The Monk:
He's got a lot to kick about!
by Philip Meyers

-
 
Special abilities Note on quasi-psionic monk abilities Other suggested changes Upper-level advancement options Rationale for rule changes
Dragon The monk - Best of Dragon, Vol. III Dragon 53

Of all the character classes in the
AD&D™ game, the class of monks is the
most difficult to qualify for. A monk must
have exceptional strength, wisdom, and
dexterity, and — if he or she wishes to
survive for very long — constitution.
The odds of rolling up such a character, even using the various “cheating methods” listed in the Dungeon Masters
Guide, are not favorable. Given this, one <Method V guaranetees entrance into any class>
would expect a monk to be a powerful
character indeed. At first glance this
would appear to be true. The Grand Master of Flowers can reasonably claim to be
the most powerful fighter around, able to
inflict 128 points of damage in a single
round. This superiority, however, is more
theoretical than real. In actual practice,
the monk is the weakest of the character
classes, not the strongest.


1. SUBCLASS = n/a
2. SOCIAL CLASS MINIMUM = <not noted, but I would guess LLC>
3. ABILITY SCORE MINIMUMS
    STRENGTH = 15
    INTELLIGENCE = 6
    WISDOM = 15
    DEXTERITY = 15
    CONSTITUTION = 11
    CHARISMA = 6
    COMELINESS = 3
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE = human, 21
5. MULTI-CLASS POSSIBILITIES = none
6. HIT DIE TYPE = d6
7. MAXIMUM NUMBER OF HIT DICE = 22
8. SPELL ABILITY = none
9. ARMOR PERMITTED = none
10. SHIELD PERMITTED = no
11. WEAPONS PERMITTED = aklys, atlatl, axe (hand), bo stick, caltrop, club, crossbow (any), dagger, garrot, javelin, jo stick, knife, lasso, pole arm (any), sap, spear, staff, sword (falchion)
12. OIL PERMITTED = no
13. POISON PERMITTED = DM's option
14. ALIGNMENT = any Lawful
15. STARTING MONEY = 5-20 gp (5d4)
16. WEAPON PROFICIENCIES = 1, 1/2 levels
17. NON-PROFICIENCY PENALTY = -3
18. NON-WEAPON PROFICIENCIES = 1, 1/2 levels
19. STARTING AGE = 21 + 1d4
20. COMBAT = C
21. SAVING THROWS = T
22. MAGIC ITEMS = See below.

The sources of a monk’s weakness are
many. First, monks are severely handicapped in AC. The Novice starts
at AC 10, is denied the use of any armor,
and receives no armor class adjustment
for dexterity. This situation fails to improve for a long time — at 5th level the
hapless monk is a mighty AC 7.
As for HP, the average 1st-level
monk with a 16 constitution has 9 hit
points. The extra hit die at 1st level is not
enough to allow the monk to keep up
with clerics, fighters, or even thieves, for
very long. At 5th level the monk with a 16
constitution has an average 25 hit points,
where the cleric has 32½, the fighter 37½,
and the thief 27½. (No one should play a
monk with a constitution of less than 16;
the figures will humiliate. the monk.)
The multiple attacks with open hands
that are supposed to be the monk’s forte
are still negligible at 5th level, becoming
appreciable only at 6th level, where the
monk receives 3 attacks every 2 rounds.
Fighters are, however, quick to catch up;
at 7th level they also acquire this ability.
The spell-like powers of monks are
laughable when compared to the spell
abilities of clerics or magic-users. Just
as the 6th-level magic-user is acquiring a
second Fireball with which to destroy
the enemy, the 6th-level monk is learning to feign death.
The ability to stun or kill an opponent
is next to worthless at low and middle
levels because the monk’s chance of doing it is so small, and because the monk’s
awful armor class and hit points prevent
the character from spending too much
time in melee. Also, monks advance
more slowly in level than any other character class at middle and upper levels.

Practical experience with monk characters reinforces the conclusion. In this
author’s experience, there seem to be
two ways for a monk character to survive
to reach upper levels. The first is for the
monk to acquire a powerful magic item
that offsets one or more of the monk’s
weaknesses, like a Ring of Regeneration, Bracers of Defense AC 2,or a Cloak
of Displacement. The other way is for the
monk to cower at the back of the party,
avoiding combat wherever possible. This
means the monk is generally useless
and, aside from opening a few locked
doors now and then, does nothing besides siphon off XP from
more deserving characters. Neither of
these situations is wholly satisfactory.
Of course, one can always argue that,
once the monk finally does make it to the
upper levels, the long wait was worth it.
An 8th-level monk is just about competitive with 8th-level characters in the other
classes, and is clearly superior to an 8thlevel thief, or even a 9th-level thief.
However, it is by no means certain that
the monk character will ever get to 8th
level, even should he or she honestly
earn the 200,001 experience points required. This is due to the requirement
that a monk of this level or higher must
fight and defeat the present title holder
in order to advance in level. Thus, every
time the PC monk attempts
to advance in level beyond the 7th, the
character must ran a basic 50% chance
of losing and failing to achieve the level.
Worse still, the price of defeat is a full

level’s worth of XP, just as
if the monk had been energy-drained. A
wealthy fighter who has been struck by a
wight can pay a large sum for a  Restoration spell. The defeated monk has no
such option. In effect, this limits the
monk to 7th level, or at best means that
the monk will ultimately need 2 or 3 times
as many XP as listed,
since the luck of the die will invariably
cause the monk to be defeated a number
of times. Worst of all, the monk may have
to stand off challenges by NPC monks,
and who can say how many Superior
Masters will be out looking for the character who finally makes it to Master of
Dragons?
 

In essence, then, the monk is a useless
character at lower and middle levels, and
is extremely difficult to maintain at upper
levels. The player with visions of Bruce
Lee or David Carradine dancing in his or
her head is in for a big letdown when
such a player tries to run a monk
character.

The idea of a character class of martial
artists is undeniably a good one, and
monks deserve a place in the AD&D system. But how, then, can monks be made
competitive and (if possible) more interesting?
It is possible to cure the defects in the
present system without changing the nature of monks at all, as the following
suggested system demonstrates.

First, in place of Tables I and II on page
31 of the Players Handbook, use the revised tables given herein.

MONKS TABLE I: EXPERIENCE POINTS AND LEVELS
Experience Points Levels 6-sided dice for accumulated hit points Level Title
0--1,500 1 2 Novice
1,501--3,000 2 3 Initiate of the Rudiments
3,001--6,000 3 4 Initiate of the Elements
6,001--12,000 4 5 Initiate of the Principles
12,001--25,000 5 6 Brother
25,001--40,000 6 7 Disciple
40,001--70,000 7 8 Disciple of Secrets
70,001--110,000 8 9 Disciple of Mysteries
110,001--160,000 9 10 Immaculate
160,001--220,000 10 11 Master
220,001--400,000 11 12 Superior Master
400,001--650,000 12 13 Master of Dragons
650,001--900,000 13 14 Master of the North Wind
900,001--1,150,000 14 15 Master of the West Wind
1,150,001--1,400,000 15 16 Master of the South Wind
1,400,001--1,650,000 16 17 Master of the East Wind
1,650,001--1,900,000 17 18 Master of Winter
1,900,001--2,200,000 18 19 Master of Autumn
2,200,001--2,500,000 19 20 Master of Summer
2,500,001--2,800,000 20 21 Master of Spring
2,800,001+ 21 22 Grand Master of Flowers

MONKS TABLE II: MONKS ABILITY TABLE
Level Effective Armor Class Move Open hand attacks/round Open hand damage Special abilities
1 6 15" 1 1-4 A
2 5 15" 1 1-6 B
3 4 16" 1 2-7 C
4 3 16" 3/2 2-7 D
5 3 17" 3/2 2-8 E
6 2 17" 3/2 3-9 F
7 2 18" 2 3-9 G
8 1 18" 2 2-12 H
9 1 19" 2 3-12 I
10 0 20" 5/2 3-12 J
11 0 20" 5/2 4-13 K
12 -1 21" 5/2 4-16 L
13 -1 22" 3 4-16 M
14 -2 23" 3 5-17 N
15 -2 24" 3 5-20 O
16 -3 25" 3 4-24 P
17 -3 26" 4 4-24 Q
18 -4 27" 4 6-24 R
19 -4 28" 4 5-30 S
20 -5 29" 4 8-32 T
21 -5 30" 4 6-36 U

Special abilities
A: The ability to feign death, as the
present monk ability D:

B: The mind-masking ability (resistance to ESP), as present monk ability B.

C: The Speak with Animals ability,
present monk ability A.

D: The self-healing ability (present
monk ability E); plus immunity to disease
(present ability C), also including
immunity to Haste and Slow spells.

E: Body Equilibrium, as the psionic
ability, except that it can be used but
once per day, for 1 round per level of the
monk. Also, the monk acquires Mind
Over Body, usable for up to 1 day per
level of the monk.

F: Empathy, as the psionic ability, but
usable once a day.

G: Invisibility, as the psionic power,
but usable once a day for 1 turn per level
the monk has achieved beyond the 6th.

H: Molecular Manipulation, as the
psionic power, usable against inanimate
objects only, once a day. Monks are limited
to the 8th level of mastery in this
power.

I: Resistance to charms, hypnosis, etc.
as present monk ability G, plus 18 intelligence
for purposes of Telepathic and
Mind Blast attacks, as present ability H.

J: Retarded aging, as though the
monk were using a Phylactery of Long
Years, plus immunity to poison (present
ability I), and immunity to Geas and Quest
(present ability J).

K: Body Control, as the psionic ability,
once a day for a maximum of 1 turn per
level of the monk beyond the 10th.

L: The "Quivering Palm," present ability K.

M: Dimension Door, once a day, as the
magic-user spell.

N: Speak with Plants, as a druid, present
ability F.

O: Mind Bar, as the psionic ability,
100% chance of success, usable once a
week, maximum duration 1 hour per level of the monk.

P: Object Reading, as the psionic ability, once a day.

Q: Dimension Walk, as the psionic
ability, 1 hour per 2 levels the monk has
achieved, usable once a day.

R: Astral Projection, once a week, as
the cleric spell, but only the monk may
so travel.

S: A premonition of death or serious
harm occurs to the monk 1-4 turns before the harmful event, 90% of the time.

T: The monk acquires the ability to
generate a Tower of Iron Will or an Intellect
Fortress about himself or herself,
duration 1 round per level of the monk,
usable once a day. The monk must concentrate
to use this power, and cannot
do anything else besides walking slowly.
If the monk's concentration is broken,
the defenses disappear.

U: Planeshift, as the cleric spell, twice
a day.

Note on quasi-psionic monk abilities
    The powers in the above list that refer
to the psionics section of the Players
Handbook should be played as though
the monk were psionic with regard to
computing level of mastery, range, etc.
Instead of expending psionic strength
points to use the abilities, the monk
simply abides by the use restrictions
given above. If the monk character is actually
psionic, attack/defense totals and
modes may be used normally, but the
psionic monk never receives disciplines
other than those inherent in the class's
special abilities.

Other suggested changes
    1: Open hand damage done is halved,
rounding up, when the monk is attacking
a creature 10 feet or more in height, or
otherwise very large, and against creatures with a natural armor class of 0 or
better.

2: A monk’s thieving abilities are limited to Moving Silently, Finding (but not
removing) Traps, Hiding in Shadows,
Hearing Noises, and Climbing Walls.

3: Single combat as a means of advancement is not required until the monk
reaches 12th level, and then only if the
title is occupied (see below). A monk
who loses a challenge loses 100,000 XP and cannot challenge
again for 1 year.

4: At 10th level a monk’s hands and
feet become the equivalent of +1 weapons for purposes of determining what
creatures they can do damage to. At 18th
level they become the equivalent of +2
weapons. (Moral: You can’t karate-chop
an iron golem.)

Upper-level advancement options

Monks can be either lawful good, lawful neutral, or lawful evil. The Players
Handbook makes no mention of separate monastic orders for these alignment
types; it follows that all monks are part of
one big brotherhood, whether they be
good or evil. In many respects, this does
not make a great deal of sense. For instance (and this is a relatively minor
point), the title names for monks sound
like they were designed for lawful good,
or lawful neutral, monks only. An evil
Grand Master of Flowers? Hmmmm.

Either we must do away with evil
monks, which would be a loss, or the
system can be altered to more appropriately account for them.
One solution to this problem is to allow the existence of separate, parallel
monastic orders, at least three of them
and perhaps more. There could then be
more than one of each of the upper-level
monks, but only one per title per order.
Each order would then decide how to
solve the advancement problem. Lawful
neutral orders might opt for the present
system, as modified by “3” above.
Lawful evil orders might insist that
combat be to the death, thus solving the
problem of rematches constantly plaguing upper-level figures.

LG orders might forbid advancement by combat, requiring candidates to wait until vacancies occur.
When, for instance, the reigning Master
of Winter dies, all lower masters could
advance upon obtaining sufficient experience points. A panel of masters would
decide whom to promote from among
the 3 Masters of Dragons and the
current Superior Masters.
Advancement by default should indeed
occur on a fairly regular basis in any sort
of monastic order, if only because the
reigning Grand Master of Flowers is
probably close to death (being old), divine ascension (being powerful), or both.
These odds are suggested for such events:
 
Level Title Chance of vacancy 
(per Year)
12 Master of Dragons 3%
13 Master of the North Wind 1%
14 Master of the West Wind 1%
15 Master of the South Wind 1%
16 Master of the East Wind 1%
17 Master of Winter 2%
18 Master of Autumn 2%
19 Master of Summer 4%
20 Master of Spring 6%
21 Grand Master of Flowers 10%

Naturally, figures like these will vary
from campaign to campaign. Numbers
are given here only as an example of how
such a system should be set up. Note
that the chance given for each master
level should be rolled for once per year,
10 total rolls to be made. These chances
do not take into account possible deaths
resulting from challenge combats. The
DM will have to establish how often each
master will be challenged. The Masters
of Dragons could each be challenged as
often as 2-8 times per year in a LN order as described above. There
would be relatively fewer challenges in a
LE order.

In a LG order not advocating
advancement by combat, a DM might
contrive to say the Grand Master of
Flowers always rules for 1 year only, and
at the end of that time becomes a divine
being on one of the outer planes — insuring a steady stream of vacancies.
A lawful good monk would never lose
experience points under this system.
Such a monk would either have his or her
total “frozen” at some point (say, 1 point
short of the level occupied by another),
or the DM could allow the monk’s total to
continue to increase but deny the monk
the actual attainment of the new level
until a vacancy occurred. The monk
could then save up experience in advance, but would be limited in this endeavor to a total 1 point short of 2
levels beyond the monk’s current level.
No matter how it is managed, there
must be some form of restriction on
monk advancement beyond the 11th level. Unrestricted advancement in a campaign where XP are easy

to come by would mean the monk character would become extremely powerful
too quickly and too easily. Also, monkish
combat has become a traditional many
players may be loath to give up.

Rationale for rule changes
Certain salient points of this alternative system need more explanation. It is
suggested that monks receive six-sided
dice for their hit dice instead of four-sided dice. This is to cure the monk’s
HP disadvantage.

AC, attacks per round, and
damage per attack have been for low and
middle-level monks.

The new intermediate experience levels allow the monk to rise as high as 11th
level before advancement by combat
becomes necessary. This is an important
change, for it allows the monk who has
been unsuccessful in challenging his or
her superiors to go on an upper-level
adventure. Also, it makes the rank of
Master a good deal more formidable,
and puts it on a par with the “name”
ranks of other classes, such as Master
Thief, Lord, or Wizard.

The new special abilities and powers
presume that the inner strength of monks
flows from the mind —that it is a sort of
psionic power. After all, no degree of
skill or knowledge will let a human being
fall an unlimited distance when within 8’
of a wall and take no damage when hitting bottom at terminal velocity.

Also, damage from open hand attacks
of upper-level monks is hard to explain
on the basis of physical skill alone. Can
you imagine Bruce Lee killing a purple
worm in,? melee round with four mighty
karate chops? Present rules let highlevel masters do just that. The halfdamage rule proposed above is designed
to partially cure this situation; even so,
some form of magical mind-power is the
only way to account for the things monks
can do. Moreover, the present monk
powers closely resemble the related psionic disciplines. The new powers given
above simply extend this principle, and
are designed to make the monk a reasonably powerful and versatile character
even at low and middle levels.

The thieving abilities of Removing
Traps and Opening Locks were deleted
because it is not clear how or why monks
should have such abilities. For what purpose does a monastic aesthetic learn to
pick locks? Surely not all monks are adventurers; why then do these monks
learn skills usable nowhere else but on
an adventure?

In game terms, it is no longer necessary to make the monk act as a second-rate thief so that the monk will have
something to do on an adventure. The
monk as redefined in this article is a firstrate warrior and scout (if an Infravision
spell is used), and no longer needs such
additional abilities.
 

OUT ON A  LIMB

One monk too many
 

Dear Editor:
I’ve been a reader of DRAGON™ magazine
for about a year now, and I really enjoy reading
everything it has to offer. Issue #53, however,
had an article that I hope doesn’t become
a trend.

Philip Meyers’ article on monks for me was
a bit of a letdown. I don’t mind that he thought
that the monk class was about the weakest
there is (I disagree), but I did not like the
article as a whole. I would have rather seen an
article about the fine art of playing a monk
character in addition to, or instead of, Mr.
Meyers’ article.

I think the subject of monks could have
been better handled by following in the footsteps
of the kind of articles on paladins in
DRAGON #51 or the articles on clerics found
in issue #52. I enjoyed those articles much <The Role of the Cleric, This Land Is My Land..., Sacrifice>
more because they told you the best way to
play, not to change, the particular class of
character to add to the enjoyment of playing
that kind of character.

I hope that future issues of DRAGON magazine
will continue to publish the excellent
articles that have hooked me as a reader.

Malcolm B. Maynard
Delta, B.C., Canada
(Dragon #55)
 
 
 

‘A viable adventurer’

Dear editor:
There is no need to change the monk character
class of ADVANCED DUNGEONS &
DRAGONS. While there are minor flaws in the
class, on the whole the monk is a viable adventurer.
Increased hit points and armor class,
as proposed by Philip Meyers (issue #53), are
designed to make the monk the fighting machine
he was not originally intended to be.
Rather, the monk could use his limited fighting
ability for defense, while using his superior
speed, agility, and dexterity as his primary
means of adventuring.

Played effectively, the monk can be a very
dangerous and formidable opponent. For example,
I have a fourth-level monk in one campaign
who used his superior speed and agility
very destructively in one adventure. The details
are too many to go into here, but the
monk managed to single-handedly wipe out a
band of orcs and a rampaging dinosaur all in
one fell swoop.

Mr. Meyers also states that the abilities of
monks, compared on an ability-for-ability basis
with other classes, are pitifully weak. This
result is bound to be obtained when one considers
all of the monk’s abilities separately.
However, when the many abilities are combined,
the monk becomes a deadly opponent
to be reckoned with.

Kevin Morgan
Colton, N.Y.
(Dragon #56)
 

‘Sorely needed’

Dear editor:
I’ve been playing AD&D for over 3 years,
and have experimented with other systems as
well, and must say that AD&D is the best. The
article in DRAGON #53 on monks was sorely
needed. I’m not sure who designed the class,
but as a practicing martial artist for the past 8
years, it seemed a little off-center to me. The
revision by Philip Meyers straightens out
many of the discrepancies between the monk
and other classes, as well as being a realistic
portrayal.

Ronald Breth
Wichita, Kan.
(Dragon #56)
 

Meyers on monks

Dear Editor:
In DRAGON #53 there are some changes in
the monk class. Special ability “S” says the
monk will get a premonition of death 1-4 turns
before it happens. How does the DM go about
doing this?
 

Confused
 
 

The following reply was provided by Philip
Meyers, the author of the article in question:

The original “premonition of death or serious
harm” comes from page 163 of the
DMG, Table V, prime power Q under artifacts
and relics. There are two problems inherent in
this question: how to play the premonition in
the case of a non-player character monk, and
for a player character. The case of the NPC is
the simpler one. If the party is about to encounter
a NPC monk with the premonition
power, the DM must make a determination of
whether the party has the power to kill or
seriously harm the monk, and if it does,
whether the party is likely to attack the monk,
or may even possibly attack the monk. If the
party is sufficiently powerful and there is a
reasonable chance the party will attack, the
roll for the premonition should be made. The
monk to whom the premonition occurs will be
ready and waiting when the party arrives.

The case of the PC monk is more difficult,
because the DM cannot predict what a player
character will do, and thus cannot predict
with certainty whether a dangerous situation
will arise in the future. The power is therefore
only applicable when it appears to the DM
that the PC monk is headed for a dangerous
encounter, and there is a substantial chance
the encounter will occur. The character should
always be able to avoid the encounter if circumstances
permit, so that the event likely to
bring about death or serious harm never
happens. In any event, the premonition is always
simply a vague feeling that great danger
is imminent, not a specific vision of a future
event. For player character monks the premonition
should not occur often, since a
monk of such high level is seldom in great
danger, particularly when the monk is surrounded
by similarly powerful companions.

(Dragon #58)
 

The Monk

-

Players Handbook
-
-
-
AD&&D


1. SUBCLASS = n/a
2. SOCIAL CLASS MINIMUM = <not noted, but I would guess LLC>
3. ABILITY SCORE MINIMUMS
    STRENGTH = 15
    INTELLIGENCE = 6
    WISDOM = 15
    DEXTERITY = 15
    CONSTITUTION = 11
    CHARISMA = 6
    COMELINESS = 3
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE = human, 17
5. MULTI-CLASS POSSIBILITIES = none
6. HIT DIE TYPE = d4
7. MAXIMUM NUMBER OF HIT DICE = 17
8. SPELL ABILITY = none
9. ARMOR PERMITTED = none
10. SHIELD PERMITTED = no
11. WEAPONS PERMITTED = aklys, atlatl, axe (hand), bo stick, caltrop, club, crossbow (any), dagger, garrot, javelin, jo stick, knife, lasso, pole arm (any), sap, spear, staff, sword (falchion)
12. OIL PERMITTED = no
13. POISON PERMITTED = DM's option
14. ALIGNMENT = any Lawful
15. STARTING MONEY = 5-20 gp (5d4)
16. WEAPON PROFICIENCIES = 1, 1/2 levels
17. NON-PROFICIENCY PENALTY = -3
18. NON-WEAPON PROFICIENCIES = 1, 1/2 levels
19. STARTING AGE = 21 + 1d4
20. COMBAT = C
21. SAVING THROWS = T
22. MAGIC ITEMS = See below.
 

SUMMARY: THE MONK
 

  • Must mave a min. STR of 15
  • Must mave a min. WIS of 15
  • Must mave a min. DEX of 15
  • Must mave a min. CON of 11
  • Do not gain 10% XP bonus
  • DEX does not affect AC
  • Must be lawful
  • Add 1/2 hp damage per level of monk to weapon damage in melee combat
  • Chance to stun
  • Upon becoming 4th level, multiple attacks
  • Save vs. Petrification allows monk to dodge non-magical missiles
  • When saves are made vs. other attack forms, such as fireball or lightning bolt, no damage is sustained by the monk
  • Upon becoming 9th level, when saves vs. attack forms such as fireball or lightning bolt are made, no damage is sustained
  • Upon becoming 9th level, when saves vs. attack forms such as fireball or lightning bolt are failed, 1/2 damage is sustained by the monk <alt>
  • Chance of surprise is reduced
  • Monks have the followering thief abilities at their level of proficiency <>
  • Upon becoming 4th level, monks can fall up to 20' if within 1' of wall
  • Upon becoming 6th level, monks can fall up to 30' if within 4' of wall
  • Upon becoming 13th level, monks can fall any distance if within 8' of wall

  • Special abilities of monks below are referenced by the level needed to gain mastery of the ability.
  • 3. Monk can speak with animals as druids do
  • 4. Monk can mask own mind vs. ESP with 70% (+2% per level thereafter) success
  • 5. Monk is not subject to disease. Monk cannot be hasted or slowed.
  • 6. Monk can appear dead for up to 2 turns per level of monk
  • 7. Monk can heal self for 1d4 + 1 for each level monk is above 6th
  • 8. Monk can speak with plants as druids
  • 9. Monk is 50% resistance to beguiling, charms, hypnosis, and suggestion spells. +5% per level gained after 9th level
  • 10. Monk has 18 INT as regards the effects of telepathic and mind blast attacks
  • 11. Monk is unaffected by all poisons
  • 12. Monk is immune to geas and quest spells
  • 13. Monk acquires quivering palm
  • Monk cannot wear armor
  • Monks must dispose of most treasure
  • Monks can use any magical weapon not proscribed, rings, and any item usable by a thief
  • Monks gain no bonuses to hit or damage
  • Monks can retain no hirelings or henchmen
  • Until becoming 6th level, at which time they can retain 2 short term hirelings

  •  

     
     
     
     
     
     
     
     
     
     
     
     
     

    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.

    With respect to combat, monks attack on the same table as clerics.

    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 XP bonuses.
    DEX gives them no AC adjustment.
     

        ADQ: Can a Monk character USE both
    Gauntlets of Dexterity and +3 gloves
    (from DRAGON magazine) at the
    same Time? Will the effect of one set
    negate the other when worn together?
        ADA: 1st of all, the items which appear
    in DRAGON Magazine are NOT Official
    unless otherwise stated. Even the ones
    which are stated to be official are not in
    final form. They are presented as a rough
    workup, and they will certainly be
    adjusted and redefined in some ways
    before inclusion in any revisions of the
    system. I can give you a working rational
    for items such as +3 gloves, but there is
    every chance that Official work (if any) in
    the future may contradict this.
        As a rule ov thumb, ass ume that no
    character may wear more than one item
    ov the same type on the same part of the
    body at the same Time. Thus, while a
    ring and gauntlets could conceivably be
    combined, gloves and gauntlets are the
    same type of item and could not be used
    together.
    (Polyhedron #15)

    ADQ: Are monks a subclass of clerics?
    Of thieves? Of both? Or neither?
    ADA: The monk is a character class in
    and of itself, not a subcless.
    (Polyhedron #17)

    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. NPC monks will be aligned as follows:
    50% LG, 35% LN, 15% LE.

    A brief study of CHARACTER CLASSES TABLES I and II 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, HD (an average of 45 HP
    without CON score additions, if any) 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 lass 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.

    With respect to combat, monks attack on the same table as thieves. <errata: clerics, not thieves!>
    However, they add one-half of a HP per level of xperience to the
    amount of damage they score wen they successfully attack an opponent
    with a weapon. This simulates their study and knowledge of weapons and
    anatomy. A 1st level monk scores x + 1/2 HP of damage, where x equals
    the damage done by the weapon used and HP equals the #number# of HP
    of damage. A 2nd level monk does x + 1 when he or she scores a
    hit, a 3rd level x + 11/2, and so on all the way to Grand Master of Flowers
    who scores x + 81/2 HP damage. Monks of median level and above
    actually fight better without weapons, using their open hands, despite the
    weapon damage bonus they receive.

    Open hand combat damage is shown on MONKS TABLE II below. In
    +addtion+, the monk has a chance to stun, or even kill, an opponent. An
    opponent is stunned by a monk for 1-6 (d6) melee rounds if the score of
    the monk's "to hit" die score exceeds the min. #number# required for a
    hit by 5 or more, i.e. if a 15 is required, a score of 20 would indicate a stun.
    The "to hit" scores rolled by the monk are never modified by any strength
    ability bonuses. The chance to kill is as percentage which equals the armor
    class (AC) of the opponent, modified by the number of experience levels
    above seven which the monk has attained. AC-1 is a negative chance for
    killing, as an example, but a monk of 9th level (two above 7th) would
    allow a 1% chance of killing. Note that 1) the monk must score a hit, and 2)
    the hit must stun the opponent, and 3) the percentile dice score must be
    =equal= to or less than the AC of the stunned opponent, modified by
    the monk's levels over 7th, in order to score a kill.

    Open hand fighting also allows the monk multiple attacks at such time as
    the monk has attained the 4th or higher experience level.

    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 his or her
    saving throw against petrification 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 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, i.e. 33 1/3%. 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, a 28% chance at at 4th level, 26% chance at 5th
    level, etc.

    Monks have the following thief abilities which they perform at identical
    level of xperience 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:

        1. Open Locks
        2. Find/Remove Traps
        3. Move Silently
        4. Hide in Shadows
        5. Hear Noise
        6. Climb Walls
     

    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' if he or she is within 1' of a wall.

    -- At 6th level (Master), a monk can fall up to 30' if he or she is within 4' of a wall.

    -- At 13th level (Master of Winter), a monk can fall any distance if he or she is within 8' 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 HP 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.

    The other abilities of monks are shown on the MONKS ABILITY TABLE below.

    MONKS TABLE I: EXPERIENCE POINTS AND LEVELS
    Experience Points Experience 
    Level
    4-Sided Dice 
    for 
    Accumulated 
    Hit Points
    Level Title
    0 -- 2,250 1 2 Novice
    2,251 -- 4,750 2 3 Initiate
    4,751 -- 10,000 3 4 Brother
    10,001 -- 22,500 4 5 Disciple
    22,501 -- 47,500 5 6 Immaculate
    47,501 -- 98,000 6 7 Master
    98,001 -- 200,000 7 8 Superior Master
    200,001 -- 350,000  8 9 Master of Dragons
    350,001 -- 500,000 9 10 Master of the North Wind
    501,001 -- 700,000 10 11 Master of the West Wind
    700,001 -- 950,000 11 12 Master of the South Wind
    950,001 -- 1,250,000 12 13 Master of the East Wind
    1,250,001 -- 1,750,000 13 14 Master of Winter
    1,750,001 -- 2,250,000 14 15 Master of Autumn
    2,250,001 -- 2,750,000 15 16 Master of Summer
    2,750,001 -- 3,250,000 16 17 Master of Spring
    3,250,001 & + 17 18 Grand Master of Flowers

    MONKS TABLE II: MONKS ABILITY TABLE
    Level Title Level Effective AC Move Open Hand 
    Attacks 
    per Melee 
    Round* || THACO
    Open Hand 
    Attacks 
    per Melee 
    Round
    Special 
    Abilities
    Saves
    Novice 1 10 15 1 || 20 1-3 - d13, p12, r14, b16, s15
    Initiate 2 9 16 1 || 20 1-4 - d13, p12, r14, b16, s15
    Brother 3 8 17 1 || 20 1-6 A d13, p12, r14, b16, s15
    Disciple 4 7 18 5/4 || 18 1-6 B d13, p12, r14, b16, s15
    Immaculate 5 7 19 5/4 || 18 2-7 C d12, p11, r12, b15, s13
    Master 6 6 20 3/2 || 18 2-8 D d12, p11, r12, b15, s13
    Superior Master 7 5 21 3/2 || 16 3-9 E d12, p11, r12, b15, s13
    Master of Dragons 8 4 22 3/2 || 16 2-12 F d12, p11, r12, b15, s13
    Master of the North Wind 9 3 23 2 || 16 3-12 G d11, p10, r10, b14, s11
    Master of the West Wind 10 3 24 2 || 14 3-13 H d11, p10, r10, b14, s11
    Master of the South Wind 11 2 25 5/2 || 14 4-13 I d11, p10, r10, b14, s11
    Master of the East Wind 12 1 26 5/2 || 14 4-16 J d11, p10, r10, b14, s11
    Master of Winter 13 0 27 5/2 || 12 5-17 K d10, p9, r8, b13, s9
    Master of Autumn 14 -1 28 3 || 12 5-20 - d10, p9, r8, b13, s9
    Master of Summer 15 -1 29 3 || 12 6-24 - d10, p9, r8, b13, s9
    Master of Spring 16 -2 30 4 || 10 5-30 - d10, p9, r8, b13, s9
    Grand Master of Flowers 17 -3 32 4 || 10 8-32 - d9, p8, r6, b12, s7

    *Listings with a slash indicate extra attacks after the appropriate number of rounds, i.e. 5/4 means 5 attacks per 4 rounds, with the additional attack coming
    at the end of the round sequence.

    Notes Regarding Special Abilities:

    Each special ability 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 xperience which the monk gains thereafter, the chance for
    success of ESPing 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 xperience level a monk is not subject to diseases of
    any sort, nor is he ever affected by haste || 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 # 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 HP
    (d4 + 1), and this amount increases by 1 HP
    with each experience level gained thereafter, i.e. 3-6 HP 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 by 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 (see AD&D, MM, Mind Flayer)
    upon a monk of 10th or higher level are made as if the character had an
    18 INT, 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.

        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 magic weaponry.

        3. The victim cannot have more HD than the monk
        using the power, and in any event, the total HP 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.

    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) STR ability adjustments, 5) henchmen, and 6)
    advancement in level, as follows:

        1. Armor, as previously noted, cannot be worn.
        Weapons usable by monk characters are shown on CHARACTER CLASSES TABLE II;
        weapons not listed cannot be used.

        2. Monks, much like paladins (q.v.), may not retain more than a small
        fraction of whatever they gain. A monk may possess no more
        than two magic weapons and three other magic items (see 3 below)
        at any time. While monks may retain money sufficient for their
        modest needs, and to support their henchmen (see 5 below), all other
        treasure and excess magic items must be bestowed upon (non player)
        religious institutions. (See also Followers hereafter.)

        3. Magic items usable by monks include all magical varieties of
        weapons listed (unless proscribed), rings, and those miscellaneous
        magic items which are usable by thieves. No other magic items of any
        sort may be employed by monks.

    Q: Can a monk wear bracers of defense?
    Would they affect his armor class?
    A: However, consider the intent behind
    the creation of the class. These monks
    rely on their discipline totally, which in
    turn allows them to gain all those great
    abilities.  (Speak with animals is very
    useful in controlling horses, for example.)
    I tell players of monks that the character
    wouldn't WANT to use bracers; it's contrary
    to the Monk Philosophy, putting
    faith in gadets rather than self-control.
    Sure, it's technically allowed -- but they
    won't WANT to. (The player might, but
    the character won't!)
    <missing paragraph>
    (Polyhedron #6)

        4. Monks do not gain any bonuses, either with respect to increasing "to
        hit" probability or to increase HP of damage, for STR ability.

        5. Until attaining the rank of Master, monks may not have any hirelings
        or henchmen at all. At 6th level of experience, monks may hire
        persons on a short-duration basis -- for the duration of a single
        adventure only. At this level, they may also acquire up to two
        henchmen. Henchmen may be fighters (but not paladins or rangers),
        thieves, or assassins. With each level of experience above the 6th
        which the monk attains, he or she may add one additional henchman,
        until the max. # est. by the monk's CHA score
        is reached. Monks will gain followers upon attaining 8th level; this is
        discussed hereafter.

        6. There can only be a limited number of monks above 7th level (Superior
        Master). There are three 8th level (Master of Dragons) and but one
        of each higher level. When a PC monk gains sufficient
        XP to qualify him || her for 8th level, the
        commensurate abilities are attained only temporarily. The monk must
        find && defeat in single combat, hand-to-hand, w/o weapons or
        magic items, one of the 8th level monks -- the White, the Green, or
        the Red. The same must be done at the ninth or higher levels. The
        loser of these combats loses enough XP to place him ||
        her at the lowest # psb. to attain the level just beneath the
        new level. The monk character will know where to locate the higher
        level monks; and he or she must proceed immed. to do combat or
        else lose XP equal to the # which will place him ||
        her at the lowest # psb. to have attained the level just beneath
        that of the monk he || she should have sought out but did not.
        That is, the PC drops to 7th level in the above case and
        must then work upwards once again.

    Followers: When a monk PC 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 PC
    has now gotten. He or she will attract from 2-5 1st level monks if
    the PC has a monastery or monastery-like building to USE as
    a HQ. These followers may be worked upwards in levels of
    experience. The PC will attract 1-2 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 PC.
    If he or she changes alignment, the current followers will
    desert, but new ones can still be gained by advancement in level.

    The monastery or monastery-like HQ 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 PC after attaining
    8th or higher level. In the latter case, the monk may retain up to 250,000
    gp value in treasure in order to finance construction of the place.
    He or she may also retain sufficient funds thereafter to maintain the
    place.

    Note that monk followers require no support, upkeep, or pay of any sort.

    ADQ: If a monk whose listed AC is 2 is
    surprised, does the AC become 10?
    ADA: No. This is a function of the
    monk's special training. The monk's
    standard AC always applies, even in
    surprise situations, unless the DM
    adjudicates otherwise.
    (Polyhedron #16)

    ADQ: Which combat table do monks
    use, thieves' or clerics'?
    ADA: Monks attack as clerics, not
    thieves.
    (Polyhedron #16)

    ADQ: What class is the monk treated as
    for certain psionic disciplines, such as
    Body Weaponry, Cell Adjustment, and
    Domination?
    ADA: Treat the monk character as a thief
    of the same level for purposes of determining
    the effects.
    (Polyhedron #16)

    ADQ: Do monks get CON
    bonuses on both 1st level dice?
    ADA: Yes. The CON bonus is a
    function of HD, not level.
    (Polyhedron #16)
     
     
     
     
     


    9th: Brother Milerjoi (location: A3)

    Converting PH Monks to OA Monks

    * PH monks attack as clerics and save as thieves ; OA monks attack and save as thieves.
    * PH monks have Open Hand Attacks Per Melee Round and Open Hand Damage ;
    * OA monks begin with one style of unarmed combat and two of that style's special maneuvers (they gain additional attacks and damage as they increase in level).
    * PH monks add level x 0.5 to weapon damage. OA monks get +1 damage per 2 levels.
    * PH & OA monks have the same AC progression. Note that the AC of an OA monk is that granted by his class or his martial art, whichever is better.
    * PH & OA monks have the same thieving abilities (at the same chances). However, there is a very slight discrepancy that starts showing up at level 5+.
    * PH & OA monks differ in their saves vs. magical attacks (most significantly is the once per day per level limit of the OA monk)
    * PH monks can automatically have a chance to dodge missiles ; OA monks only have this ability if they choose it as a martial arts maneuver
    * Speak with Animals, gained at level 3, uses the druid specifications for PH monks, and the shukenja specifications for OA monks
    * PH & OA monks differ in their ability to mitigate falling damage (PH monks gain this at L4, OA monks gain this in L6 : other differences as well)
    * The 8th level ability to speak with plants is goes by the druid specifications for the PH monk, and the shukenja specifications for the OA monk
    * The 9th level resistance to charms, hypnosis, and suggestion doesn't mention beguiling for the OA monk (although this could be included)
    * 13th level PH monks gain the quivering palm special ability, 13th level OA monks gain one special maneuver
    * PH monks can only use a thieve's misc. magic items, while OA monks can use any items usable by thieves, excepting armor and forbidden weapons)
    * PH monks may attract fighters, thieves or assassins as henchmen ; OA monks can attract shukenja, bushi, or ninjas as henchmen
    * 8th level, attainment of : nearly identical (note that the 3 OA Masters of Dragons might be named after Oriental Dragons)
    * 8th level, building of a stronghold : nearly identical (note that the PH mentions 250,000 gp, while OA does not give a figure)


    Question: I have just bought the new DUNGEON MASTERS
    SCREEN, and it says that monks attack on the cleric’s table.
    But in the PH it says that they fight on the
    thief's table. Which is it?

    Answer: Monks attack on the cleric’s table. A last-minute change by
    the staff members who worked on the DMG was
    made, reasoning that it would be better for the balance of the game
    if monks attacked on the cleric’s table. We realize the change is going to
    cause some problems and we are doing all we can to ease the con-
    fusion. The monk, however, still saves on the thief 's table.
     


    One small point,,,,

    It is not logical to be a monk without religious affiliation.
    that is a practical impossibility in all cases, and totally unthinkable in a deity-active fantasy miliue 

    Cheers,
    Gary
     
     


    1. SUBCLASS = n/a
    2. SOCIAL CLASS MINIMUM = <not noted, but I would guess LLC>
    3. ABILITY SCORE MINIMUMS
        STRENGTH = 15
        INTELLIGENCE = 6
        WISDOM = 15
        DEXTERITY = 15
        CONSTITUTION = 11
        CHARISMA = 6
        COMELINESS = 3
    4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE = human, 17
    5. MULTI-CLASS POSSIBILITIES = none
    6. HIT DIE TYPE = d4
    7. MAXIMUM NUMBER OF HIT DICE = 17
    8. SPELL ABILITY = none
    9. ARMOR PERMITTED = none
    10. SHIELD PERMITTED = no
    11. WEAPONS PERMITTED = aklys, atlatl, axe (hand), bo stick, caltrop, club, crossbow (any), dagger, garrot, javelin, jo stick, knife, lasso, pole arm (any), sap, spear, staff, sword (falchion)
    12. OIL PERMITTED = no
    13. POISON PERMITTED = DM's option
    14. ALIGNMENT = any Lawful
    15. STARTING MONEY = 5-20 gp (5d4)
    16. WEAPON PROFICIENCIES = 1, 1/2 levels
    17. NON-PROFICIENCY PENALTY = -3
    18. NON-WEAPON PROFICIENCIES = 1, 1/2 levels
    19. STARTING AGE = 21 + 1d4
    20. COMBAT = C
    21. SAVING THROWS = T
    22. MAGIC ITEMS = See below.