
Requirements: Strength 12, Dexterity 15, Wisdom 15
Prime Requisite: None
Hit Dice: 1d4 (2d4 at first level)
Starting GP: 5-20 (5d4)
•Money and Tithe: Monks may not keep large sums of money. They may purchase basic equipment. After that, they must give 10% of all earnings to their monastery or church. They rest they must give away.
•Weapon and Armour: Club, Crossbow, Dagger, Hand Axe, Javelin, Halberd, Spear, Staff, Broadsword. Monks wear no armor
•Weapon Damage Bonus: +1 DMG when using weapons. This increases every 2 levels.
•Strength/Dexterity Restrictions: Do not benefit from To Hit/DMG bonuses from Strength or AC bonus from Dexterity
•Stun and Kill: If a monk fighting with bare hands succeeds in his attack by 5 or more needed on a d20 the opponent is stunned for 1d6 rds. Further, there is a base probability equal to the opponent’s AC that the opponent is killed instantly (ex. AC 6 Orc = 6% chance to kill instantly).
•Dodge Ranged Attacks: Monks may dodge missiles of a non-magical nature with a successful save versus breath attacks or dodge magic missile with a successful save versus spell-like devices. When saving against other effects that deal damage, successful saving throws result in no damage even when it would normally be half.
•Thief Abilities: Monks have some thief abilities and receive the following bonuses: pick pockets (+15%), find traps (+10%), move silently (+10%), climb walls, hide in shadows, and hear noise (plus 1 on d6).
•Surprise: Monks are surprised only with a 1 in 6.
•4th Level: At 4th level monks gain the ability to Read Languages
•5th Level: At 5th level monks can feign death (see AEC 17)
•6th Level: At 6th level monks receive bonuses against ESP (see AEC 17)
•7th Level: At 7th level, monks can heal themselves (see AEC 17)
•8th Level: At 8th level, monks may speak with animals and become immune to suggestion (see AEC 17)
Experience Points | Character Level | Level Title | To Hit Bonus | Hit Dice (1d4) |
---|---|---|---|---|
0 | 1 | Brother | +0 | 2 |
2,235 | 2 | Anchorite | +0 | 3 |
4,765 | 3 | Cenobite | +0 | 4 |
10,025 | 4 | Eremite | +1 | 5 |
18,251 | 5 | Master of Earth | +1 | 6 |
45,501 | 6 | Master of Air | +2 | 7 |
93,001 | 7 | Master of Water | +2 | 8 |
195,001 | 8 | Master of Fire | +2 | 9 |
340,001 | 9 | Grand Master | +3 | 10 |
Monk Special Abilities | ||||
---|---|---|---|---|
Monk Level | AC Bonus | Unarmed DMG | Unarmed Att/Rd | Move Rate |
1 | 0 | 1d6 | 1/1 | 40 |
2 | -1 | 1d6+1 | 1/1 | 40 |
3 | -2 | 1d8 | 1/1 | 50 |
4 | -3 | 1d10 | 4/3 | 50 |
5 | -4 | 1d12 | 4/3 | 60 |
6 | -5 | 1d12+2 | 3/2 | 60 |
7 | -6 | 2d8 | 3/2 | 60 |
8 | -7 | 3d6 | 3/2 | 70 |
9 | -7 | 2d10 | 2/1 | 70 |
Races: Human, Half-Orc, Elf, Half-Elf, Halfling, Gnome, Dwarf
Classes: Fighter, Barbarian, Ranger, Paladin, Assassin, Thief, Cleric, Druid, Monk, Magic-User, Illusionist