The Monk


 

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 above.