The Compleat Monk(1) OR Chapter 3 Revisited (Pt 2) By Rene Vernon A monk is an ascetic whose spiritual training emphasises the simultaneous development of mind and body as a path to celestial bliss. Such a state, for them, lies in the perfect control of their own spirit - achieving harmony between mind and body. To this end they become masters of combat forms, both armed and unarmed, not to become great fighters, but to learn their physical powers and limitations. At the same time they undergo a rigorous mental discipline, honing their minds to perceive and understand the mysteries of the omnos. Jeb Stuart Ho from Mick Farren's DNA Cowboys trilogy, Kwai Chang Caine from TV's Kung Fu series, and Remo from Warren Murphy and Richard Sapir's The Destroyer series of books are all manifestations of the monk archetype. Level Honorific Experience Dice(d6)Armour Move Attacks Damage Special Abilities 1 Novice 0 1 6 15 1 1d4 A 2 Initiate of the Rudiments 1500 2 6 16 1 1d6 B 3 Initiate of the Elements 3000 3 5 17 1 1d6+1 C 4 Initiate of the Principles 6000 4 5 18 3/2 1d6+1 D 5 Brother 15000 5 4 19 3/2 2d4 E 6 Disciple 30000 6 4 20 3/2 2d4+1 F 7 Disciple of Secrets 60000 7 3 21 2 2d4+1 G 8 Disciple of Mysteries 100000 8 3 22 2 2d6 H 9 Immaculate 175000 9 2 23 2 3d4 I 10 Master 250000 10 2 24 **5/2** 3d4 J 11 Superior Master 325000 11 1 25 5/2 3d4+1 K 12 Master of the North Wind 400000 12 1 26 5/2 4d4 L 13 Master of the West Wind 500000 13 0 27 3 4d4 M 14 Master of the South Wind 750000 14 0 28 3 4d4+1 N 15 Master of the East Wind 1000000 15 -1 29 3 5d4 O 16 Master of Winter 1250000 16 -1 30 3 4d6 P 17 Master of Autumn 1500000 17 -2 31 4 4d6 Q 18 Master of Summer 1750000 18 -2 32 ***4*** 6d4 R 19 Master of Spring 2000000 19 -3 33 4 5d6 S 20 Master of Dragons 2250000 20 -4 34 4 8d4 T 21 Grand Master of Flowers 2500000 21 -5 36 4 6d6 U * With the exception of any extra damage caused by a critical hit, open hand damage is halved, rounding up, when the monk is attacking a creature larger than size L, i.e., sizes H and G.(2) Listings with an oblique 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. ** At 10th level a monk's hands and feet become the equivalent of +1 weapons for the 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. Races allowed Alignment considerations Human Given their world-view, monks must always be neutral with regard Ability to the Axis of Organisation, although they can combine this with a requirements good, neutral, or evil orientation on the Axis of Power. A monk who for any reason loses this neutral alignment permanently Strength 15 forfeits all monkish abilities and benefits (including hit points) Dexterity 15 and must begin again as a first level character. Constitution 11 Wisdom 15 NPC monks will be 15% neutral evil, 35% true neutral, and 50% neutral good. Experience point Ability score modifiers bonus 3 These operate in the usual manner except for the beneficial 5% for every Defensive Adjustment modifier associated with a Dexterity of 15 or point of more. This may be freely applied to saving throws against attacks Wisdom above 15 that can be dodged but in respect of the monk's natural armour class, is only applicable when the monk is wielding a melee weapon. Armour and Combat weapons A monk will not A monk attacks as a priest of the same level. However, when using use any form of a weapon the monk causes one extra point of damage, for every two armour or shield experience levels. Monks of median level and above actually fight but may use a better without weapons, using their open hands. despite the weapon restricted range damage bonus. of weapons (as specified) Specifications Weapon restrictions for italicised Weapons useable by a monk include a boku-toh, bo stick, chijiriki, weapons can be club, crossbow (any), dagger or dirk, daikyu, fang, hand or found in throwing axe, horseman's flail, mace or pick, javelin, jitte, Oriental jo stick, kama, kau sin ke, knife, kusari-gama, lajatang, lasso, Adventures. long bow, naginata, nunchaku, parang, polearm (any), quarterstaff, sai, san kauw, siangkam, sickle, spear, three-piece rod, trident Notwithstanding and tui-fa. 5 the rules for Attacking with Use of flaming oil or poison in combat is philosophically Two Weapons anathematical to a monk and for that reason they do not use these (PH:96), a monk attack forms. can use any two size S weapons. Unarmed combat The first Open hand damage and frequency of attacks is as indicated. In attack attracts addition, a critical hit is inflicted whenever the monk's attack the -2 penalty, roll exceeds the minimum number required for a hit by 4 or more, the second the e.g., if 9 is required, a score of 13 would indicate a critical -4 penalty (as hit. This special ability of the monk is in addition to the normal modified by any rules governing the occurrence of critical hits i.e., if an 18 is Dexterity required to hit, a roll of 20 still inflicts a critical hit even Reaction though the attack roll did not exceed the number required for a Adjustment). hit by 4 or more. This ability to inflict critical hits only applies to living Possible things. Undead cannot be affected (and an open hand hit on an additional undead creature could be very undesirable from the monk's damage from a standpoint - especially if the creature causes damage by touch, critical hit for the effect of the monk touching the undead creature then is will be the same as the reverse). Golems and doppleg„ngers cannot be determined affected. according to whatever Of course, even if the monk cannot inflict a critical hit on such methodology is creatures, ordinary damage from open hand attacks still accrues favoured by the (assuming the monster is vulnerable to such attacks). GM. Saving throws Monks make saving throws on the table used by rogues, but they gain certain advantages: non-magical missiles which would normally hit can be dodged or knocked aside if the monk is able to make their saving throw against petrification for each such potential hit. In other respects, if a monk makes their saving throw against an attack form, they will sustain no damage from the attack, even if the attack form was e.g., a fireball. At 9th level or higher, a monk who fails to make their saving throw will take only one-half the total potential damage (rd) which the attack form could deliver, if possible. That is, a fireball would do 50% of total The term non- damage, but the gaze of a basilisk would still petrify the monk. magical missiles Surprise includes Up to third level, a monk is as likely to be surprised as any arrows, bolts, other character, i.e., a 3 in 10 chance. At fourth level and every bullets, thrown five levels thereafter, this chance goes down by 1 chance in 10 daggers, thrown (i.e., a 2 in 10 chance at 4th level, 1 in 10 at 9th level, etc.). javelins, thrown spears, etc. Although the Thief abilities monk's base Whilst the chance of falling when climbing walls is the same as chance of that of a thief of equal level, monks can escape taking damage as success to use follows - their thieving abilities can At 4th level, a monk can fall up to 20 feet if they are exceed 100% due within 1 foot of a wall to Dexterity modifiers, a At 6th level, a monk can fall up to 30 feet if they are roll of a within 4 feet of a wall natural "00" always fails. At 13th level, a monk can fall any distance if they are A reference to within 8 feet of a wall. a wall may be taken to include any similarly useful surface, such as a tree trunk, or cliff face, or the like. In order to slow their rate of fall, the monk must have an opportunity to periodically make contact with the wall during the descent. Level of Monk Base 1 2 3 4 5 6 7 8 91 1 1 1 1 1 1 1 1 12 2 chance 0 1 2 3 4 5 6 7 8 90 1 to Move 1 2 2 3 4 4 5 6 77 8 9 9 9 9 9 9 9 99 9 Silently 5 1 7 3 0 7 5 2 08 6 4 9 9 9 9 9 9 99 9 Hide in 1 1 2 2 3 3 4 4 56 7 7 8 9 9 9 9 9 99 9 Shadows 0 5 0 5 1 7 3 9 63 0 7 5 3 9 9 9 9 99 9 Hear 1 1 1 1 2 2 2 2 33 3 3 4 4 5 5 5 5 66 6 Noise 0 0 5 5 0 0 5 5 00 5 5 0 0 0 0 5 5 00 5 Climb 8 8 8 8 9 9 9 9 99 9 9 9 9 9 9 9 9 99 9 Walls 5 6 7 8 0 2 4 6 89 9 9 9 9 9 9 9 9 99 9 Notes Regarding Special Abilities A to U A The ability to use Useable once per day, for up self-induced catalepsy to to 1 round per level. appear dead. This can be done perfectly as the monk is able In addition, the monk can to lower their body suppress their need of rest temperature and heart rate. and sustenance for up to 1 The monk is oblivious to their consecutive day per level. surroundings during in this During this time they feel no state, so they must state at hunger, tiredness, or thirst, the beginning how long they nor do they suffer any ability intend to remain cataleptic reductions. At some point (up to 20 minutes per level). however, the monk must spend an equal number of days of B On account of the monk's complete rest before they can training and mental use this power again. discipline, ESP has only a 30% chance of success when used F The monk can sense the against them. This protection basic needs, drives and/or improves by 2% each level emotions generated by any one thereafter. Thus ESP has only unshielded mind within 10 feet a 28% chance of success on a per level of the monk. Thus, 2nd level monk, 26% at 3rd they can sense thirst, hunger, level, etc. fatigue, pain, uncertainty, fear, hostility, curiosity, C At this level the monk and like sensations. This gains the ability to speak ability functions for ten with animals. This is not a minutes in a directional path magical ability but it works determined by the monk's in the same way as the 2nd facing. It can only be used level priest spell. once a day. D The monk gains the G This ability closely ability to heal themselves. resembles the invisibility The amount of damage which can spell (including the be healed is 1d6+1 hit points, prohibition on attacking). It and this amount increases by 1 enables the monk to become hit point with each experience invisible (once a day) for up level gained thereafter, i.e., to 10 minutes for each level 1d6+2 hit points at 5th level, they have attained beyond 6th. 1d6+3 at 6th, etc. This may be Only a mind blank spell or done once per day. equivalent will prevent the power from operating with Also, from this level on, the respect to a particular monk is not subject to creature, for it affects diseases of any sort, nor are minds, not light waves and they ever affected by haste or similar physical slow spells. manifestations (although hearing and smell are E The monk can adjust the unaffected). weight of their body to accommodate the surface upon H At this level the monk's which they stand. Thus they control of their chi is such could walk on water, that they can temporarily quicksand, or a spider's web boost one of their physical without sinking or breaking ability scores by 1d6 points. through. If used whilst In the case of Strength, once falling, this ability reduces 18 is reached, points still to the monk's rate of descent to be added carry into 120 feet per minute - slow exceptional Strength with each enough to escape injury. point being the equivalent of one category. A monk with Special ability H can be used Strength 16, on a roll of 5 but once a week. would have their Strength increased from 16 to 18/76-90. I Charms, hypnosis, and So the maximum possible suggestion spells have only a chi-enhanced Strength score 50% chance of affecting a monk attainable would be 19, in the of the 9th level of case of monk with Strength 18, experience. That is, the monk on a roll of a 6. is 50% resistant to such magic. This resistance Dexterity is increased increases by 5% per level arithmetically once 18 is thereafter, so that at 10th reached i.e., the maximum level such spells have but a possible chi-enhanced 45% chance of affecting the Dexterity score is 24. monk, 40% at 11th level, and so on. Saving throws apply if Chi-enhanced Constitution is resistance fails. treated similarly except that in this case only, in respect At this level, and due to of the Constitution Hit Point their mental discipline, the Adjustment modifier, the monk monk also receives a +4 bonus is treated as a warrior. As to saving throws against the well, the difference in effects of telepathic and modifiers between the monk's mental blast attacks (from a normal and boosted mind flayer, for example). Constitution scores increases the monk's hit points on a per J At 10th and higher levels level basis. Example: a 10th of experience monks are not level monk's Constitution of affected by poisons of any 17 is temporarily boosted to type, they age as though they 21. The monk's hit points are were using a Phylactery of temporarily increased by 10 x Long Years (DMG:176), and geas (6 - 2) = 40 points. All and quest spells have no damage the monk then sustains effect. comes first from these temporary hit points; once In addition, on attaining the eliminated or when the monk's level of Master, the monk Constitution returns to gains the ability to normal, subsequent damage self-levitate, once a day, comes from their normal hit like the 2nd level wizard points. spell. In melee, the use of ability H K The monk can render their requires the monk to make a body immune to the effects of saving throw versus death non-magical substances, magic (Wisdom Magical Defence destructive emanations or Adjustment applies) at the hostile environments. This start of each round, failure immunity must be keyed to a indicating that the ability specific external phenomenon score in question returns to such as acid, flame, cold, normal. Otherwise the duration heat, poisonous gases etc. In of this ability is 1 round for one exposure, the monk can every two levels of the monk. withstand up to their own level in hit dice of damage Whilst an ability score is i.e., at 11th level they can chi-enhanced, the monk is take what would otherwise unable to use or gain benefit inflict up to 11 hit dice of from any other special damage, with no effect. The ability. duration of such body control is 10 minutes per level of the monk, useable once a day. This feeblemind, magic jar, sleep, ability also allows breathing suggestion. It prevents the underwater. monk from suffering telepathic influence or possession by L The monk gains that such creatures as baatezu or fabled (and feared) attack tanar'ri. Domination type which enables them to set up, powers (any form), empathy, control, and stop vibrations hypnosis, or telepathy do not in the body of a victim, so as work against a monk with a to cause death. Known as the mind bar; and they can see Quivering Palm, the monk another monk trying to use the merely touches their victim to ability of invisibility. A set up the deadly vibrations. mind bar can be placed upon This power is limited in that the physical body while - astrally projecting (special ù It can be attempted but once ability R). This ability is per week, and the monk must useable once a week, for a touch the victim within three maximum duration of 1 hour per melee rounds or the power is level of the monk. drained for one week. P The monk can detect ù It has no affect on the psychic impressions left on an undead or creatures which can object by its previous owner. be hit only by magical Thus, the monk might be able weaponry. to tell the owner's race, alignment and probable fate ù The victim cannot have more (including how they came to hit dice than the monk using acquire and then lose the the power, and in any event, object). In the case of an if the total hit points of the artefact with a long and victim exceed those of the legendary history the monk monk by more than 100%, the might have visions of its power has no effect. past, back through history. Not all objects (and certainly ù The command to die (the not all magical objects) give control of the vibrations) off these impressions, and an must be given by the monk object can be "read" only once within a set time limit, or per level of the monk else the vibrations simply additional readings revealing cease of their own accord and no additional information. do no damage whatsoever. The When the monk gains a new time limit of the death experience level they can try command is one day per level reading the object again. of experience of the monk at the time the power is used Q The monk gains the (e.g., 12 days at 12th level). ability to move through the dimensions, by M Once per day, the monk inter-dimensional travel. can use a dimension door, as Great distances can be covered the 4th level wizard spell. in short periods of time. The base distance covered by 10 N The ability to speak with minutes of dimension walking plants as the 4th level priest is 7 leagues spell of the same name. (21 miles). O The monk becomes capable However, this mode of travel of constructing a mind bar, is difficult for the which protects them from such inexperienced, and even magical attacks as charm, misleading to some experienced confusion, ESP, fear, travellers. There is a 10% chance that the monk will go harmful event, 90% of the in the wrong direction, the time. opposite of that desired. This chance is reduced by 1% for T The monk is deemed to every level of mastery that have a Wisdom of 24 for the the monk has above 1st, down purposes of determining their to a minimum of 1%. Each level Magical Defence Adjustment of mastery is based on 700 modifier and Spell Immunity. leagues of travel under the belt. In addition, the monk gains the ability of true seeing (at In addition, dimension walking call) as the 5th level priest is always a journey fraught spell. with mis-steps, and this causes variations in the time U The monk may plane shift, required to travel the desired as the 5th level priest spell, distance; usually longer at twice a day. lower levels of mastery but sometimes shorter at higher Lifestyle considerations levels. There are a number of Level Time alteration % additional strictures which of mastery 01-20 21-45 46-75 76-90 91-00 1-2 +200 +150 +50 0 0 3-5 +150 +100 +25 0 0 6-7 +100 +50 +10 0 0 8 +50 +25 0 0 0 9 +25 +10 0 -10 -25 10 +10 0 0 -25 -50 Example: the monk is at 4th monk characters must abide by. level of mastery and desires These apply to treasure, magic to dimension walk to an island items useable, retainers, and 600 miles distant (east). The advancement in level. distance of 600 miles is 200 leagues, or just under 5 Treasure hour's travel time. The dice are rolled twice, once to see Monks, much like paladins may if the monk went in the wrong not retain more than a small direction (7% chance to go fraction of whatever treasure west), and once to see how they gain. A monk may possess long the trip actually took - no more than two magic weapons a result of 38 in this case and three other magic items at indicates that the trip was any time. While monks may 100% longer than the base retain money sufficient for rate, so it took around 10 their modest needs, and to hours. No hostile encounters support their retainers, all occur during dimension walks. other treasure and excess magic items must be bestowed R The monk gains the upon (non-player) religious ability of astral projection, institutions. useable once a week, as the 7th level priest astral spell, Magic items useable but only the monk may so travel. Magic items useable by monks include all magical varieties S A premonition of death or of weapons listed (unless serious harm occurs to the otherwise proscribed), rings, monk 10-40 minutes before the and those miscellaneous magic level Master. They may then items which are useable by hire persons on a short term rogues. No other magic items basis - for the duration of a of any sort may be used. single adventure only. At this level, they may also acquire Retainers up to two retainers. These can be fighters (but not paladins Monks may not have any or rangers), or thieves. For hirelings or retainers until each level of experience above they attain the rank of 10th 10th, a monk may add one year additional retainer, until the maximum number established by The monk character will know the monk's Charisma score is where to locate the higher reached. Monks will gain level monks. They must proceed followers upon attaining 11th immediately or revert to level; this is discussed the base of their previous hereafter. level (e.g., 250 000 points for a recalcitrant ex-11th Advancement in level level monk). There can only be a limited number of monks above 10th Followers level Master. In the monk's monastic order there can be no When a monk player character more than three 11th level attains the 11th level of Superior Masters and but one experience, they will gain a monk at each level from 12th number of monks as followers (Master of the North Wind) to upon defeating the previous 15th (Master of the East incumbent. They will attract Wind). In a geographical from two to five 1st level region there can be no more monks if the player character than one monk at each level has a monastery or from 16th (Master of Winter) monastery-like building to use through 19th (Master of as a headquarters. For each Spring). Finally, in the whole additional level of experience world there can only be three thereafter one or two 20th level Master of Dragon additional monks of 1st level monks (the White, the Green, are attracted. While followers and Red) and but one 21st of a monk are as loyal as level Grand Master of Flowers. their other retainers, they automatically leave service When a player character monk when they attain the level of gains sufficient experience Master (10th). All followers points to qualify them for will be of the exact same 11th level, the commensurate alignment as the monk player abilities are gained only character. If the player- temporarily. The monk must character changes alignment, find and defeat in single their current followers will hand-to-hand combat, without desert, but new ones can still weapons or magic items, one of be gained by advancement in the 11th level monks. The same level. must be done at the twelfth and higher levels. Monk followers require no support, upkeep, or pay of any The loser of these combats sort. reverts to the half-way point of their previous level (e.g., Monastery 287 500 points for an ex-11th level monk) and cannot The monastery or challenge again for 1 game- monastery-like headquarters of of 250 000 gold pieces value the monk can be that of the in treasure (after attaining character they defeated to 11th level) in order to attain the 11th or higher finance construction of same. level, or it can be a building They may also retain specially constructed by the sufficient funds thereafter monk player-character after for maintenance purposes. attaining 11th or higher level. In the latter case, the Endnotes monk may retain the equivalent star 10%, warhammer 29%) but 1)This article is a modified this is offset by the fact reconstruction of He's got a that size modified damage lot to kick about! (Philip (SMD) rules for the monk's Meyers, Dragon #53, open hand attack apply only September 1981) which was a at size H or larger whereas rewrite of the 1st Edition for wielded weapons, SMD AD&D Monk which in turn was cuts in at size L. based on the original D&D Monk in Eldritch Wizardry which in turn was derived from The Destroyer series of books (also available on video). It also draws upon elements of the 1st Edition AD&D Oriental Adventures Monk. 2)Wisdom affects the monk's capacity to summon and channel their chi. Of two monks, the wiser will master this ability (and it's increasingly powerful manifestations) more readily. The experience point bonus is intended to reflect this difference in potential advancement rates as well as encouraging player characters to consider designing monks with Wisdom scores higher than the minimum requirement of 15. 3)The monk's open hands are classified as bludgeoning weapons. Like other weapons of that ilk (club, mace, morning star, war-hammer), effectiveness versus larger targets is reduced. A reduction of this magnitude (a 40% or more decrease to average damage) may seem excessive when compared to corresponding efficiency losses for the other bludgeoning weapons (club 43%, mace 22-29%, morning