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 All 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 weapons, although they can throw small, non-weapon objects as an attack(rocks, baseballs, candle- sticks, etc) which will do D4 damage. They may also throw flaming oil flasks in combat. * Monks get a +1 to to-hit rolls for any thrown objects in addition to any DEX bonus they have. * Monks do D6 damage with their hands and feet at level 1, 2D6 at level 8, and 3D6 at level 16. * Monks get 2 attacks per round at level 12. * 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 REFLEX SAVING THROW. At 3rd level, the object can be caught and thrown back as a missile attack in the same round, if it is something that can be thrown effectively(i.e. not an arrow). The Monk, instead of throwing the weapon back at one of their attackers may use it in a melee attack against any opponent within melee range(10 feet). Regardless of whether or not the attack was successful, the Monk must then release the weapon afterward and not attempt another attack with it. Monks may also try to disarm an opponent in melee. A to-hit roll against the AC of the opponent must be made by the monk. If the attack roll is successful, the target must make a REFLEX Saving Throw. For every XP level the target is above the Monk's level, add a +1 to the roll. For every XP level the target is below the Monk's level, subtract 1 from the roll. Failure means they have been disarmed. The Monk may attack with the weapon that is now in their hand as part of the disarm maneuver. The attack must be against the foe who was just disarmed and the weapon must be discarded before the next melee round as stipulated above. These are the only 2 times that a Monk may use a weapon. * The Monk begins with a natural armor class of 9(not counting DEX bonuses). At Level 4, the Monk's natural AC is 7, as if wearing light armor. At Level 7, the Monk's natural AC is 5, as if wearing medium armor. At Level 10, the Monk's natural AC is 3, as if wearing heavy armor. At Level 13, the Monk's natural AC is 0. ----------------------------------------------------------------------------- Fighting Ability: Begin with +1. Add +1 at levels 3, 5, 7, 8, 9, 11, 13, 15. (DEX/PER)Filching: Begin with +0. Add +1 at levels 2, 4, 6, 8, 10, 12, 14, 16. (DEX)Balance(narrow ledges, tightropes, fighting on uneven ground, landing on feet from a throw/fall, etc): Begin with +1. Add +1 every level through level 16. (DEX)Free Climbing: Begin with +1. Add +1 every level through level 16. -------------------------------------------------------------------------------- Base Chance By Level Table -------------------------- level 1 = 1-2(D6) level 7 = 1-4 level 13 = 1-19/D20 level 4 = 1-3 level 10 = 1-5 * Monks can also attempt to Move Silently as a Thief does. Use the table above. If this roll fails, have all creatures in the vicinity make a Hear Noise Roll to see if the Monk is still moving quietly enough to go un- noticed. * Escape Artist - Escape from ropes, bonds, non-magical bindings, in D6 rounds. --------------------------------------------------------------------------------- * Languages: Begin with Common, Celestial(the dialect of the Far West), Gold Dragon, plus 2 other languages of choice. * Monks may use most magical/clerical items, scrolls, and potions (EXCEPT for most wands/rods/staves and all magical armor and weapons). * Monks are immune to ghoul paralysis. * +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, poisons. beverages, inks(including invisible inks) and dyes. * Monks can make scrolls, parchment, bind books, and writing implements of all kinds. They also know the art of calligraphy and illumination. * 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" 4 15" 7 18" 10 21" 13 24" * Falling: At 3rd level, a Monk may fall 20' and land on their feet without taking damage. At level 7, 40'. At level 10, 60', At level 13, 100'. At level 16, the Monk can likely fall any distance with- out sustaining injury if they are within 4 feet of a wall, cliff, tree trunk, or similar surface which allows them to periodically make contact in order to slow the speed of their descent. ** Jumping: A monk may jump straight up 2 feet plus 1 foot/XP level (e.g. 18 feet at level 16). --------------------------------------------------------------------------- * 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 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. Any creature of 1 HD or less is automatically knocked out for D6 turns. If the opponent is higher level/HD than 1, it gets a Saving Throw. If the Save is successful, the opponent will remain conscious but be disoriented and unable to attack or effectively act for the next round. ** The target doesn't have to be 'humanoid'. This strike can also be used against most any largish animal or creature with a 'neck' and central nervous system. An opponent of higher levels/HD than the monk automatically saves but will be SURPRISED by the attack, and unable to attack on that round. The Hand Chop may be used as many times/day as the Monk has levels/5, rounded down, but at least 1 TURN must elapse between each use. * At 6th level, a Monk can hit creatures which are normally only hit by silver or magical weapons. * 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 prospective students will feel a call and be drawn to the new temple. Monasteries are depositories of knowledge and will have extensive libraries containing writings, images, and art on nearly all subjects. -------------------------------------------------------------------------------- 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 XP level thereafter. This ability may be used once per day per XP level/3 rounded up. * At level 2: Breath Control(allows the monk to function normally in airless environments - like underwater - for 2 rounds per XP level). * At level 3: Produce a small flame by the concentration of Chi. Usable once per day. * At level 4: Fire Walk(walk on hot coals) for 1" distance per XP level. Usable XP level/4 times per day, rounded down. * At level 5: Speak with Animals. ESP(as spell). Can be used XP level/5 times per day, rounded down. * At level 6: Immune to natural poisons/toxins. Immune to natural diseases. * At level 7: Instantly self heal 2pts/level once a day. Suggestion/Hypnosis/Charm/Feeblemind have no effect. Immune to fear spells/effects. * At level 8: Speak with Plants. Haste, Slow, Hold Person, Paralysis 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). Usable XP level/6 per day, rounded down. Telepathy. Lasts for 1 round/XP level. Can be used XP level/5 times per day, rounded down. 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 magical Quests and Geases. Magic Jar, and spells of similar type, do not work against the Monk. Ability drain, enfeeblement, magical aging, etc, have no effect. Walk On Water(including mud, quicksand, etc) for 1 round/XP level. Usable XP level/4 times per day, rounded down. * At level 11: Closed mind - ESP, Telepathy, psychic location spells and abilities don't work if the Monk chooses to block contact. Blankout: By concentrating for one round, the Monk causes their presence to “disappear.” The Monk cannot be seen or magically detected by any living or undead creature (no saving throw). The effect lasts for 1 round per XP level of the Monk or until the Monk attacks. Usable XP level/4 times per day, rounded down. * At Level 12: Levitation. Lasts 1 turn/XP level. Usable twice per day. per day. Longevity. The Monk ages at 3/4 the normal rate. * At level 13: Suspend animation for up to 1 week/XP level (No heartbeat, respiration, low body temp, spells do not detect life). Ethereal Body. Lasts for 1 Turn per XP level. Usable once per week. * At level 14: Astral Projection(as spell). Usable once per week. * 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). Usable XP level/6 times per day, rounded down. Gentle Touch, which allows the Monk to either Charm, Cureall, Quest, or Cause Paralysis. Usable once per day. No saving throw is allowed to avoid the subsequent effect, but a victim with more Hit Dice than the Monk cannot be affected. * At level 17: Planeshift(takes 1 round to enter another plane). This power is usable once per WEEK and the Monk may return to their plane of origin at any time.