MONK ----- Monks seek mental and physical mastery over themselves. As with Clerics, there are many different orders with differing agendas. * HIT POINTS: D6 per level. Add CON Bonus at 1st level only. 2pts/level after 9th level. * Saves as a Cleric. * No armor or shield * Uses no weaponry - Monks fight with empty hands. * Monks do D6-1 damage at level 1, D6+1 at level 5, 2D6 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. * Missiles may be dodged if a Saving Throw is made. * Monk Level Monk Speed ---------- ---------- 1 12" 5 15" 9 18" 13 21" 17 24" * At 4th level, if the monk is able to sneak up on a humanoid foe of roughly hobbit to ogre sized from behind, he can knock out his opponent, on a successful to-hit roll, with a hand chop to the neck. His 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 2 rounds. 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 4th level, twice/day at 10th level, and thrice/day at 16th level. * At 5th level, the Monk is as tough to hit as if he were wearing light armor. At level 9, medium armor. At level 13, heavy armor. * At 8th level, can sense invisible/astral/out of phase creatures and objects nearby, and fight effectively when blindfolded or in the dark. Monks may also begin training a new acolyte at this level. * Monks get 2 attacks/round at level 9 * Iron Fist: At 10th level, 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/2, but at least 1 turn must elapse between each use. * Contemplation: By meditating undisturbed for D10 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 or understanding. * +2 to Saving Throws vs mental attacks/spells/charms * Hear Noise, Hide In Shadows, Move Silently, Escape Artist, Climbing, Acrobatics (balance, narrow ledges, tightropes, fighting on uneven ground, landing on feet from a throw/fall, etc) as Thief of the same level. * Monks are surprised on a 1(D6) and surprise on a 1-3 when moving normally. * Secret doors are found on a 1-3 if searching and a 1 if merely passing by. * 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). * Falling: At level 3 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). * Herbalism skill. * 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. * +2 bonus when attempting to disbelieve an illusion. * Monks may use most magical/clerical items, scrolls, potions (except for most wands/rods/staves and all armor and weapons). * 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, garments, and the like. 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 * At level 2: Produce a small flame by the concentration of Chi * At level 3: Firewalk/walk on hot coals for 1" distance per level * At level 4: Breath Control(allows the monk to function normally in airless environments - like underwater - for up 1 hour) * At level 5: Speak with Animals * At level 6: Immune to poisons/toxins, paralysis Hold Person has 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 have no effect Waterwalk for 1 turn/level/day * At level 10: Not subject to normal quests and geases Levitation(1 turn + 1 turn/level) * 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) * At Level 12: Astral Projection(as spell) * At level 13: Suspend animation for 1 day/level (No heartbeat, respiration, low body temp). * At level 14: Windwalk(as the spell) 2 times/day * At level 16: True seeing(as the spell) 3 times per day.