgeoning or otherwise). Through their studies of anatomy and the like, monks may add +1 to damage for all proficient melee weapons for every even level they have achieved (natural body weaponry and missile weapons do not gain this bonus). Thus, a 2nd level monk is +1 to damage, 4th level is +2, 6th level is +3 etc. Later, it will typically be the case a monk may do more damage with open hand combat, but until then they will probably employ melee weapons. Besides, there are times when even a high level monk wouldn't want to touch some particularly nasty things (acid, energy draining, flaming, electrical, etc. creatures, for example). While employing melee weapons, monk will gain their normal strength bonuses as all other characters do, but they NEVER get strength bonuses for open-hand combat.

ARMOR and ARMOR CLASS:

Monks do not use armor as it interferes with their ability to move fluidly. They DO NOT look upon those who use it as weak of spirit. They just have better training than most and work better without it, and it represents more humble beginnings and is in alignment with their more humble philosophy. A monk's AC is: 10 - (level/2) round up. However, Alpha and Gamma monks may forgo a weapon proficiency or non-weapon proficiency (not both) at 4th, 8th, 12th, and 16th level to gain a -1 bonus to their AC. No monks will be allowed to use shields or armor or magic items such as bracers of defense or boots that add to their AC or movement, but they may use rings, cloaks, robes, etc. It will be assumed monks get this AC as long as they are unencumbered, unfettered, free to move, and aware of their surroundings. Being in the dark will give them a penalty of 4 places on their AC, except Alpha monks only have a penalty of 2 places as they get the BLIND FIGHTING skill for free. Other monks may acquire this skill as well, but they must pay for it as normal. No monks gain AC bonuses for high dexterity. Note that a monk must see the attack coming in order to benefit from this training, AND surprise back stabs, ambushes, or surprise missile attacks from behind the monk will strike him as if he were unarmored.

DODGING MISSILES:

Non magical missiles (those that require a roll to hit) or thrown weapons that normally hit may yet be dodged with a successful skill roll. To use this skill, however, requires the character forgo one attack they may yet have for the remainder of the round for each such missile they attempt to dodge. Furthermore, this also assumes the character has told the DM AHEAD of time that they will be doing this against any missile attacks. If the skill is at 50% or less, only one such missile may be dodged AND only if the character still has at least one attack coming later in the round. However, the character may attempt to dodge one additional such missile for each 10% (of fraction thereof) beyond 50% with this skill. Failure means the missile will hit like it should have. Note, these rolls are only made after the DM scores a hit but BEFORE any results of that hit are mentioned. For example, the character may not decide to dodge the blow only AFTER the DM reveals the arrow also does massive acid damage or contained poison. All monks get this skill for free and start out 25% higher than other characters. Characters with the Juggling skill add 5% to this skill. (DEX + INT + WIS) / 3 is the attribute for this skill. Consult skill table.

PROTECTION FROM COLD AND HEAT:

Due to mental discipline and a well-rounded approach, Delta monks can withstand cold and hot temperatures better than most people can. Temperatures from -30 to +130 F can be withstood as Endure Heat/Cold spell. Furthermore, fire and cold attacks are -1 on each dice (not to be less than one). This ability is not cumulative with other magic such as from a ring of warmth or a Ring of Fire resistance. Alpha, Beta, and Gamma monks do not get this bonus.

MOVEMENT:

The base movement rate of the unencumbered monk will be 14"+level in inches. For example, a 2nd level monk will have a 16" movement base, a 7th level monk will have a 21" movement base, etc. All monks automatically will have ENDURANCE as a skill.

ROGUE ABILITIES:

Gamma and Delta monks have some rogue like abilities.

1. Open Locks (starting at 10%)
2. Find/Remove Traps (starting at 05%)
3: Move Silently (starting at 10%)
4. Hide in Shadows (starting at 05%)
5. Detect Noise (starting at 15%)
6. Climb Walls (starting at 60%)

No racial adjustments or dexterity adjustments are granted for Delta monks, but Gamma monks may have them if they qualify. As you can see, some rogue abilities (pick pockets for example) are not there. Also, the Delta monk does not get the 60 extra points at first level to distribute. Gamma monks do get the 60 points to distribute just as a rogue might. Furthermore, the Delta monk character only adds 20 points (not 30), and no more than 10/skill for each level, every time they advance in level. Gamma monks add 30/level as rogues do.

OPEN HAND ATTACKS:

These "Open Hand" attacks really use hands, feet, elbow, etc. and are not confined to just the hands. The monk will gain one-half extra attack for each 3 levels. i.e. 1 attack until 3rd level, 3/2 at 3rd level, 2 attacks at 6th level, 5/2 at 9th level, 3 attacks at 12th level, 7/2 at 15th level, and 4 attacks at 18th level. Also, the damage for each attack will increase as the monk goes up in levels. At 14th level, a monk's open hand damage will top out at 5d4/attack, except Alpha monks who will continue to progress. The table below summarizes this information.

Level

Title

Base AC

Movement Rate in inches

Open Hand Attacks per Round

Open Hand Damage

Average Damage per Attack

Special Abilities

01

Novice

10

15

1

1d3

2

02

Initiate

9

16

1

1d4

2.5

03

Brother

9

17

3/2

1d5

3

A

04

Disciple

8*

18

3/2

1d6

3.5

B

05

Immaculate

8

19

3/2

1d5+1

4

C

06

Master

7

20

2

1d6+1

4.5

D

07

Superior Master

7

21

2

2d4

5

E

08

Master of Dragons

6*

22

2

2d4+1

6

F

09

Master of the North Wind

6

23

5/2

2d6

7

G

10

Master of the West Wind

5

24

5/2

3d4

7.5

H

11

Master of the South Wind

5

25

5/2

2d6+1

8

I

12

Master of the East Wind

4*

26

3

4d4

10

J

13

Master of Winter

4

27

3

4d4+1

11

K

14

Master of Autumn

3

28

3

5d4

12.5

15

Master of Summer

3

29

7/2

5d4+1#

13.5

16

Master of Spring

2*

30

7/2

4d6#

14

17

Master of Flowers

2

31

7/2

5d6#

17.5

18

Grand Master of Flowers

1

32

4

6d6#

21

* An Alpha or Gamma monk may forgo either their normally acquired weapon OR non-weapon proficiency here to obtain a -1 bonus to their armor class. Beta and Delta monks may not do this.

# Only Alpha monks may achieve this level of damage/attack. Beta, Gamma, and Delta monks never go higher than 5d4/attack with the open hand.

Monks may select secondary abilities depending on their sub order. Alpha may have General and Warrior, Beta may have General and Priest, Gamma may have General and Rogue, and Delta may select from any except mage.

In addition, the monk has a chance to stun, or even kill an opponent while using open hand attacks, though they may forgo this option if they wish (just tell the DM). An opponent is stunned by a monk for 1d6 melee rounds if the score of the monk's "to hit" die score exceeds the minimum number required for a hit by 5 or more. i.e. if 15 is required, a score of 20 would indicate a stun. The "to hit" scores rolled by the monk are never modified by any strength ability bonuses. The chance to kill is a percentage which equals the armor class (AC) of the opponent, modified by the number of experience levels above seven which the monk has attained. AC -1 is a negative chance for killing, as an example, but a monk of 9th level (two above 7th) would allow a 1 % chance of killing. NOTE: 1) the monk must score a hit, and 2) the hit must stun the opponent, and 3) the percentile dice score must be equal to or less than the armor class of the stunned opponent, modified by the monk's levels over 7th, in order to score a kill. A monk may only do this to opponents of man size or smaller, though the DM may allow exceptional strikes to stun larger creatures on occasion, a monk should never be allowed to stun a LARGER opponent with more hit dice than they have levels, even though they may stun similarly sized or smaller opponents as normal.

MONK ABILITIES:

Each special ability is designated by a capital letter in the above table.

A.) In addition to their other spells, a monk may cast Speak With Animals once/day.

B.) The ability to mask the mind so that ESP has only a 30% chance of success. This power begins at 4th level, and with each level of experience which the monk gains thereafter, the chance for success of ESPing the monk's thoughts drops by 2%, i.e. 28% chance of success on a 5th level monk, 26% on a 6th level, etc.

C.) At 5th experience level a monk is not subject to diseases of any sort, nor is he ever affected by Haste or Slow spells unless he so desires to be. However, as the open hand combat is designed to function in a very specific way and rate, a monk will not gain double their open hand attacks due to Haste.

D.) The ability to use self-induced catalepsy to appear dead. This can be done perfectly, as the 6th (or higher) level monk is able to lower his or her body temperature and heart rate. The monk is able to maintain this state for 20 minutes/level. i.e. 12 turns at 6th level, 14 at 7th, etc.

E.) At 7th level the monk gains the ability to heal damage on his or her body. The amount of damage which can be healed is 2 to 5 hit points (d4 + 1 ), and this amount increases by 1 hit point with each experience level gained thereafter: i.e. 3-6 HP at 8th level, 4-7 at 9th, etc. This may be done once per day.

F.) In addition to their other spells, a monk may cast Speak With Plants once/day.

G.) Beguiling, charms, hypnosis, and suggestion spells have only a 50% chance of affecting a monk of the 9th level or higher. That is the monk is 50% resistant to such magic. This resistance increases 5% per level thereafter, so that at 10th level such spells have but a 45% chance of affecting the monk, 40% at 11th level, and so on. Saving throws apply if resistance fails. Furthermore, it is at this time when attacks (such as Fireball and Lightning Bolt, for example, will do half or no damage rather than full or half damage, depending on whether the monk makes his saving throw.

H.) Mental attacks against the monk are resisted as if the monk had an INTELLIGENCE of 18 (unless already higher) due to the monk's mental discipline.

I.) At 11th and higher levels of experience monks ore not affected by poison of any type (unless they wish to be or deliberately consume large amounts.

J.) Geasand Questspells have no effect upon monks of 12th or higher level unless they forgo this protection. Once forgone, that spell is locked, but subsequent spells will not affect the monk unless he or she again wishes them to do so.

K.) The last ability gained, and perhaps the most terrible power, is that fabled attack which enables the monk to set up vibrations in the body of the victim. The monk can then control such vibrations so as to cause death to occur when the monk stops them. Known as the "quivering palm" the monk merely touches his victim to set up the deadly vibrations. The victim can be virtually any creature. This power is limited as follows:

1. It can be attempted but once per week, and the monk must touch the intended victim within 3 melee rounds or the power is drained for one week.

2. It has no affect on the undead or creatures which can be hit only by magical weaponry.

3. The victim cannot have more hit dice than the monk using the power, and in any event, the total hit points of the victim cannot exceed those of the monk by more than 200%, or the power has no effect.

4. The command to die - the control of the vibrations - must be given by the monk within a set time limit; else the vibrations simply cease of their own accord and do no damage whatsoever. The time limit of death command is one day per level of experience the monk has gained at the time the power is used.

5. The creature commanded to die must still be on the same plane of existence as the monk (i.e., both on the prime material plane, both on the astral plane, etc.).

6. Another monk, also capable of this power, may stop these vibrations and render them harmless, thus using his ability for that week.

SURPRISE:

At 1st level of experience, a monk is as likely to be surprised as any other character, i.e. 30% (1,2, or 3 on 1d10). This chance goes down 2% per level thereafter, so there is only a 28% chance of surprising a 2nd level monk, 26% chance at 3rd level, 24% chance at 4th level, etc.

FALLING DAMAGE:

Although the chance of falling while climbing walls is the same as that of a thief of equal level, monks can escape taking damage as follows:

At 4th level, a monk can fall up to 20" if he or she is within 1" of a wall.
At 6th level, a monk can fall up to 30" if he or she is within 4, of a wall.
At 13th level, a monk can fall any distance if he or she is within 8" of a wall.

The monk must have an opportunity to periodically make contact with the wall during the descent. The monk, to slow the fall, uses the wall so that no hit points of damage are sustained from the fall. Note that when reference to a wall is made, any similar surface, such as a tree trunk, cliff face, and the like are equally useful to the monk.

OTHER:

There are a number of strictures which monk characters must abide by. Monks, much like paladins (q.v.), may not retain more than a small fraction of whatever treasure they gain. A monk may possess no more than two magic weapons and three other magic items (see 3 below) at any time (items which "heal" are not counted against this limit, nor are potions and scrolls). While monks may retain money sufficient for their modest needs, and to support their henchmen (If any), all other treasure and excess magic items must be bestowed upon religious institutions or their own temple.

When a monk player character attains the 8th level of experience he or she will gain a number of monks as followers upon building or acquiring a temple. He or she will attract from 2-5 1st level monks if the player character has a monastery or monastery like building to use as a headquarters. These followers may be worked upwards in levels of experience. The player character will attract 1 or 2 additional monks of 1 1st level for each additional level of experience the player gains. While followers of a monk are as loyal as his or her other henchmen, they automatically leave service when they attain the level of Superior Master (7th ). All followers will be of the exact same alignment as the monk player character. If he or she changes alignment, the current followers will desert, but new ones can still be gained by advancement in level.

© May of 2000
by
James L.R. Beach
Waterville, MN 56096