MONK ----- Monks are mystics that seek mental and physical mastery over themselves. As with Clerics, there are many different orders each with different philosophies, training, and organizational structures. * HIT POINTS: D6+1 per level. Add CON Bonus at 1st level only. 2pts/level after 9th level. * Begin with a natural Armor Class 7 at first level, then AC5 at 4th level, AC3 at 8th level, and AC1 at 12th level. This does not include DEX bonus. * +2 to All Saving Throws. * +1 to initiative(used in paired combat). * Monk adds their STRENGTH bonus to melee attack and damage rolls. * Base Movement: Monk Level Monk Speed ---------- ---------- 1 12" 4 15" 7 18" 10 21" 13 24" * Monks use no armor or shield, though they CAN use Rings of Protection, Bracers of Defense, Displacer Cloaks, and similar items). Bracers of Defense, if they were a better AC, would override the Monk's natural AC until the Monk "caught up", at which point the bracers would serve no purpose anymore. Magical items with 'plusses' will stack with the Monk's natural AC. So, a Monk with a natural AC of 6 and a Ring of Protection +2, would have an AC of 4. * Monks fight with empty hands. They use no weapons, although they can throw small, non-weapon objects as an attack if need be(stones, iron pots, candelabras, etc) which will do D4 damage. They may also throw flaming oil flasks to block corridors or deter pursuit, but not as an 'attack'. There are only 2 occasions on which a Monk may use a weapon. 1) when a throwable missile weapon is caught and thrown back against the attacker on the same round(see below) and 2) if a special or unique weapon, item, or artifact is REQUIRED to damage or slay a particular monster. * 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. * Any damage dealt by a monk which is over the amount necessary to bring their foe to zero hp is spread to the next adversary within melee range which has an AC that was able to be hit by the monk's attack roll. * Monks can choose the damage to be stunning damage 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. When hit by a missile weapon (arrow, javelin, thrown spear, hand axe, etc) the Monk must make a REFLEX SAVING THROW in order to dodge, deflect, or catch the object(Monk's choice as to which). 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). If the original attacker is not available, the weapon must be dis- carded. Monks may also try to disarm an opponent in melee if they are of ogre-size or less and of equal or fewer HD/levels. 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 to avoid being disarmed. Normal Men are automatically disarmed if the to-hit roll succeeds. * Fighting Ability: Begin with +1. Add +1 at levels 3, 5, 7, 8, 9, 11, 13, 15. * Monks can naturally move and fight on uneven ground. Any necessary rolls will be made with Advantage. * Languages: Begin with Common, Celestial(the common dialect of the Far West), Gold Dragon, plus 2 other languages of choice. * Monks may use most magical items, scrolls(of healing, divination, or prot- ection if the scrolls can be read), and all potions. They cannot use most wands/rods/staves or any magical armor and weapons. * Monks are immune to ghoul paralysis. They do not fear the "touch of the grave". * +2 bonus when attempting to disbelieve an illusion. * Monks are surprised on a 1(D6) and surprise on a 1-4 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 medicines for minor ailments, as well as beverages, inks(including invisible inks) and dyes. At 9th level, a Monk can brew magical potions, like a magic-user. * Monks can make non-magical scrolls, parchment, ink, bind books, and writing implements of all kinds. They also know the art of calligraphy and illumi- nation. Monks can create illuminated manuscripts, write calligraphy, make detailed sketches and drawings, maps, and copy handwriting. They can also copy magical texts, spellbooks, runic inscriptions, and magical scrolls, though unless they can READ MAGIC, they will not know what the runes mean. Also, copies of magical scrolls will not be able to be cast from as the Monk cannot charge the runes with the magical energies required. Spells will take 1 hour per spell level to copy. * Monks make most of the items that they use every day and so are therefore skilled in woodcarving, tanning, and leather working, clay molding, and other such things. They are known to make musical instruments for their meditative practices and just for their own enjoyment - flutes, drums, and simple stringed instruments. At 9th level, they can carve things like chess pieces and craft complex puzzle boxes for intellectual games. * Monks can endure natural extremes of heat/cold without ill effect. They can also suppress the need for food, water, and rest/sleep for 2 + XP level days. * Leaping and Springing: Monks can jump higher and farther, naturally parkouring or vaulting off sturdy objects. A Monk can jump straight up 2 feet + 1 foot per every 2 levels of XP(5' at level 6, 8' at level 12, etc). Standing Broad Jump is 5 feet + 1 foot per level. Running Broad Jump is 10 feet + 1 foot per level. * Monks will give away all treasure that they win, save that which is necessary to maintain themselves in a modest fashion. Gifts will be to the poor or to charitable institutions. They may keep small magic items - rings, scrolls, potions, garments, and the like. * Monk 1: Initiate Monk 2: Disciple Monk 3: Elder Brother/Sister Monk 4: Brother/Sister of Feathers Monk 5: Guru of the Waving Hands Monk 6: Master of Tigers Monk 7: Master of the Janus Door Monk 8: Master of Dragons Monk 9: Master of The Way Monk 10: Master of the Clay Form Monk 11: Master of the Hidden Flame Monk 12: Master of Autumn Leaves Monk 13: Master of Winter Stars Monk 14: Master of Spring Flowers Monk 15: Master of Summer Jasmine Monk 16: Master of the Lotus Monk 17: Grandmaster of Cherry Blossoms ------------------------------------------------------------------------------- At 1st Level ------------ * A Monk can hold their breath for 2 rounds +1 round per level. They are able to slow their respiration and metabolism. At 2nd Level ------------ * A Monk can hit creatures which normally require silver weapons to hit. At 3rd Level ------------ * A Monk is resistant to cold and heat/fire damage. Subtract 2 points from every dice of damage they take from these types of attacks. At 4th Level ------------ * Hand Chop: 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. This can only be performed against a creature with HD/levels equal to or less than the Monk. Any creature of 1 HD or less is automatically knocked out for D4 turns. Creatures above 1 HD get a saving throw vs TOUGHNESS to avoid being knocked out. If the Save is successful, the creature will be disori- ented and unable to attack on that round. The Hand Chop may be used as many times/day as the Monk has levels/4, but at least 1 TURN must elapse between each use. ** 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. At 5th 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/5, but at least 1 TURN must elapse between each use. At 6th Level ------------ * Suggestion, Hypnosis, Charm, Feeblemind, and Fear Spells have no effect. * Speak With Animals. At 7th Level ------------ * A Monk can instantly self heal 2pts/level once per day. * A Monk can hit creatures which are normally only hit by +1 magical weapons. At 8th Level ------------ * A Monk can sense invisible, out-of-phase, or ethereal creatures (and objects) nearby. Monks can fight blindfolded, in the dark, or against invisible creatures without penalty. * Monks are not subject to diseases of any sort, nor to Haste, Slow, or Hold Person spells. 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 allies 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. Monks may also create magical potions, like a magic-user, at this time. * 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). Contemp- lation 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 10th Level ------------- * Not subject to magical Quests and Geases, Magic Jar, or Trap the Soul spells. * Ability drain, enfeeblement, magical aging, etc, have no effect. * Speak With Plants. At 11th Level ------------- * Closed mind: ESP, Telepathy, psychic location spells and abilities don't work if the Monk chooses to block contact. * Monks are not affected by poisons, venoms, or toxins of any kind. At 12th Level ------------- * Levitation. Lasts 1 Turn/XP level. Usable twice per day. * Longevity. The Monk ages at 3/4 the normal rate. At 13th Level ------------- * 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 once per day. At 14th Level ------------- * True seeing(as the spell). Usable once per day. * Ethereal Body: Lasts for 1 Turn per XP level. Usable once per week. At 15th Level ------------- * Speak With Anyone: This allows the monk to speak with any being capable of speech. * Liminal Time: The Monk can step outside of the flow of time for D4 rounds. The Monk can move an act freely while all other creatures seem to be frozen in their actions. This power cannot be used to kill or cause the death of another creature, though creatures and objects could be moved to a different position or turned to face a different direction if the Monk is physically strong enough to do that. Usable once per day. At 16th Level ------------- * Gentle Touch: This 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. * Astral Projection(as spell). Usable once per week. At 17th Level ------------- * Planeshift: It 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. --------------------------------------------------------------------------------------- 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 * FILCHING(includes pick pockets/palming/concealing small objects on their body or planting them on another's): Pickpocketing someone in a crowd who isn't expecting it automatically succeeds. For someone reasonably aware of their surroundings and ex- pecting an attempt, or a PC/NPC of 4th level or above, roll on the table. If the roll is failed, the DM SECRETLY ROLLS A SAVE vs SPELLS for the victim. If the Save is successful, the attempt was noticed. When palming small objects in plain view, failure indicates that the Monk still acquired the object, but it may have been noticed by someone watching nearby. If any observer has a PER of 14+, the DM SECRETLY ROLLS A SAVE vs SPELLS for that person. Success indicates that the Monk was observed palming the object. Rolls for concealing small objects are only necessary if the Monk is being subjected to a careful and thorough search. * OPEN PUZZLE BOXES: * BODY EQUILIBRIUM: The Monk can adjust the weight of their body to correspond with the surface upon which he or she is. Thus, the Monk can walk upon water, quicksand, mud, hot coals, or whatever. The Thief ability to Move Silently is subsumed within this skill. With respect to falling, this discipline has the effect of the Magic-User spell, Feather Fall). This ability works for 1 round + 1 round per XP level of the Monk. * LISTEN AT DOORS/HEAR NOISE. * FREE CLIMBING: Climbing nearly sheer vertical surfaces without rope and harness (includes overhangs and upside down). Note that Monks can usually climb normally climbable stuff without climbing gear and without any skill roll. ** If CLIMBING roll is failed, the character falls from a random height. * BALANCE(moving along narrow limbs or ledges and the like): Only roll on the table if doing this while 1)encumbered 2) in wind, rain, on a slippery surface, while under attack, or any other unfavorable conditions. * ESCAPE ARTIST: Escape from ropes, bonds, non-magical bindings, in D6 rounds. * PSYCHIC ABILITY: Empathy - Allows the basic needs, drives and/or emotions to be sensed. Thus, he or she can sense thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, hostility, friendliness, love and like emotions. This also includes animals of the higher sort(mammals, reptiles, amphibians, and avians. At 8th level, this ability also applies to plants. Duration is 1 Turn. ESP - Allows the user to "tune in" to the unshielded thoughts of the minds of any creatures within range when the power is employed. In most respects it is identical to the magic-user spell, ESP (q.v.) . Thoughts received in non-understood lan- guages will be meaningless. Non-intelligent creatures will transmit "pictures" or raw drives. Range: 9". Duration: 1 round per level. Area of Effect: 1 creature per round. Telepathy - Allows the Monk to communicate mind-to-mind with any other creature with intelligence of 5 or greater. The other creature's language need not be known. The creature to be communicated with must be in sight or be well-known mentally by the Monk. In the latter case, both the sender and receiver must be on the same plane and no greater than 186,000 miles apart (telepathic waves can travel a greater distance if both individuals are telepathic). Duration: Time of Concentration. 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. Lasts for 1 Turn. Telekinesis - Move small objects with the mind - candle flames, flutter bits of cloth, slide coins across a table, etc. Up to 1 pound per XP level can be affected. Range: 3". Duration: 1 round per level. Movement of object is 3"/round. Pyrokinesis - Produces a small flame by the concentration of Chi. Each use of this power allows 1 small flame to be created. Body Control - Allows the Monk to exist in hostile environments or elements or withstand substances or radiations destructive to his or her body, viz. cold, heat, poisonous gases, acids, flame, etc. For each level of XP, the Monk can withstand what would normally inflict 1 hit die of damage. Duration: 1 Turn per XP level. Up to 3 powers may be attempted in each 24 hour period. Each attempt may be for a different power, the same power, or any combination of thereof. Object Reading may only be used once per game session.