Monk

Monks are priests who belong to cloistered or monastic orders, withdrawing from the everyday affairs of the world around them to contemplate their faith. Powers of philosophy, thought, and scholars are commonly represented by monks, as well as any deity that is not normally worshiped by the common people of an area.

Monks are often associated with oriental campaigns and settings. Monastic orders exist in the Flanaess and elsewhere, but the Far Eastern monks will be used as the basis for this class, specifically combat abilities, however, there is also a sprinkling of western monks mixed in as well.

Despite being a member of the priest class, monks are not granted and cannot cast spells. They also use a different advancement table than priests.

Requirements

Only humans and half-elves may become monks.

Monk Experience Table

Monks do not advance beyond 17th Level


LevelExperience LevelTitleTHAC0
10Novice20
22,250Initiate20
34,750Brother/Sister20
410,000Disciple18
522,500Immaculate18
647,500Master18
798,000Superior Master16
8200,000Master of Dragons16
9350,000Master of the North Wind16
10500,000Master of the West Wind14
11700,000Master of the South Wind14
12950,000Master of the East Wind14
131,250,000Master of Winter12
141,750,000Master of Autumn12
152,250,000Master of Summer12
162,750,000Master of Spring10
173,250,000+Grand Master of Flowers10

Monks believe that rigorous training of body, mind, and spirit leads to enlightenment. Consequently, To be a monk a character must have the following minimum ability scores: Strength 15, Wisdom 15, Dexterity 15, and Constitution 11. Monks never gain any experience points bonuses. Dexterity gives them no armor class adjustment. Monks never gain experience point bonuses for high ability scores because they have no prime requisite. Monks never receive bonuses on to hit or damage rolls for high Strength scores and never receive adjustments to their armor class for high Dexterity.

Background

Monks are ascetics who learn their skills at one of the several monastic enclaves found throughout the Flanaess and Oerth. Their spiritual training emphasizes the simultaneous development of mind and body as a path to understanding and enlightenment. Perfection, for them, lies in perfect control of their own spirit - achieving harmony between mind and body. To this end they become masters of combat forms, both armed and unarmed, not to become great fighters but to learn their physical powers and limitations. At the same time they undergo a rigorous mental discipline, honing their minds to perceive and understand the mysteries of the cosmos. Although they can perform incredible physical and mental feats, they cannot perform ceremonies, cast spells, or turn undead. Monks are attached to a monastery but do not receive the religious training and are considered clergy in name only.

Alignment Requirements

Because of the discipline required in their training, monks must always be lawful, although they can combine good, evil, or neutralrality with regards to law. Most monks are lawful good, and very few are lawful evil.

Combat, Weapon & Armor Restrictions

A monk character begins the game with 2-8 (2d4) hit points and gains 1d4 hit points per level thereafter. Monks use the combat table and saving throw tables of priests. Their selection of weapons is limited, as follows: Martial arts weapons (any), axe (hand) bokuto, chigiriki, crossbow (any), dagger, daikyu, halberd, javelin, kama, kusarigama, lasso, naginata, parang, spear, trident.

They cannot wear armor or use shields. The use of flaming oil in combat is forbidden to them.

Martial Arts & Weapon Proficiency Slots

The monk starts with proficiency in one style of Martial Arts and two of that style‘s special maneuvers. This counts as one initial weapon proficiency. Other weapon proficiency slots can be used for other fighting styles, or martial arts weapons as well as conventional weapons the monk is allowed to use.

Nonweapon Proficiencies

The monk also has five non-weapon proficiency slots. Of these, one must be used for Religion (any) and another for Calligraphy. The remaining slots can be filled as the player sees fit, within the restrictions of the class. Monks can select from the General, Priest, and Rogue Nonweapon Proficiency tables at no extra cost in slots.

Special Abilities

Through their training, monks develop several special abilities. When using a weapon, the monk causes one extra point of damage for every two experience levels. A monk has the normal chance to be surprised at 1st level, but this gradually improves, as indicated on the Monk Capabilities table. All monks have the martial arts special maneuver Missile Deflection in addition to the other special maneuvers they may have or gain, this is not considered part of any martial style and so does not use one of the special maneuver slots for the monk’s chosen martial art.

Owing to his physical training, a monk can run faster than other characters, beginning with a base movement of 15. This improves as the monk increases in level.

Although a monk cannot wear any armor, he is trained to avoid blows through nimbleness and agility. A 1st-level monk has Armor Class 10. This improves as the monk advances (see the Monks Capabilities table below). When using his martial arts style, the monk has the Armor Class of that style, it is better than his normal armor class. If his natural Armor Class surpasses that of his style, the natural Armor Class is used.

The monk also has the ability to open locks, find and remove traps, move silently, hide in shadows, hear noise, and climb walls at the percentages listed on the Monk Capabilities table.

Monk Capabilities

Level
AC
Move
Add. Martial Arts Att.
Add. Martial Damage
Open Locks
Find/Remove Traps
Move Silently
Hide in Shadows
Hear Noise
Climb Walls
Surprise
1
10
15
-
-
25%
20%
15%
10%
10%
85%
Normal
2
9
16
-
-
29%
25%
21%
15%
10%
86%
32%
3
8
17
-
-
33%
30%
27%
20%
15%
87%
30%
4
7
18
1/4
-
37%
35%
33%
25%
15%
88%
28%
5
7
19
1/4
+1
42%
40%
40%
31%
20%
89%
26%
6
6
20
1/2
+2
47%
45%
47%
37%
20%
90%
24%
7
5
21
1/2
+2
52%
50%
55%
43%
25%
91%
22%
8
4
22
1/2
+1D
57%
55%
62%
49%
25%
92%
20%
9
3
23
1/1
+1D+1
62%
60%
70%
56%
30%
93%
18%
10
3
24
1/1
+1D+2
67%
65%
78%
63%
30%
94%
16%
11
2
25
3/2
+1D+2
72%
70%
86%
70%
35%
95%
14%
12
1
26
3/2
+2D
77%
75%
94%
77%
35%
96%
12%
13
0
27
3/2
+2D
82%
80%
99%
85%
40%
97%
10%
14
-1
28
2/1
+2D+1
87%
85%
99%
93%
40%
98%
8%
15
-1
29
2/1
+3D
92%
90%
99%
99%
50%
99%
6%
16
-2
30
3/1
+3D+1
97%
95%
99%
99%
50%
99%
4%
17
-3
32
3/1
+4D
99%
99%
99%
99%
55%
99%
2%

Additional Attacks: This is the number of additional attacks the monk can make when using his martial art proficiencies. The number before the slash is the number of extra attacks, the number after the slash is the round when the attack is allowed. For example, if the monk has a martial style that normally allows one attack per round, 1/4 allows the monk to make one extra attack every fourth round, while 2/1 allows the monk to make two extra attacks every round. Additional attacks always occur at the end of the round.

Additional Damage: This is the amount of extra damage the monk causes when using his martial art proficiencies. if the number is +1, +2, or +3, the amount is added to the normal damage caused when using the martial style. If the number is +1D, +2D, or more it is the number of additional dice rolled to determine damage. These dice are the same type as those normally used for that martial style. The notation n + 1D + 1 indicates both additional dice and additional points of damage.

  • This intense training and dedication to a school of martial arts is what makes the monk truly formidable. From the time he was a youth the monk has practiced the combat techniques espoused by his monastery. This dedication gives the monk several benefits not available to other martial artists. When first creating a monk character, the DM or the player (or both working together) must create a martial style according to the rules given under the Martial Arts article. This is the character's basic style. Unlike other characters, however, the monk’s training allows him to increase his number of attacks per round and damage per attack as he increases in level. These bonuses are listed on the Monk Capabilities table.
  • At 3rd level monks gain the ability to Speak With Animals. This is not a magical ability but it works the same as the priest spell of the same name.
  • At 4th level a monk can fall up to 20 feet without taking damage provided he is within one foot of a wall or vertical surface. He has trained and disciplined his mind so that ESP has only a 30% chance of success when used against him. This protection improves by 2% at each level beyond 4th. Thus ESP has only a 26% chance of success on a 5th-level monk, 24% on a 6th-level monk, etc.
  • At 5th level the monk is immune to all types of disease and is unaffected by all types of Haste or Slow spells.
  • At 6th level the monk can fall 30 feet without sustaining damage provided he is within four feet of a wall. The monk can also fall into a cataleptic state, perfectly simulating death. This can be maintained for a number of turns equal to twice his level. The monk is oblivious to his surroundings in this state, so he must state at the beginning how long he intends to remain cataleptic.
  • At 7th level the monk, by concentrating on his inner power, can heal 2-5 points of damage on his own body per day. This power increases by one point at every level beyond 7th.
  • At 8th level the monk gains the ability to Speak With Plants. He also attracts 2-5 followers (1st-level monks), provided he has a monastery headquarters. These have the same alignment as the player character and are fanatically loyal to him, provided his alignment does not change. They rise in level just like player characters, but leave when they reach 7th level. For every level attained beyond 8th. the monk attracts 1-2 more 1st level monks.
  • At 9th level the monk’s ki power improves. From 9th-level on. the monk suffers only half damage from any magical attack that causes damage, even if the monk fails his saving throw. (He must use his power, however.) If the saving throw is successful, the monk suffers no damage at all. The ki power is still limited to a number of uses per day equal to the level of the character. in addition, charm, hypnosis, and suggestion spells of all types have only a 50% chance to affect the monk. This resistance improves by 5% at every level beyond 9th.
  • At 10th level the monk defends against telepathic and mind blast attacks as if he had Intelligence 18.
  • At 11th level the monk is immune to all types of poison.
  • At 12th level the monk is immune to Geas and Quest spells.
  • At 13th level, 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, and 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 ta 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 effect 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, or 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.

Special Restrictions

However, for all their abilities, monks must abide by strict restrictions. These are in addition to the restrictions they have concerning weapons and armor. In general, monks view the world as a transitory and ephemeral place, without constants. As such, emotional attachments — greed, anger, and other passions — are obstacles placed in the path of true perfection. To achieve the ultimate enlightenment, the monk must force himself to dispose of these feelings and all things associated with them. While they do not deny that these passions exist within themselves, they seek to control and moderate them.

First and foremost, monks must avoid too many attachments to the material world. To this end, monks may not retain more than a small fraction of any treasure they recover: only enough to cover their needs for food and clothing for the next few days. They may not own horses, although they may ride horses provided by others. They can never hold land or property of any type. They can retain only two magical weapons and three other magical items. All excess treasure and magical items must be given to non-player charities and religious institutions (whereupon they disappear from play).

Second, severe limits are imposed on the use of magical items, as too much reliance on them weakens the monk’s spiritual strength. They can use magical weapons only if the type is allowed to the class. No other magical items listed in this rulebook can be used by monks unless specifically indicated. Items described in the Dungeon Masters Guide can be used only if they are rings or can be used by thieves. Furthermore, the monk never trades in his magical items for new pieces of better quality, shopping around for the best deal. Instead, he generally uses the same item until it is no longer serviceable.

To increase their detachment from the material world, monks do not generate a family clan. ln this sense they are without family, having totally severed all attachments to this world. They do not use their family name, adopting instead a name appropriate to their monastery. Nor can they hire henchmen or hirelings until they reach 6th level.

At 6th level, they can obtain hirelings for short missions (a single adventure). They may also have up to two henchmen at this level, possibly adding one additional henchman at every level beyond 6th. These henchmen cannot be hired or bought into service; they must join the monk by their own choice.

The monk must at all times behave morally and properly, especially when dealing with other monks. This does not preclude evil actions, but oaths and the orders of superiors within the monastery are absolutely binding. Gentle protest can be made, but argument or disobedience results in being barred from entering its grounds or receiving any aid from the hands of its members. This is important, since to advance in level the monk must return to his monastery for a period of purification and enlightenment. The length of this banishment is decided by the DM. it may be as short as 10 days or as long as several months. During this time the character does not go on adventures, but lives a severe and humble existence, undergoing many rituals, tests, and ordeals.

Monk Advancement

Each monastery can support only a limited number of monks beyond 7th level. There are three of 8th level and one of each level beyond 8th attached to a monastery. When a player character gains sufficient experience points to qualify for 8th level (or beyond), he temporarily gains the abilities of that level. Before the level is permanently acquired, however. the monk must find and defeat one of the monks (or monk) of that level. This duel must be fought in the martial style of the monastery and is strictly between the two monks; no one can intervene. The duel need not be fought to the death (though it can be, this will be decided before the duel begins the first person stunned usually acknowledges defeat. The character knows the general whereabouts of the monk he must duel. Any intentional delay (or being defeated in the duel) readjusts the character’s experience points to the minimum number required for the last level he held permanently. For example, an 8th-level monk defeated in a duel drops to 98,001 experience points, the minimum required for 7th level. He must work his way back up to 8th level all over again.

Upon permanently attaining 8th-level, the character earns the right to permanently reside on the monastery grounds or establish a subsidiary monastery elsewhere. If the character establishes a new monastery, he is allowed to amass sufficient funds to finance the construction of the building and maintain the grounds. However, such savings cannot be assembled until the character permanently attains 8th level. The buildings and grounds of any newly constructed monastery are considered the property of the order, not the player character. In either case, the character is required to perform various administrative functions appropriate to his level. These increase in complexity and scope as the character rises in level.

Martial Arts

[1st Edition Player's Handbook]
[1st Edition Unearthed Arcana]

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