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Monk Saving Throw Table

Level

Aimed Magic
Items

Breath Weapons

Death/Paralysis/
Poison

Petrication/
Polymorph

Spells

1-4

14

16

14

14

14

5-8

13

15

13

13

13

9-12

10

12

10

10

10

13-15

14-16

11
8

17

Monk To-Hit Table


Level

-10

-9

-8

-7

-6

-5

-4

-3

-2

-1

10

1-2
3-4

25

24

23

22

20

20

20

20

20

20

19

18

17

16

15

23

22

21

20

21
20

20

20

20

20

19

18

17

16

15

14

13

14 13 12 11
12 11 10 9

10
8

5-6

21

20

20

20

20

20

20

19

18

17

16

15

14

13

12

11 10

7-8

20

20

20

20

20

19

18

17

16

15

14

13

12

11

10

9-10

20

20

20

19

18

17

16

15

14

13

12

11-12

19

18

17

16

15

14

13

12

18

17

16

15

14

13

12

11

10

10
8

13-14

11
9

11
9

10

20

-1

-2

15-16

16

15

14

13

12

-3

-4

13

12

11

10

-1

-2

-1
-3

-2

14

10
8

17

11
9

-4

-5

-6

Monk
The wandering monk is a member of one of several
secluded monastic orders trained in mystical asceticism
and various forms of martial arts. Many of these orders
may have members with various roles to play, including
Monks, Clerics, and less commonly, other armed classes.
Some religious groups and viewpoints do not encourage
or support the lifestyle of the esoteric warrior.
Monk characters are most often encountered wandering,
either on an errand for their order or in search of
personal refinement. However, Monks have been
known to get involved in politics on occasion, as well,
either because the head of the monastery is particularly
ambitious or because the local nobility is cruel beyond
toleration.
In most cases however, Lawful Neutral or Lawful Good
Monks will only oppose the nobility on behalf of the
peasant farmers and villagers, who they often offer
their protection. Highly respected by these peasants
and farmers, Monks can become a dangerous threat
to the nobles when they gather peasants behind them
and their uprisings turn into full scale revolts. This makes
the nobility regard these ascetics with suspicion.
While some protect a rural community, most monasteries
act primarily as centers for mystic study and practicing
unarmed combat. Warriors who have the respect of

the monastery will be allowed to learn martial arts there,


paying what they are able to afford (which is often quite
a lot in the case of nobles and professional soldiers).
Monks are required to live a simple life, refraining
from drinking alcohol, eating meat or owning excess
wealth (more than enough to cover the character's
immediate needs). Monks must also be honest and
often take a vow of celibacy. The Monk may not
own more than 8 magic items (four weapons and four
miscellaneous items).
As the Monk rises in level he must prove himself in
tests of skill against members of his order. At levels 12
and above, the Monk must seek out and defeat
another Monk of that level in his order to maintain his
newly gained level for more than 60 days. Defeating
that Monk does not cause him to lose his place, it
just proves that the character is worthy to join his ranks
(though in Lawful Evil orders these duels are typically to
the death). If the PC Monk loses but is not killed, he
loses enough experience points to place him midway
between the former level and the one he just attained.
The exception to this is the battle to become the Ultimate
Master, the 17 th level Monk. There is only one such
master in all the world and when a second character
reaches this level, he must seek out the current Ultimate
Master and defeat him.

The Monk Character


Minimum Scores

Heal Self: At 6th level, a Monk can heal damage to himself


equal to twice his level, once per day.

Str 12, Dex 15, Con 9,


Int 3, Wis 15, Cha 3

Hit Die Type

d6 (max 17 hit dice)

Alignment

Any Lawful

Experience Bonus

None

Armor/Shield permitted

None

Weapons Permitted

Any

Weapon Prociencies

3+1 every 2 levels

Penalty for non-prociency:


Weapon Specialization:

-3

Evasion: At 9th level, the Monk takes no damage on a


successful saving throw against any magical attack that
allows a saving throw for half damage. Failed saving throws
still do full damage.
Movement Bonuses: Monks are famous for their ability
to cover tremendous distances by foot over rough
(usually mountainous) terrain. They can maintain this
normal movement rate for 12 hours a day indenitely
and suffers no movement penalties from terrain. In
addition, the Monk's movement rate increases with levels.

N/A

Monk Abilities
Martial Arts: All Monk characters can
receive martial arts training at their
monasteries, even if such training
would not normally be available in
the campaign.

Monk Level Advancement


Level

Experience
Points
Required

Hit Dice
(d6)

2,000

4,000

Slow Fall (10 feet); Martial Defense (AC


6)

7,000

Increased Move (+10 feet); Martial


Defense (AC 5)

15,000

HTH 1d6; Energy Strike (+1); Martial Defense


(AC 4)

25,000

Heal Self; Martial Defense (AC 3); Slow


Fall (20 feet)

55,000

Martial Defense (AC 2)

110,000

225,000

HTH 1d8; Increased Move (+20 feet);


Martial Defense (AC 1)
Evasion; Martial Defense (AC 0); Slow
Fall (30 feet)

10
11

325,000

10

Energy Strike (+2); Martial Defense (AC -1)

450,000

11

12

650,000

12

HTH 1d10; Martial Defense (AC -2)


Martial Arts Master; Increase Move (+30
feet); Martial Def. (AC -3); Slow Fall (40
feet)

800,000

13

Martial Defense (AC -4)

1,250,000

14

1,550,000

15

HTH 1d12; Martial Defense (AC -5)


Martial Arts Grandmaster; Energy Strike (+3);
Martial Defense (AC -6); Slow Fall (50
feet)

1
2

Flurry of Blows: When making any


unarmed attacks or attacks with weapons 3
that the Monk is proficient with, the
Monk may choose to make an additional 4
attack each round, but each of these
attacks will be at a -2 penalty to hit.
5
Bonus Attacks: Monk characters attack
once per round unarmed at levels
1-5; at 6-10 th levels they attack three
times every two rounds (3/2); at 1115th levels they attack twice every
round (2/1); at 16 th level and above
the Monk may attack three times
every round (3/1). The Monk may
never attack more than once each
round with weapons.

Attack and Defense: The Monk can


wear no armor but benets from his
normal Dexterity Bonus. As the Monk
13
gains levels, his base armor class and
unarmed damage will continue improving. 14
At 5th level, unarmed attacks are treated
15
as magical for damaging creatures that
may only be struck by magical weapons.
Slow Fall: As the Monk gains levels, he
can fall increasing distances without
suffering damage if he is near a wall.
Thief Skills: Monks gain thieving skills
of a level 2 below their own.

Notes

HTH 1d4; Martial Defense (AC 8)


Martial Defense (AC 7)

16

1,850,000

16

Increased Move (+40 feet); Martial


Defense (AC -7)

17

2,250,000

17

Ultimate Master; Martial Defense (AC -8)

Level 17 at 2,250,000 experience points is the ceiling for Monk characters. Any
further experience points gained by a character of this level are simply lost.

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