The monk is a special type of fighter with special attacks and access to limited thieving abilities. Their limitations regarding armor and weapons are offset by a wide array of special abilities gained over time and a special “open hand” fighting style that has the ability to stun or even immediately kill an opponent.
All monks belong to a Brotherhood segmented by alignment (Good, Neutral, and Evil).
Primary Ability Scores. Strength, Wisdom, Dexterity, and Constitution.
Minimum Ability Scores. Strength (15), Wisdom (15), Dexterity (15), Constitution (11).
Hit Dice. d4 (starting with 2d4); Maximum 18d4. Self-train (8th);
Hit Points. You start with 8 hit points adjusted for Constitution. Each level thereafter you gain 1d4 if you roll for hit points or you can gain 2.5 hit points without rolling. The 0.5 hit points will carry over.
Alignment Restrictions. Must be any Lawful.
Player Character Races. Human (17).
Armor and Shield. None.
Weapon Proficiencies. Initial 1; Penalty -3; Additional at 2nd, 4th, 6th, 8th, 10th, 12th, 14th, and 16th.
Available Weapon Proficiencies. clubs, crossbows, dagger, hand axe, javelin, nunchaku, polearms, shuriken, spears, staff, sticks.
Additional Restrictions. Limited number of 8th level and higher monks—must duel to advance; Must adhere to the Monk’s Vows
Attack Table. Use the Priest Attack Table.
Monks, through training and perception, gain a better AC as they progress in levels. You are never subject to Armor Defense vs. Weapon adjustments to your AC.
Monks, through rigorous training and superior body control, can move much faster than normal humans. This movement rate increases as you progress in levels. A humanoid movement rate over 180-ft. per round is considered a supernatural (magical) ability.
SURPRISE: 32% (or better)
Normal humans are surprised 33% of the time. Monks gain increased perception powers through meditation and training such that their chance of being surprised by others lowers as they progress in levels.
SPECIAL ATTACKS: weapon damage bonus (+1)
When a monk wields a manufactured or improvised weapon, they will get this bonus to damage based on level.
MELEE: open hand (1d6/1d6)
SPECIAL ATTACK: Open Hand Attack. [melee] (major; natural weapon)
A monk may use his or her body as a lethal weapon, the Way of the Open Hand (although the monk may use any extremity to attack). This method of fighting is considered a natural weapon attack and the multiple attacks are a single attack routine (not iterative attacks). Each successful hit does the listed damage (blunt/bludgeoning). Open hand attacks are never subject to Armor Defense vs. Weapon adjustments and the damage type is bludgeoning. You cannot mix open hand attacks with weapon attacks in the same round. You do not need any hands free to attack with open hand attacks.
Stunning. If your open hand attack 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. Dopplegangers are immune to stunning as could other living creatures as ruled by the GM (e.g. oozes). Creatures over 9 HD can make a save vs. Breath to avoid stunning.
Killing Blow. When any creature is 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 1% for each monk class level above 7th. Thus, a negative AC is a base negative chance to be killed when stunned.
Non-lethal Damage. Any open hand attack can do non-lethal damage instead of lethal damage. You must declare a non-lethal strike. If a creature has any combination of lethal and non-lethal damage that is equal to it’s hit point maximum or beyond, it becomes unconscious. Non-lethal damage will heal completely in 10-40 minutes and it can be cured using magic just like lethal damage. If an unconscious creature heals non-lethal damage due to time or other means, and it’s hit points are above zero, it will be conscious, and may act normally.
SPECIAL DEFENSES: evasion
If a monk is required to make a saving throw versus an attack that would cause damage, they will take no damage if that save is successful. If the save is failed, you take normal (full) damage.
Beginning at 9th level, if you fail the save, you will only take half damage from the attack. Any non-damaging effects due to a successful or failed save will affect you normally.
SPECIAL DEFENSES: missile deflection
Any normal-sized, non-magical missiles that hit a monk allow a Dexterity save vs. Petrify to dodge or knock aside the weapon and take no damage. If you have a hand free, you can choose instead to catch the missile, but cannot then deflect further missiles that round.
Monks can use the following thief skills as a thief of their class level adjusted for Dexterity score: open locks, find/remove traps (cannot set traps), move silently, hide in shadows, hear noise, and climb walls.
Speak with Animals. [complex]
Beginning at 3rd level, a monk can speak with animals as an innate ability. This allows you to comprehend and communicate with any creatures with the creature type of “animal” within hearing distance which is not mindless. The reaction of any animals hearing you will be determined by an encounter reaction roll. This ability is not exactly the same as the spell as hostile animals will attack!
SPECIAL DEFENSES: resist (ESP, 72%)
Beginning at 4th level, the monk masks their mind to provide a 70% resistance to ESP effects. This resistance increases by 2% per level over 4th. If the resistance roll fails, the ESP works normally (granting a saving throw if appropriate).
SPECIAL DEFENSES: slow fall (20-ft.; within 1-ft.)
Beginning at 4th level, a monk can fall up to 20 ft. if within 1 foot (arms length) of a wall. You must have an opportunity to periodically make contact with the wall during the descent. The wall is used to slow the fall so that no hit points of damage are sustained from the fall. If falling a greater distance, 20-ft. are removed from any damage calculation. 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. At 6th level, you can fall 30 ft. within 4 ft. of a wall and at 13th level, you can fall any distance if within 8 ft. of a wall.
SPECIAL DEFENSES: immune to haste and slow
Beginning at 5th level, a monk is unaffected by haste or slow effects including the spells or similar magical effects (potion of speed, the fumble spell’s slow effect, etc.).
SPECIAL DEFENSES: immune to disease
Beginning at 5th level, monks are immune to all forms of diseases, magical or natural.
Catalepsy. (immediate)
Beginning at 6th level, monks can self-induce a state of catalepsy to appear dead. You can maintain this condition for 20 minutes per level.
While in the cataleptic state, you are alert and aware and can hear but cannot see, smell, nor feel. You does not breathe. Any damage incurred while in the catalepsy will be half-normal and you are immune to gas effects (due to breathing the gas), paralysis, and energy draining. The effects of poison will stop during the cataleptic state but will resume once the spell ends. In terms of combat effects with regard to other creatures, you are considered in a coma (helpless, immobile). However, any coup de grace attack will cause normal damage only, although it will appear to have killed you. In order to sever a limb or head, you must be actually killed by doing damage (requiring potentially multiple attacks).
At any time on your turn during the round, you can end the effect, but if doing so before the full duration is complete, it takes until the end of the next round for the body to resume normal function.
Heal Damage. 1/day (immediate)
Beginning at 7th level, once per day as an innate ability, a monk may heal 1d4+1 hit points of damage to their own body. This healing increases by 1 point per level over 7th.
Beginning at 8th level, a monk that succeeds in advancement becomes a recognized “master” in their Order. You will attract a number of monks as followers upon defeating the existing Master of Dragons.
You gain 1d4+1 1st level monks if you have established a monastery or monastery-like building to use as a headquarters. These followers may be worked upwards in levels of experience. You will attract 1 or 2 additional monks of 1st level for each additional level of experience you gain past 8th. While followers are as loyal as other henchmen, they automatically leave service when they attain 7th level. All followers will be of the same Order as yours. If you switch Orders, the current followers will desert, but new ones can still be gained by advancement in level.
Your 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, you may retain up to 250,000 gold pieces value in treasure in order to finance construction of the place. You can also retain sufficient funds thereafter to maintain such a place.
Speak with Plants. [complex]
Beginning at 8th level, a monk can speak with plants as an innate ability. This enables you to converse, in very rudimentary terms, with all sorts of living vegetables. Thus, you 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 you will be determined by an encounter reaction roll.
This ability is not exactly the same as the spell and hostile monstrous plants will attack.
SPECIAL DEFENSES: resist (charm, 50%)
Beginning at 9th level, monks have 50% resistance to charm effects. If the resistance is successful, the magic has no effect. If the roll fails, the magic takes effect normally (granting a save if appropriate). This resistance increases by 5% per level above 9th.
SPECIAL DEFENSES: mental discipline
Beginning at 10th level, any telepathic, psionic, or mind blast-type of attacks are made as if the monk had an 18 Intelligence.
SPECIAL DEFENSES: immune to poison
Beginning at 11th level, a monk becomes immune to poison of all types, including poison effects.
SPECIAL DEFENSES: immune to geas/quest
Beginning at 12th level, a monk is immune to the effects of geas or quest spells or similar effects.
SPECIAL ATTACKS: Quivering Palm. 1/week [innate; curse, death] (declared; minor)
Beginning at 13th level, you can infuse your hand with a set of deadly magical vibrations. Once done, you have 3 rounds (including the round the ability was invoked) to make a successful contact attack against a single living target. After the end of the 3rd round, the vibrations cease and the ability cannot be attempted again for 7 full days. If you touch a living creature within the proscribed time period, you pass the deadly vibrations into it's body (no save). Once you have passed on the magic into another, you have 1 day per monk level to give a command that will cause the target to die immediately (no save). This command can be given anywhere on the same plane as the target/victim. Once this time period passes, if the command has not been given, the magic dissipates of it's own accord. If you touch a creature with immunity to the ability, the ability is considered used.
A target with damage resistance to mundane weapons is immune to this ability.
A target with more hit dice than the monk is immune to that monk's quivering palm ability.
A target with more than double the monk's maximum hit points is immune to that monk's quivering palm ability.
The vibrations can be stopped in a victim by using a remove curse spell (requiring an opposed caster level check against the monk's level) or by any wish-type magic.
There is only one Grand Master who oversees the three Orders. He or she gains the position through trial by combat and then most hold the position against all challengers. See Advancement, below.
Upon joining an Order, you must take a set of vows. These vows are a combination of vows from the specific Order, as well as personal vows you may choose. These vows are intended to provide a code of conduct that reinforces your inward journey, the discipline of the mind and body, and the unimportance of material goods, creature comforts, and appearances. Vows can be anything that helps lead you down that enlightened path. The GM will create the structure supporting the campaign and then will work with you on the specific vows and strictures.
Typical naming structure of vows: The Vow of Obedience, the Vow of Stability, and the Vow of Conversatio Morum (e.g. chastity, poverty, virtue, pilgrimage).
These vows may include the following types of strictures:
Refrain from unchastity (sensuality, sexuality, lust).
Refrain from lying.
Refrain from taking intoxicants.
Refrain from taking food at inappropriate times (ex. after noon).
Refrain from singing, dancing, playing music or attending entertainment programs (performances).
Refrain from wearing perfume, cosmetics or garland.
Refrain from sitting on high chairs and sleeping on luxurious, soft beds.
Thus, you may avoid taverns, inns, brothels, and most forms of social gatherings that involve food or entertainment.
Refrain from accepting money.
Thus, you may not work for coin or trade goods, but would be willing to barter for services, accommodations, or items of significance (magic items, quest items, etc).
Refrain from stealing.
Thus, you will not take items that properly belong to others. Items abandoned or spoils of combat are acceptable. However, you would not normally take objects from proper graves or tombs (assuming such items were “grave goods”). Recovery of items stolen from others is acceptable.
Refrain from initiating violence.
You are a pacifist by nature and seek non-violent resolutions when possible. However, you will protect yourself, your friends, and your community from destructive forces.
Institution. Each monk will be part of a Order indicated by their alignment. The Order of White (good) wearing robes of primarily white, The Verdant Order (neutral) wearing robes of primarily green, and The Crimson Order (evil) wearing robes of primarily red. Each monk will also designate a “home” monastery led by a master (a monk of 8th or higher level) that will be their home base until (if ever) they establish their own monastery on behalf of their Order. See also Master, above.
Wealth. Monks will only keep funds on hand to live in poverty and pay henchmen or hirelings. Excess is given to their Order through their home monastery. At 8th level or above, a monk can save enough funds to construct their own monastery if so commanded by their Order. Monks can also retain enough money to cover training costs (giving away the remainder once they increase in level). A monk will always negotiate a full fair share of treasure even knowing they will give much of it away.
Possessions. A monk, according to their vows, seeks to live without wealth. A monk will travel with a minimum of equipment and, if using a mount, will select the most humble mount available without causing harm to his companions ability to travel effectively.
Magic Items. A monk will allow themselves to possess only the following types of magic items.
Up to 2 magic weapons.
Up to 3 other permanent magic items.
Up to 3 one-time use magic items including potions.
A monk will never seek to use scrolls of any kind. Magic items usable by monks include all magical varieties of allowed class weapons, magic rings, and those miscellaneous magic items which are usable by thieves.
Weapons. In addition to restrictions for class allowable weapons, no monk will use flammable oil as a weapon indiscriminately. A monk can use flammable oil only for the extinguishing of creatures requiring this type of damage (e.g. trolls). Only those of the Crimson Order would consider using poison of any type (and even then using strict guidelines).
Henchmen/Hirelings. A monk under 6th level cannot hire henchmen or hirelings. Beginning at 6th level, a monk can hire up to two henchmen for but a single adventure. Henchmen may be fighters (but not paladins nor rangers), thieves, or assassins. Only the Crimson will employ assassins or thieves (the Verdant will, with reservations, employ thieves). With each level of experience above the 6th which the monk attains, he or she may add one additional henchman, until the maximum number established by the monk’s Charisma score is reached.
Advancement. There are limited numbers of high level monks per Order. See Advancement below.
There is a set number of high level monks—“Masters” in the Order’s hierarchy. Each Order will have the following roles available:
3 Masters of Dragons (8th): White (Gold, Silver, and Copper); Verdant (Celestial, Earth, and Sea); and Crimson (Black, Blue, and Red).
1 of each Master level 9th through 16th exists for each Order (named individually by the Order).
Over all of the Orders is The Grand Master. The current is known as The Grand Master of Flowers and comes formerly from the Verdant Order—now overseeing all Orders. Most monks know only of those in their local hierarchy up through the local Superior. At senior levels, they may become aware of the Master of Dragons responsible for their region. Levels above this are shrouded in secrecy. However, intricate body tattoos are used to designate one’s status (parts of which may be blacked out if a loss is incurred).
A monk gaining enough experience levels to qualify for 8th level will be invited to the monastery housing the order’s Master of Dragons responsible for the local region. If the monk declines, they will drop to 98,001 class experience. If they accept the invitation, they must travel alone to the monastery and accept the challenge of their superior to fight for their title. The winner will become the regional Master of Dragons for the order and may choose to take over the legacy master’s monastery or construct their own elsewhere.
For each Master level above the 8th, the existing Master must be sought out and challenged. These individuals are not exactly advertising their whereabouts and some do not keep a permanent home, so the monk may need to work to find them. Monks don’t necessarily hide either, so the task is not an impossible one. A monk ready to advance has one year to find and challenge their superior.
Ritual Combat for Advancement. Combat is ‘one on one’ and is to take place in a monastery with all local monks in attendance. The only item a monk may bring into the combat area is their robe. No weapons or magic may be used, although (truly) permanent dweomers placed on the monk may be allowed to function in a defensive capacity (e.g. wishes or tomes used to raise ability scores, or the effects of a permanency spell, etc.). Combat will continue until one monk yields, dies, or lies unconscious. The winner advances (and must pay training costs) and the loser will leave, having dropped in experience to the beginning of the level previous to the one being contested. This may require the loser to seek out another monk within a year’s time or drop experience even further.
Their vow requires monks to offer safe hospitality for all monks requesting lodging at a monastery. Similarly, monks will never attack each other within a monastery unless in ritual. This said, outside of a monastery, life can be dangerous for Master-level monks. A high-ranking Master can beseech The Grand Master for these rules to be excepted, although this is extremely rare and typically only happens if a master “goes rogue”.