MONK ----- Monks seek mental and physical mastery over themselves. As with Clerics, there are many different orders each with different agendas. * HIT POINTS: D6 per level. Add CON Bonus at 1st level only. 2pts/level after 9th level. * +2 to WILL Saving Throws * +1 to initiative * Monks wear no armor or shield(including Bracers of Defense, Rings of Protection, Displacer Cloaks, and similar items). * Monks fight with empty hands. They use no weaponry, although they can throw small, non-weapon objects as an attack(rocks, baseballs, candle- sticks, etc). * Monks get a +1 to to-hit rolls for any thrown objects in addition to any DEX bonus they have. * Monks do D6 damage at level 1, 2D6 at level 9, and 3D6 at level 16. * Monks get 2 attacks per round at level 5. 3 attacks at level 13. * Any damage dealt by a monk which is over the amount necessary to bring their foe to zero hp is spread around to the next closest adversary(ies) with an AC that was able to be hit by the monk's attack roll until all the points are used. * Monks can choose the damage to be stunning rather than lethal. If an opponent reaches 0 HP they are knocked out when stunning damage is chosen. * Monks get a number of melee attacks against 'Normal Men'(or creatures of basically that strength, i.e., goblins, kobolds, dwarves, orks, men, gnomes, giant rats, etc) equal to their level each round. So a 3rd level Monk would have 3 attacks/round against these. * Missiles may be dodged, deflected, or caught if they are small enough to be held in the hands by making a Saving Throw vs Death Ray. At 3rd level, the object can be caught and thrown back in the same round, if it is some- thing that can be thrown effectively(i.e. not an arrow). This also includes things like javelins/throwing spears/knives, which is the ONLY time a Monk may use a weapon. * The Monks is as tough to hit as if he were wearing light armor at 4th level. At level 7, medium armor. At level 10, heavy armor. * Monks may use most magical/clerical items, scrolls, and potions (EXCEPT for most wands/rods/staves and all magical armor and weapons). * Languages: Begin with Common, Far Western, Gold Dragon, plus 2 other languages of choice. Fighting Ability: Begin with +1. Add +1 every even level (2, 4, 6, 8, 10, 12, 14, 16). (DEX)Stealth: Begin with +1. Add +1 every level. (DEX)Filching: Begin with +0. Add +1 every even level (2, 4, 6, 8, 10, 12, 14, 16). (PER)Awareness(spot, listen, find secret doors): Begin with +1. Add +1 every level. (DEX)Balance(narrow ledges, tightropes, fighting on uneven ground, landing on feet from a throw/fall, etc): Begin with +1. Add +1 every level. (DEX)Free Climbing: Begin with +1. Add +1 every level. (DEX)Escape Artist: Begin with +1. Add +1 every level. * +2 bonus when attempting to disbelieve an illusion. * Monks are surprised on a 1(D6) and surprise on a 1-3 when moving normally. * Monks have only a 1 in 6 chance of springing a trap when they pass through the area in which it is set (instead of the usual 2 in 6). * Monks know Herbalism and can make all sorts of natural medicines, antidotes, tonics, and poisons. * Monks can endure natural extremes of heat/cold without ill effect. They can also go without water in extreme environments for a number of days equal to 2x their XP level. * Monks will give away all treasure that they win, save that which is necessary to maintain themselves. Gifts will be to the poor or to charitable institutions. They may keep small magic items - rings, scrolls, potions, garments, and the like. * Monk Level Monk Speed ---------- ---------- 1 12" 5 15" 9 18" 13 21" 17 24" * Falling: At 3rd level, a Monk may fall 20' and land on their feet without taking damage. At level 7, 40'. And at level 10, 60'. ** Jumping: A monk may jump straight up 2 feet plus 1 foot/XP level (e.g. 7 feet at level 5). * At 4th level, Iron Fist: The Monk can deliver a single blow which can be used to smash open a locked door, shatter or crack a strong object, bend an iron bar, etc. This ability can be used as many times/day as the monk has levels/4, but at least 1 turn must elapse between each use. * At 5th level, if the monk is able to sneak up on a humanoid foe of roughly hobbit- to ogre-sized from behind, they can knock out their opponent, on a successful to-hit roll, with a hand chop to the neck. The opponent is automatically knocked out for D6 turns. The opponent must be of the same level/HD of the monk or less for the attack to succeed automatically. If the opponent is of a higher level/HD than the monk, it gets a Saving Throw. If the Save is successful, the opponent will remain conscious but be dis- oriented and unable to attack or effectively act for the next round. If the opponent is 2-3 levels/HD greater the monk, it gets a +2 to Save. An opponent more than 3 levels/HD higher than the monk automatically saves and will not be disoriented by the attack. The Hand Chop may be used once/day at 5th level, twice/day at 10th level, and thrice/day at 15th level. * At 8th level, can sense invisible/astral/out of phase creatures and objects nearby and can fight them without penalty. This also applies to fighting when blindfolded or in the dark. * At 9th level, a Monk is considered a Master of The Way and may build a new monastery. Construction costs will be 1/2 of normal, as work and materials will be donated by various friends and supporters. D6 people will feel the call and be drawn to the new temple as students. Special Monk Powers Gained At Certain Levels -------------------------------------------- * At level 1: Move small objects with the mind - candle flames, flutter bits of cloth, slide coins across a table, etc. Add 1 lb to objects able to be moved each level thereafter. This ability is able to be used once per day per XP level. * At level 2: Breath Control(allows the monk to function normally in airless environments - like underwater - for 2 rounds per level per day). * At level 3: Produce a small flame by the concentration of Chi. Usable twice per day. * At level 4: Firewalk(walk on hot coals) for 1" distance per level per day. * At level 5: Speak with Animals. ESP(as spell) twice per day. * At level 6: Immune to poisons/toxins, paralysis. Haste, Slow, Hold Person have no effect. * At level 7: Instantly self heal 2pts/level once a day. Immune to fear spells/effects. * At level 8: Speak with Plants. Suggestion/Hypnosis/Charm/Feeblemind have no effect. Object Reading - allows the Monk to receive psychic impressions left on an object by events in its past, its previous owner, etc. Usable once per game session. * At level 9: Dimension Door(as spell) once per day. Telepathy once per day. Lasts for 1 round/level. Contemplation: By meditating undisturbed for D6 turns, a Monk can affect something similar to an augury(get a general sense of whether or not the result next action being contemplated will be helpful or harmful to the party - breaking the seal on the altar in the room for instance). Contemplation can also be used to receive a bonus on another check involving knowledge, perception, or understanding. This ability can be used once per game session. * At level 10: Not subject to normal quests and geases. Ability drain, enfeeblement, etc, have no effect. Walk On Water(including mud, quicksand, etc) for 1 round/level/day. * At level 11: Closed mind - ESP, Telepathy, psychic location doesn't work if the monk chooses to block contact. Ethereal Body(lasts for 1 turn per level) once per day. * At Level 12: Astral Projection(as spell) once per day. Longevity. The Monk ages at 3/4 the normal rate. * At level 13: Suspend animation for 1 day/level (No heartbeat, respiration, low body temp). * At level 14: Levitation(1 turn/level/day until the time is used up). * At level 15: Speak With Anyone, which allows the monk to speak with any being capable of speech. * At level 16: True seeing(as the spell) once per day. Gentle Touch, which allows the Monk to either Charm, Cureall, Quest, or Cause Paralysis. * At level 17: Planeshift(takes 1 round to enter another plane). This may be done twice per day.