Minimum Statistics
Strength 15, Wisdom 15, Dexterity 15, Constitution 11
HD -- 1d8 at levels 1 through 11, +2 points per level thereafter
Level Limit -- 17
Attack Chart -- As a priest
Armor Permitted -- None
Weapons permitted -- Listed below
Non-Proficiency Penalty -- -3
Weapon Proficiencies -- Initially 1, gaining 1 per 2 levels
Non-weapon Proficiencies -- Initially 4, gaining 1 per 3 levels
Non-weapon Proficiency Groups -- General, Priest, Rogue
Starting Age -- 21+1d4
Starting Money -- 5-20 GP
Style
All monks belong to one of three general styles. The abilities of the class are largely chosen by the character, within the limits given below.
Style 1 | D=1-3 | AC=5 |
Style 2 | D=1-4 | AC=7 |
Style 3 | D=1-6 | AC=9 |
Weaponless Combat
Level | AC | Move | Attacks | Damage | Surprised |
1 | AC | 12" | 1 | 1D | 33% |
2 | AC | 12 | 1 | 1D+1 | 32 |
3 | AC | 12 | 5/4 | 1D+1 | 30 |
4 | AC-1 | 12 | 5/4 | 1D+2 | 28 |
5 | AC-1 | 12 | 5/4 | 1D+2 | 26 |
6 | AC-1 | 12 | 3/2 | 2D | 24 |
7 | AC-2 | 12 | 3/2 | 2D | 22 |
8 | AC-2 | 12 | 3/2 | 2D+1* | 20 |
9 | AC-3 | 12 | 7/4 | 2D+1* | 18 |
10 | AC-3 | 12 | 7/4 | 2D+2* | 16 |
11 | AC-4 | 12 | 2 | 2D+2* | 14 |
12 | AC-4 | 12 | 2 | 3D* | 12 |
13 | AC-5 | 12 | 9/4 | 3D* | 10 |
14 | AC-6 | 12 | 9/4 | 3D* | 8 |
15 | AC-7 | 12 | 5/2 | 3D* | 6 |
16 | AC-8 | 12 | 11/4 | 3D* | 4 |
* Maximum damage vs. non-humanoid creatures is 2D.
Restrictions
All monks, regardless of style, have the following in common:
Notes
The hallmark of the monk is weaponless attack capabilities. These allow the monk to cause damage while engages in melee combat without using a weapon. This damage is not temporary, unlike weaponless combat using forms described in the Player's Handbook. At higher levels, and even at moderately low levels, monks may make multiple weaponless attacks a round, as shown on the table.
In order to make an effective weaponless attack, the monk must have at least two limbs free. The attack does the same damage regardless of whether the player decides he wishes to use his hands or his feet. Some of a monk's special combat abilities mention specific attack types (hold, kick, fist). The DM should rule on whether these require a specific set of free limbs before the monk chooses the ability, based on the actual description.
A monk may not mix weaponless attacks and weaponed attacks in the same round. Monks may only make one attack per round with a weapon, regardless of level.
When proficient with one of the following weapons and using it in melee combat, the monk add a +1 damage for every 2 levels of experience he has achieved: bo stick*, chain (1d4+1/1d4), fang(1d6/1d4), gunsen (1d3/1d2), jitte (1d4/1d2), jo stick (1d6/1d3), kau sin ke (1d8/1d6), kiseru (1d4/1d2), lajatang (1d10/1d10)*, nunchaku (1d6/1d6), sai (1d4/1d2), sang kauw (1d8/1d6), siangkam (1d4+1/1d4), spear*+, tetsubo (1d8/1d8)*, three-piece rod (1d6/1d4)*, tonfa (1d6/1d4).
A monk may also gain proficiency in the following weapons, but gets no damage bonus: aklys, atlatl+, hand axe+, boku-toh (1d4/1d2), club+, crossbow+, dagger+, garrote, javelin+, kama (1d6/1d4), kusari-gama (1d6/1d4)*, knife+, naginata (1d8/1d10)*, parang (1d8/1d8)*, sap, scimitar, staff, trident.
Weapons marked with an asterisk require 2 hands to wield. Weapons marked with a + may be used as missile weapons.
All monks have a chance to dodge normal, non-magical missiles. To do this they must roll equal to or less than their level plus dexterity reaction modifier on a d20. One dodge attempt may be made per 4 full levels per round. When successfully saving against a magical area attack form, a monk takes no damage, even if he would normally take half.
Monks of eleventh level and higher who build a school or monestary can attract students and followers. [Eighth level in the Eternal Campaign.]
Abilities
A monk also gains abilities as he gains levels. Upon reaching a given level, the monk may choose one skill from one of the groups listed under the appropriate table below (except at first and second levels, where the number is indicated).
Level | Style I | Style II | Style III |
1 | 3xZ | 3xZ | 3xZ |
2 | 2xZ | 2xZ | 2xZ |
3 | A | A | A |
4 | A,B | A,C | A,D |
5 | A,B | A,C | A,D |
6 | A | A | A |
7 | B,C | B,D | C,D |
8 | E | E | E |
9 | C,D,F | B,D,G | B,C,H |
10 | A,B,E | A,C,E | A,D,E |
11 | C,D,F | B,D,G | B,C,H |
12 | F,G | F,H | G,H |
13 | F,G | F,H | G,H |
14 | I | I | I |
15 | Any from A-I | Any from A-I | Any from A-I |
16 | J | K | L |
17 | Any from A-I | Any from A-I | Any from A-I |
Group Z: body control, hear noise, hide in shadows, enhanced senses, many enemies, move silently, pass without trace, recall, running, single mind, spirit of fire and stones, spirit of flowing water, spirit of one cut, spirit of stabbing at the face, wisdom enhancement
Group A: effort exertion, feign death, knowledge skill, meditation, mind over body, self-control
Group B: concentrated push, pain touch, prone fighting, stunning touch
Group C: backward kick, choke hold, fall, instant stand
Group D: circle kick, flying kick, iron fist
Group E: all-around sight, escape, magic hands, self-healing, any from Group A
Group F: leap, locking block, paralyzing touch, sticking touch
Group G: feint, weapon break, weapon catch
Group H: crushing blow, eagle claw, hurl, ironskin
Group I: dodging, double chop, immovability, immunity, steel cloth, any from Group E
Group J: distance death, great throw, quivering palm
Group K: distance death, speed, whirlwind attack
Group L: breach, incapacitate, speed
All-Around Sight: The monk is attuned to his immediate surroundings, to the point where he never suffers penalty from a back attack.
Backward Kick: A monk with this maneuver can attack an opponent directly behind him without turning around and without penalties to hit. The attack does normal weaponless damage.
Body control: The monk inures himself to environmental extremes, reducing by half damage done to him by natural heat and cold or other exposure, and reducing suffocation/drowning damage by 1 point a round. This ability provides no protection vs. magical heat or cold.
Breach: This is not an attack form. The monk may spend one round in concentration and another in exertion to inflict damage on massive sections of wood, stone, or metal. Such exertion will totally destroy a 5'x5'x5' volume of stone, a 3'x3'x3' volume of wood, or a 1'x'1x'1 volume of metal if the object fails a save vs. disintegrate. In siege combat, this is equivalent to 1/2 point of structural damage every other round (based on comparison with the disintegrate spell) vs. stone and rock.
Choke Hold: Instead of making a normal attack, the monk may attempt to use a choke hold. In this attack form, the monk grapples an opponent. If he manages to retain his hold for a full round, his opponent will fall unconscious for 1-3 rounds.
Circle Kick: A monk with this ability may make a spinning kick attack at -2 "to hit." If the attack is successful, damage is doubled. If it fails, the monk loses his next attack as he attempts to regain his balance. This ability may be used only every other round.
Concentrated Push: With this skill, a monk may replace one attack against an opponent of no more than twice his weight with a push. If it successfully hits, the victim is thrown back 1 foot per level of the monk. The victim must save vs. paralysis to remain on his feet. If a solid object is in the way, the victim takes damage as if he had fallen a distance equal to 1' per level of the monk.
Crushing Blow: With this ability, the monk may punch through or crush hard objects. When punching or crushing an object, it is treated as having an AC reduced from 10 by 1 per 1/2" if wood or ceramic, or per 1/4" if stone, and any hit indicates success. When used in combat this is the only attack or action the monk may use that round, and damage inflicted is normal weaponless damage plus 1 point per level.
Distance Death: Distance death allows the monk to attack an opponent without actually touching him. The monk simply concentrates and points at the target. A normal to hit roll is made, and if it is successful, the victim takes damage as if the monk struck him. This ability has a range of 1' per level of the monk, and is the only action the monk may attempt during the round.
Dodging: With this ability, a monk takes only 1/2 damage from magical attacks if he fails his saving throw.
Double Chop: The monk with this ability may make an attack and then quickly strike at the same spot again. The intent to use this ability must be stated before the monk rolls his "to hit," and if the hit is successful, he may make an additional attack that round. This ability may be used only every other round.
Eagle Claw: The monk with this ability may forego his normal attack sequence to make a single, powerful attack which does 3-30 points of damage. This may be used every other round.
Effort Exertion: The monk may exert extra effort and improve his chances at many feats of strength. This doubles his ability to open doors and bend bars/lift gates. It also doubles his normal weight allowance for 3 hours per level per week.
Enhanced senses: The monk gains a +4 on saving throws vs. illusion/phantasm spells due to his ability to selectively concentrate on each of his senses. This applies to attempts to disbelieve as well as ordinary saving throws, and translates to a +20% chance to detect invisible creatures (as per high level characters chance to detect). The monk's senses don't work any better, but he is able to correlate them with each other better. This is not a substitute for senses that have been impaired, and cannot be used for blind fighting.
Escape: The monk cannot be tied or bound with ropes or chains for long, as this ability enables him to work loose. It takes 1-20 full rounds for the monk to free himself, and may take longer if extra care was taken in the binding.
Fall: A monk with this skill takes half damage from any fall.
Feign Death: The monk may feign death for a duration of up to twice his level in turns, once a day.
Feint: The monk is adept at feinting; on any normal weaponless attack (not another special ability), if he rolls under his level on 1d20 he is +2 "to hit" for that attack.
Flying Kick: A monk with this ability may attempt a running kick attack for triple damage. If he fails, he falls to the floor and must lose an attack to recover from his prone position. This sort of attack may only be attempted once a turn.
Fire and stones: The monk gains +2 AC when wielding one of the martial arts weapons (the same weapons he gets bonus damage with). He must choose which weapon when he picks this ability, and must have proficiency in the weapon. Carrying the weapon while engaged in weaponless combat is not wielding the weapon and does not give the monk this AC bonus. This skill may be taken multiple times with multiple weapons, but not cumulatively with any one weapon.
Flowing water: The monk gains +1 to hit an opponent provided that he successfully hit that same opponent in the previous round.
Great Throw: The monk is able to throw an enemy, using leverage and momentum, in place of a normal attack sequence. If the throw is successful, then the opponent suffers triple damage, and must lose an attack regaining his feet. If the attack fails, then the monk loses his next attack. This attack may be attempted only every other round.
Hear Noise: As the thief skill, with a 5% + 5% per level chance of success.
Hide in Shadows: As the thief skill, with a 15% + 5% per level chance of success. Dexterity bonuses apply. In no case will this succeed on a roll of 96 or higher.
Hurl: A monk using this attack sweeps or physically picks up his opponent and throws him to the ground, doing double normal damage and leaving the victim prone. This may be attempted only once every other round, and the monk must spend 1 attack recovering whether he is successful or not.
Immovability: The monk can avoid being lifted, knocked, or thrown off his feet. He cannot be overborne or pushed back in combat if he does not allow the attempt to work. This also works against the concentrated push monk ability.
Immunity: The monk becomes immune to all non-magical diseases, poisons, and drugs.
Incapacitate: The monk may attempt to incapacitate his opponent instead of making a normal attack. This may be tried once a round. If the attack roll succeeds, the victim must save vs. death magic. If the save is successful, the victim takes 2-12 damage. If it fails, however, he is reduced to 0 hit points.
Instant Stand: The monk is able to regain his feet from a prone position without having to give up an attack to do so.
Iron Fist or Feet: A monk with this attack form has toughened his hands or feet and damaged his nerves enough that he can deliver massive blows. When engaging in weaponless combat, such a monk is +2 on "to hit" rolls. He suffers -2 on dexterity ability checks which involve delicate manipulations or fancy footwork (DM's judgement).
Ironskin: The monk's skin has been toughened and his muscles conditioned to the point where he receives a +2 on his AC.
Knowledge Skill: As the skill, at a level equal to the monk's level.
Leap: A monk with this ability may, from a standing position, leap forward a distance of 3' plus 1' per level, or up 4'. With a running start, he may leap forward 10' plus 1' per level, or 8' up. He flips and twists in mid-air to come down facing in the direction he desires. Each such leap requires giving up an attack.
Locking Block: With this ability, a monk may make an attack to trap his opponent's weapon, or one of the opponent's limbs. If successful, the monk has trapped his opponent's limb or weapon but may still attack himself (at +4 "to hit"). The victim may attempt to free himself with an "open doors" roll, giving up an attack for each attempt.
Magic Hands: The monk may use weaponless attacks on creatures normally requiring magical +1 weapons to be hit.
Many Enemies: The monk is trained at facing multiple opponents and using them against each other, to the point that when he is facing more than two opponents in melee combat, each opponent suffers a -2 penalty to hit him.
Meditation: The monk may meditate instead of sleeping, remaining aware of his environment but becoming as rested as if he had slept for an equal amount of time.
Mind over Body: For a period of up to one day per level, the monk may ignore the need for food, water, rest, and/or sleep. At the end of this time, however, he must spend an equal number of days of complete rest to restore his reserves.
Move Silently: As the thief skill, with a 15% + 5% per level chance of success. Dexterity bonuses apply. In no case will this succeed on a roll of 96 or higher.
One cut: The monk automatically gains the initiative in the round this ability is used, but leaves himself open to attack. If his attack is successful, his foes gain a +2 to hit. If the monk's attack is unsuccessful, his foes gain a +4 to hit. This ability applies only to the monk's first attack in a round, and may be used in combination with other abilities; any additional attacks he has are made when indicated by his initiative rolls. This ability may only be used once a turn.
Pain Touch: With this ability, the monk may replace an attack with a simple touch that causes his victim great pain. For 1-3 rounds after receiving such an attack, the victim will be at -2 on "to hit" rolls and saving throws, and his opponents will be at +2 "to hit." This works only on humanoid opponents.
Paralyzing Touch: With this ability, the monk may replace an attack with a touch that paralyzes his victim. After the attack is made, the victim is allowed a saving throw vs. paralysis. If the save is successful, the victim is slowed for 1-3 rounds. If it fails, he is unable to move for 1-4 turns, with all the penalties that accrue from such a situation. This works only on humanoid opponents. Pass without trace: The monk may move through a region at his normal movement rate without leaving visible signs of his passage. His chance of success is 10% + 5% per level. A roll must be made each turn of such movement.
Prone Fighting: The monk may attack and defend himself from a prone position, without penalties "to hit" or be hit.
Quivering Palm: With the quivering palm, a monk may strike a target and do damage that is not felt until later. Such an attack may be attempted but once a week. If successful, then the monk's target will suffer the results of the attack 2-5 days later, at which time he must make a saving throw vs. death magic. If the save fails, the victim suffers 1-8 points per level of the monk; if it succeeds, the victim takes normal damage from the monk's attack. The monk may negate the ill effects of this ability at any time before the victim makes his saving throw.
Recall: The monk may attempt to recall an event which he has experienced. To do so, he must go into a trance. Each turn he remains within the trance, he has a chance equal to his intelligence or less rolled on 1d20 to remember a brief event (2- 5 minutes). On a roll of a 20 on the d20, he remembers it incorrectly. He may attempt this ability a number of times per day equal to half his level.
Running: The monk gains a movement rate of 14" + 1" per level.
Self-Control: The monk gains an immunity to fear, and is treated as having a wisdom of 18 with respect to his magical attack adjustment.
Self-Healing: The monk may, once a day, heal damage he has taken. This takes 1 round of concentration, and restores 1-4 points plus 1 point per level of the monk.
Single mind: The monk may briefly enhance one of his other special abilities by spending a turn in meditation before performing it. After the turn of meditation is complete, the monk must roll his wisdom or less on 1d20. If successful, he gains a +2 on the attempt. To maintain this bonus over successive rounds, he must perform another such wisdom check for each round of activity, and may use no other special abilities in the interim.
Speed: The monk may, once a day and for only five minutes, may speed himself up, gaining double the normal number of attacks and double the normal movement rate. Once these five rounds are over, however, he must rest completely for 1 turn before he may make further attacks. (Being attacked, even though not striking back, is not resting.) Spirit(s): The spirits are styles of fighting. A monk may use only one spirit in a given combat, but may use these styles in conjunction with other abilities. If a monk is going to use any of these spirits in a combat, he must announce which one during the first round of combat.
Stabbing at the face: The first round he engages a given intelligent foe, the monk gains a +2 to hit due to his unconventional fighting style.
Steel Cloth: The monk may use a piece of cloth, 6' to 10' in length, as a weapon. He has no non-proficiency penalty with this weapon, which does 1-8 points of damage plus 1 point per 2 levels the monk has attained.
Sticking Touch: A monk with this ability may make an attack for no damage to place his hand on his opponent. He can then sense his opponent's every move, gaining +2 "to hit" his opponent and decreasing his opponent's chances by the same amount. The monk's hand will stay in place until his victim moves at a speed or in a way which the monk cannot duplicate.
Stunning Touch: With this ability, the monk may replace an attack with a painless touch that dazes his victim. For 1-2 rounds after receiving such an attack, the victim is stunned, with all the penalties that accrue from such a situation. This works only on humanoid opponents.
Weapon Break: In lieu of his normal attack, a monk using a weapon may attempt to break his opponent's weapon. He makes an attack roll as normal. If successful, the opponent's weapon must make a save vs. crushing blow with a -1 penalty equal to the monk's level. The DM may decide, based on relative weapon strengths, that the weapon is not broken but the opponent is instead disarmed. Weapons of quality and magical weapons receive bonuses to their saving throws. Magical weapons can only be broken by other magical weapons.
Weapon Catch: With this skill, the monk makes a "locking block" while using a weapon. This may be attempted only on opponents using weapons themselves. However, the opponent's chance of breaking free is equal to his dexterity minus the monk's level, or less, on a d20. An opponent may drop his weapon to escape. Naturally, the monk cannot attack with a weapon he is using to catch an opponent's weapon.
Whirlwind Attack: The monk is able to, once a day, attack every opponent within 10' in 1 round instead of making his normal attack sequence for that round. The attacks must be weaponless. Normal "to hit" and damage rolls are made.
Wisdom enhancement: The monk is adept at behavioral cues, and has a 5% chance per level to pick up on deliberate lies or to discern likely causes for otherwise irrational-seeming behavior. This ability requires the monk spend several minutes time conversing with or observing the subject.
Saving Throws and Experience
Level | A | B | C | D | E | F | Experience |
1 | 10 | 10 | 15 | 16 | 16 | 16 | to 2,249 |
2 | 10 | 10 | 15 | 16 | 16 | 16 | to 4,749 |
3 | 10 | 9 | 14 | 15 | 15 | 15 | to 9,999 |
4 | 9 | 9 | 13 | 14 | 15 | 14 | to 22,499 |
5 | 9 | 8 | 12 | 13 | 14 | 13 | to 47,499 |
6 | 8 | 8 | 12 | 13 | 13 | 13 | to 97,999 |
7 | 8 | 7 | 11 | 12 | 12 | 12 | to 199,999 |
8 | 7 | 7 | 10 | 11 | 11 | 11 | to 349,999 |
9 | 7 | 6 | 9 | 10 | 10 | 10 | to 499,999 |
10 | 6 | 6 | 9 | 9 | 9 | 10 | to 699,999 |
11 | 6 | 6 | 8 | 8 | 8 | 9 | to 949,999 |
12 | 6 | 5 | 7 | 7 | 8 | 8 | to 1,249,999 |
13 | 5 | 5 | 6 | 6 | 7 | 7 | to 1,749,999 |
14 | 5 | 4 | 6 | 6 | 6 | 7 | to 2,249,999 |
15 | 4 | 4 | 5 | 5 | 5 | 6 | to 2,749,999 |
16 | 4 | 3 | 4 | 4 | 4 | 5 | to 3,249,999 |
17 | 3 | 2 | 3 | 3 | 3 | 4 | thereafter |
Saving throw categories:
A = Poison | B = Paralyzation, Death Magic |
C = Petrification, Polymorph | D = Rod, Staff, Wand |
E = Breath Weapon | F = Spell |
Weapon Descriptions
fang = elephant goad
gunsen = modified fan
jitte = modified sai
kau sin ke = heavily modified flail
kiseru = metal smoking pipe
lajatang = pole with crescent-shaped blades at each end
sang kauw = double-headed spear with projecting knife
siangkam = stabbing arrow
tetsubo = "pole arm version of a mace"
boku-toh = wooden practice sword
kama = small scythe
kusari-gama = small scythe on a chain
naginata = light glaive
parang = modified machete
Proposed
A monk who has been grappled or held by non-monk opponent(s) in weaponless combat may break the hold in one of two ways:
1) The monk may break a hold by one opponent by successfully causing damage to that opponent.
2) If the monk is unable to damage an opponent, or held by multiple opponents, he may escape by rolling his AC or higher on 1d10. The attempt requires giving up an attack, and causes no damage if successful. If the monk was already prone (as if overborne), he remains prone after escaping and must give up another attack to stand. A penalty may be assigned for number of opponents (DM's discretion -- Suggested: if the opponents are man-sized, -1 to the d10 die roll for each opponent beyond the first; for other creatures, equate every 6' of totalled height to 1 man)
Site Map | 24 February 99
copyright © 2001 by Michael Moran Alterio, Michael Babriecki, Harry Ching, Stephen Martin, and Donald R. Parrish III (all rights reserved)