The monk is the most unusual of all characters, the hardest to qualify for, and perhaps, the most deadly. That is why the class is given out of alphabetical order at the end of the section pertaining to character classes.
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.
Monks are monastic aesthetics who practice rigorous mental and physical training and discipline in order to become superior. Therefore they must always be Lawful in alignment, although they can be Evil, Good, or Neutral with respect to their approach to lawfulness. A monk who, for any reason loses this Lawful alignment, loses all monk abilities and must begin again as a first level character.
Non-player character monks will be aligned as follows: 50% Lawful Good, 35% Lawful Neutral, 15% Lawful Evil.
A brief study of the monk's tables will reveal that the monk appears to be quite weak, even considering that at the topmost level a monk can have 18, albeit four-sided, hit dice and has a good selection of weapons to choose from.
Monks have no spell ability, cannot wear armor or use a shield, and not even flaming oil is usable by them. This seems to make a weak character class indeed.
But this impression is false, for monks have their own special attack and defense capabilities, certain other powers, and most of the abilities of the thief class and some clerical-type capabilities as well. So, while the class has drawbacks, it is very strong.
Monks cannot wear armor and do not gain adjustments to AC for a high Dexterity. However, as monks gain levels, their base AC gets better through a combination of toughness, technique, and quickness. [Campaign Rule: Opponent's never adjust attacks for weapon type versus armor rating against a monk with a Base AC of better than 10.]
A monk can strike in melee with either fist or hand interchangeably or even from elbows, knees, and/or feet. These melee attacks are treated as natural attacks with no adjustment for Strength to “to hit” or damage rolls and these attacks are considered non-magical. The number of attacks and damage goes up as level increases, with the extra attack coming at the end of the sequence. (E.g. 3/2 equals 3 attacks per 2 rounds with the extra attack coming in the 2nd round. 5/4 is 5 attacks in 4 rounds with the extra attack in the 4th round, and so on. This different than fighters that receive the extra attack in the earlier round.) All open hand attacks must be taken against a single opponent. If using two-weapons, a monk may attack once with an open hand attack and once with a weapon, but never more than this, and the standard penalties for fighting with two-weapons applies to all attacks.
Time Required. A single open hand attack requires 1 segment. If using multiple open hand attacks during a round, the attack requires 3 segments.
Weapon Type versus AC Rating. [Campaign Rule: A monks open hand attacks are never modified by an opponent's armor rating.]
Stunning. If the monk’s “to hit” roll succeeds by 5 or more against a living creature and that creature is damaged by the attack, the target will be stunned for 1d6 rounds. At 1st level a monk can stun a creature up to 6 ft. 6 inches and 300 lbs. or approximate (i.e. roughly “man-sized”). Every level after the 1st adds 2 inches and 50 lbs. of weight to the maximum creature size affected. In any event, dopplegangers are also immune to stunning as could other living creatures as ruled by the DM (e.g. oozes).
Killing Blow. When any creature successfully stunned, there is a small chance (rolled on a d%) that the blow will instead immediately kill it. The chance is equal to the armor class of the creature plus each monk level above the 7th the monk has attained. Thus, a negative AC is a base negative chance to be killed when stunned.
With respect to combat, monks attack on the same table as clerics. However, they add one-half of a hit point per level of experience to the amount of damage they score when they successfully attack an opponent with a weapon. This simulates their study and knowledge of weapons and anatomy.
A 1st level monk scores x + ½ hp of damage, where “X” equals the damage done by the weapon used and “hp” equals the number of hit points of damage. A 2nd level monk does X + 1 when he or she scores a hit, a 3rd level, X + 1½ hp, and so on all the way to Grand Master of Flowers who scores X + 8½ hp damage. [Campaign Rule: The damage is rounded up to the nearest whole value. Thus a 1st level monk has a +1 added to weapon damage and 3rd level has a +2.]
Monks make saving throws on the table used by thieves, but they gain certain advantages: Non-magical missiles (arrows, bolts, bullets, thrown daggers, thrown javelins, thrown spears, etc.) which would normally hit can be dodged or knocked aside if the monk is able to make a successful Dexterity save vs. Petrify for each such potential hit.
In other respects, if a monk makes his or her saving throw against an attack form, the monk will sustain NO DAMAGE from the attack, even if the attack form was a fireball, for instance.
At 9th level (Master of the North Wind) or higher, a monk who fails to make his or her saving throw will still sustain but one-half the total potential damage which the attack form could deliver, if possible. That is, a fireball would do 50% of total damage, but the gaze of a basilisk would still petrify the monk.
At 1st level of experience, a monk is as likely to be surprised as any other character [...]. This chance goes down to 32% at 2nd level, and it thereafter goes down 2% per level, so there is only a 30% chance of surprising a 3rd level monk, 28% chance at 4th level, 26% chance at 5th level, etc.
Monks have the following thief skills which they perform at identical level of experience to that of a thief, i.e. a 1st level monk performs as a 1st level thief, a 2nd level monk as a 2nd level thief, etc. The abilities are:
Open Locks. Opening locks includes figuring out how to open sliding puzzle locks and foiling magical closures. It is done by picking with tools and by cleverness, plus knowledge and study of such items. Opening Locks may be attempted by any given thief but once per lock. Success opens the lock.
Time Required. The act of picking the lock to be opened can take from 1-10 rounds, depending on the complexity of the lock. As a rule, most locks will take but 1-4 rounds of time to pick.
Failure. Once a roll is failed, no amount of trying will ever enable the thief to succeed with that lock, although the thief may try again when he or she has risen to a higher level of experience.
Find/Remove Traps. Finding or removing traps pertains to relatively small mechanical devices such as poisoned needles, spring blades, and the like. Finding is accomplished by inspection, and they are nullified by mechanical removal or by being rendered harmless. Small or large traps can be found, but not magical or magically hidden traps. In any case, a trap must be located before removal can be attempted (so a minimum of two rolls required). Success deactivates the trap.
Time Required. The act of finding or removing a trap can take from 1-10 rounds, depending on the complexity of the trap. As a rule, most traps will take but 1-4 rounds of time to find and a like amount to remove. Note that time counts for each function (finding and removing) or for traps with multiple elements.
Failure. Failure of removal usually indicates the trap is triggered but this is always at the DM’s option. Many systems may be used to determine it randomly—a factor of the actual “remove traps” roll, a separate roll, a note in the trap description, etc. Some traps would obviously be triggered by attempts to remove them, and such obvious details should take precedence over random determination.
Move Silently. Moving silently is the ability to move with little sound and disturbance, even across a squeaky wooden floor, for instance. It is an ability which improves with experience. Moving Silently can be attempted each time the thief moves. It can be used to approach an area where some creature is expected, thus increasing chances for surprise (by +20%), or to approach to back stab, or simply done to pass some guard or watchman. Success means movement was silent. Silent movement is done at the same rate as normal exploratory movement, i.e. 12 ft. per round if an unencumbered human as the thief creeps up (in Cant: croodles) upon the area or victim or whatever.
Failure. This means that movement was not silent (i.e. a normal chance to surprise exists).
Hide in Shadows. Hiding in shadows is the ability to blend into dark areas, to flatten oneself, and by remaining motionless when in sight, to remain unobserved. It is a function of dress and practice. Success makes the thief virtually invisible until he or she moves. A thief that successfully hides in shadows must remain immobile. If combat conditions do not exist, any creature unable to detect the thief due to hiding may be surprised at +20%. Surprised or not, a creature unaware of the thief within melee range (1”) may be back stabbed. Hiding in shadows cannot be accomplished under direct observation.
Detection of Invisible. A thief hiding in shadows is still subject to detection just as if he or she was invisible. (See Vision Table III.) Note that spells such as detect invisibility or true seeing will automatically reveal a thief hiding in shadows if such sight is directed towards him or her.
Infravision. Hiding can be accomplished with respect to creatures with infravision only if some heat producing light source is near to the creature or to the thief attempting to so hide. Otherwise, the heat signature of the thief will be plainly seen unless the thief is also using some sort of obstructing cover.
Hear Noise. Listening at doors includes like activity at other portals such as windows. It is accomplished by moving to the door and pressing an ear against it to detect sound. The thief and his or her accomplices must themselves be quiet (but not silent as in moving). This function can be repeated as often as desired. Note that sleeping creatures, undead, and many other creatures do not make sounds discernible through a portal. Success informs the hearer that someone or something awaits beyond the portal.
Time Required. It requires one round to listen.
Head Gear. The thief, just as any other character, must take off helmet or other obstructing headgear in order to press his or her ear to the door surface in order to hear beyond.
Climb Walls. Ascending and descending vertical surfaces is the ability of the thief to climb up and down walls. It assumes that the surface is coarse and offers ledges and cracks for toe and hand holds.
Procedure. It is assumed that the thief is successful until the mid-point of the climb. At that point the dice are rolled to determine continued success. Success indicates that safe ascent or descent has been accomplished. The DM will check each round of vertical or horizontal movement for chance of slipping and falling. Note that in some cases a third d10 will have to be rolled to determine the success or failure.
Failure. A score in excess of the adjusted base chance indicates the thief has slipped and fallen, taking damage based on the distance of the fall.
Movement Rate. The rate at which vertical or horizontal movement is possible depends upon the texture and other conditions of the surface.
Surfaces which are inclined inwards move towards greater degrees of difficulty—a non-slippery one being treated as slightly slippery, and a slippery one being virtually unclimbable.
Surfaces inclined away from the perpendicular on an outward angle may be treated as either a better surface condition or rougher texture, if the degree of incline is sufficient to make climbing easier. Most dungeon walls will fall into the fairly rough to rough category. Some will be non-slippery, but most will be slightly slippery due to dampness and slime growth.
Although the chance of falling while climbing walls is the same as that of a thief of equal level, monks can escape taking damage as follows:
At 4th level (Disciple), a monk can fall up to 20 ft. if he or she is within 1 ft. of a wall.
At 6th level (Master), a monk can fall up to 30 ft. if he or she is within 4 ft. of a wall.
At 13th level (Master of Winter), a monk can fall any distance if he or she is within 8 ft. of a wall.
The monk must have an opportunity to periodically make contact with the wall during the descent. The wall is used by the monk to slow the fall so that no hit points of damage are sustained from the fall. Note that when reference to a wall is made, any similar surface, such as a tree trunk, cliff face, and the like, are equally useful to the monk.
Each special ability on the Monk Table II is designated by a capital letter.
A. The ability to speak with animals as druids do which begins at 3rd level of experience.
B. The ability to mask the mind so that ESP has only a 30% chance of success. This power begins at 4th level, and with each level of experience which the monk gains thereafter, the chance for success of ESP-ing the monk’s thoughts drops by 2%, i.e. 28% chance of success on a 5th level monk, 26% on a 6th level, etc.
C. At 5th experience level, a monk is not subject to diseases of any sort, nor is he ever affected by haste or slow spells.
D. The ability to use self-induced catalepsy to appear dead. This can be done perfectly, as the 6th (or higher) level monk is able to lower his or her body temperature and heart rate. The monk is able to maintain this state for twice the number of turns (10 minute periods) which equal his level, i.e. 12 turns at 6th level, 14 at 7th, etc.
E. At 7th level, the monk gains the ability to heal damage on his or her body. The amount of damage which can be healed is 2-5 hit points (d4+1), and this amount increases by 1 hit point with each experience level gained thereafter, i.e. 3-6 h.p. at 8th level, 4-7 at 9th, etc. This may be done once per day.
F. The ability to speak with plants as druids do. This power is attained at 8th level.
G. Beguiling, charms, hypnosis, and suggestion spells have only a 50% chance of affecting a monk of the 9th level of experience. That is, the monk is 50% resistant to such magic. This resistance increases 5% per level thereafter, so that at 10th level such spells have but a 45% chance of affecting the monk, 40% at 11th level, and so on. Saving throws apply if resistance fails.
H. Telepathic and mind blast attacks upon a monk of 10th or higher level are made as if the character had an 18 Intelligence, due to the monk’s mental discipline.
I. At 11th and higher levels of experience, monks are not affected by poison of any type.
J. Geas and quest spells have no effect upon monks of 12th or higher level.
K. 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 to set up the deadly vibrations. The victim can be virtually any creature. This power is limited as follows:
Speak with Animals. At 3rd level, a monk can speak with animals as an innate ability. This allows the monk to comprehend and communicate with any warm or cold-blooded animals within hearing distance which is not mindless. Thus, the reaction of the animals hearing the monk will be determined by an Encounter Reaction roll. (See Combat, Encounter Reaction.) This ability works only on normal (non-giant) animals. This ability is not the same as the spell as hostile animals will attack the monk.
Time Required. This innate ability is a major action that requires 1 segment of concentration before the monk can start conversing with any animals.
Catalepsy. Beginning at 6th level, monks can self-induce a state of catalepsy to appear dead. The monk can maintain this condition for 20 minutes per level. During this time, the monk can smell, hear, and know what is going on but no feeling or sight of any sort is possible and any bodily damage taken will be half. The monk consumes air at 1/100th of the normal rate. The monk is unaffected by paralysis, poison, and energy level drain. However, poison injected or otherwise introduced into the monk’s body will become effective once the monk revives. The monk can end the effect at any time but this takes 10 segments.
Time Required. This innate ability can be used as a minor action and requires 1 segment to complete.
Heal Damage. Beginning at 7th level, once per day a monk may heal 1d4+1 hit points of damage to their own body. This healing increases by 1 point per level over 7th.
Time Required. This is a minor action requiring 1 segment.
Speak with Plants. Beginning at 8th level, a monk can speak with plants as an innate ability. This enables the monk to converse, in very rudimentary terms, with all sorts of living vegetables. Thus, the monk can question plants as to whether or not creatures have passed through them or over them or the like. The reaction of plants, especially monstrous varieties (e.g. shambling mounds), hearing the monk will be determined by an Encounter Reaction roll. (See Combat, Encounter Reaction.) This ability is not the same as the spell and hostile monstrous plants will attack the monk.
Time Required. The innate ability is a major action that requires 1 segment of concentration before the monk can start conversing with any plants.
Quivering Palm. 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.
Procedure. This attack may be used once per week and must be declared by the monk (inducing the vibrations in the monk’s hand) who then has 3 rounds to touch a living target that is not immune to normal weapons. The creature cannot have more hit dice that the monk or more than double the monk’s full hit points. The command to die may be done from anywhere and must be given within 1 day per level of the monk or the effect dissipates.
Time Required. This is a 1 segment melee attack requiring a successful to-hit roll that does no damage other than to impart the deadly vibration effect.
There are a number of strictures which monk characters must abide by. These restrictions apply to 1.) armor and weapons, 2.) treasure, 3.) magic items usable, 4.) strength ability adjustments, 5.) henchmen, and 6.) advancement in level, as follows:
When a monk player character attains the 8th level of experience, he or she will gain a number of monks as followers upon defeating the monk which held the 8th level position that the player character has now gotten. He or she will attract from 2-5 1st level monks if the player character has a monastery or monastery-like building to use as a headquarters. These followers may be worked upwards in levels of experience. The player character will attract 1 or 2 additional monks of 1st level for each additional level of experience the player gains.
While followers of a monk are as loyal as his or her other henchmen, they automatically leave service when they attain the level of Superior Master (7th).
All followers will be of the exact same alignment as the monk player character. If he or she changes alignment, the current followers will desert, but new ones can still be gained by advancement in level.
Note that monk followers require no support, upkeep, or pay of any sort.
The monastery or monastery-like headquarters of the monk can be that of the character he or she defeated to attain 8th or higher level, or it can be a building specially constructed by the monk player character after attaining 8th or higher level. In the latter case, the monk may retain up to 250,000 gold pieces value in treasure in order to finance construction of the place. He or she may also retain sufficient funds thereafter to maintain such a place.