(c) Dr Paul Kinsler.
[Acknowledgements & Feedback]
This material is intended to augment or improve the on the
rules in the official manuals, which you will need to make
sense of it; although I suppose you might find some of
the ideas interesting anyway.
An Improved AD&D Monk
=====================
by Paul Kinsler
~~~~~~~~~~~~~~~
Version 1.3
(A version of this was published in the Queensland Wargamer in 1992)
Why rewrite the AD&D monk? Well, Philip Meyers gives a good list of
reasons in his 1981 Dragon article "He's got a lot to kick about".
However, I find the rigid order in which the special abilities are
granted restrictive, and I feel that the open hand damage system
could be improved. This improved monk class is based both on the
Player Handbook monk and the Dragon monk, but I have written this
article so that you do not need to refer to back issues of Dragon.
There is some overlap with what is already in the first
edition Players Handbook for ease of reference.
Before getting into details, I will briefly summarise the
differences from the previous monk classes. Most importantly, the
special abilities are no longer doled out in a strictly defined
order, but can be selected by the monk when training to go up
levels. The special abilities are divided into four 'ranks'. The
monk starts off with three of the lowest rank abilities, and gets
one extra per level. Higher rank abilities are introduced at
Brother and Immaculate. The major change to the abilities
themselves is that the previous 100% resistance introduced at a
particular level is now given as a bonus to the saving throw, the
bonus increasing with level. For example, this enables a low level
monk to gain some resistance to charm spells if desired, rather than
suddenly obtaining 100% resistance at ninth level. The other
abilities have been mostly left as is, with only minor modifications
to allow them to fit in with the new system. The other significant
change is to the open hand damage rules - the monk's "effective"
level versus non humanoid, large or armoured opponents is lowered in
a systematic fashion. In addition, the chances to stun or kill have
been modified.
Conditions of the monk class
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(1) Alignment: Monks must be either lawful good, lawful neutral or
lawful evil.
(2) The minimum allowed ability scores for the monk are strength 15,
wisdom 15, dexterity 15, and constitution 11. If the DM considers
lower minimum ability scores preferable (as I do), then use strength
9, wisdom 12, dexterity 9, and constitution 7.
(3) Armour or shields may not be worn, and flaming oil may not be
used. No strength or dexterity bonuses are granted in combat for
to-hit rolls (THAC0), damage, or armour-class.
(4) The monk may only own a maximum of two magic weapons, at most
only three other magic items, and up to four psionic items. A monk
can use all the miscellaneous magic items that are useable by
thieves, as well as all rings.
(5) The monk may keep few monetary possessions, only enough for
living expenses, and for support of henchmen and followers. The
surplus must be given to a (non player character) charity. The only
exceptions are that money may be saved to meet future training
costs, and for construction of a monastery headquarters.
(6) The only weapons a monk may use are the bo-stick, club,
crossbow, dagger, hand-axe, javelin, jo-stick, polearms, spears and
the staff.
Henchmen , Hirelings, and Followers
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Monks cannot employ hirelings until they reach Disciple (6th level),
and even then it may only be for the duration of a single
adventure. At this point up to two henchmen can be acquired.
Thereafter, one extra henchman can be recruited per level of
advancement, up to the maximum number allowed by their charisma.
Henchmen can be either monks, normal fighters (not paladins or
rangers), clerics, thieves or assassins. The monk can acquire
followers as described in the Players Handbook.
Orders and Advancement
~~~~~~~~~~~~~~~~~~~~~~
There seems to me to be no reason to restrict all monks to belong to
a single order. There could be alignment based orders, national
orders, religious orders, or any other type. If appropriate, the
name levels from twelve up could be renamed to some other suitable
titles - based, for example, on colours, the four elements, etc.
There are three Masters of Dragons in each order, the Red, the White
and the Green, and only a single holder of the higher titles.
Level advancement through the name levels need not always be by
single combat, since the positions may be vacant in a smaller order,
or have been left unoccupied by advancement, retirement, or old
age. In these cases, a monk could advance by default. However, if
the monk has left their order, and become a Wandering Master (see
below), then no single combat is necessary to advance in levels.
The Wandering Master
~~~~~~~~~~~~~~~~~~~~
Monks can, at Master of Dragons or above, leave their order and
follow their own path. When the monk leaves, the order will often
require the monk to under take a quest. After this quest, their
level remains the same but their experience point total drops to the
minimum amount for a Wandering Master of that level. Their hit
points are not affected. The monk is then given the title
'Wandering Master'. Once a monk abandons their order, they may
never return.
Wandering Masters may advance to unlimited level, but retain only
Quivering Palms of their rank-4 special abilities. The other
special abilities, movement rate, surprise chance, open hand killing
chance, and weapon damage bonus usually function at the monks'
level, but only to a maximum of 21st level of experience. Their
armour class, open hand damage, and number of open hand attacks are
that of a Master of Dragons. However, other abilities such as
THAC0, hit points, saves, etc increase normally with their Wandering
Master level.
As they are no longer being restricted by their old order, they can
accumulate up to 1000gp, a maximum of three magic weapons, and at
most four other magic items. They may not have any henchmen, and
are allowed only one follower. This follower must be a monk from
their old order who is less than sixth level. Wandering Masters
need an additional 250,000 experience points to go up each level
beyond twelfth, gaining an extra 2 hit points per level.
Standard Abilities
~~~~~~~~~~~~~~~~~~
(1) Surprise: Monks are only surprised at a 30% minus 5% per three
levels to a minimum of a 5% chance. For second edition games, roll
d20, add 1 per three levels, and halve the result.
(2) Missile dodging: Non-magical missiles can be dodged for zero
damage if a saving throw versus petrification is made (for each
missile), but this is made at -4 if the monk is attacking in
combat. Magical arrows and similar missiles are counted as magical
missiles.
(3) Saving Throws: When the monk is below ninth level, a sucessful
save means that only a fraction of 1/[level+2] of the damage is
sustained, but the monk still takes full damage if the save is
failed. For example, a third level monk would only take 1/5 of the
damage from a fireball after saving. Above ninth level, the monk
sustains half damage if the save is failed, and none if the save is
successful. If any magical spells, effects, or devices are also
available to reduce damage, then the monk must choose (in advance)
to either to rely on the monk-class damage reduction given above, or
on the magic, but not both. Physical protection, such as hard
cover, reduces the total damage first, then the monk-class reduction
acts on the remainder.
(4) Falling: Monks may escape taking full damage from falling if
they have the opportunity to make substantial contact with the wall
(or branches, etc) while making the descent. For every four dice of
damage sustained, they make a separate saving throw versus breath
weapon to reduce that part of the damage (see above).
(5) Open hand attacks: If the target is over 12', or a supernatural
creature, then the open hand damage is halved.
(5a) A monk can stun an opponent with an open hand attack.
Unarmoured creatures can be stunned if the monks to hit roll is a
natural 18,19,20; creatures with soft armour (such as leather
armour, or tough hides) can be stunned on a natural 19,20; and
creatures with metal armour (or a rigid carapace) can be stunned on
a natural 20. In addition to this, the hit must also be made by an
amount that exceeds the number required to hit by the "stun number"
in the table below, the target is stunned. A stunned creature never
gets initiative and loses DEX bonuses to their AC. They can recover
from being stunned by successfully making a save versus poison -
this is made when they would normally make a melee attack, but only
one save can be made per round. If the creature has more hit dice
than the monk, they get a bonus to their save equal to the
difference in their hit dice.
Type Stun Number
Humanoid 5
Animal 6
Supernatural 7 (includes undead)
Size 7'-11' +1
Size 12+' +2
(5b) A monk can kill an opponent with an open hand attack. If they
have just succeeded in stunning an opponent, check to see if that
attack has killed them. The chance of killing is a percentage equal
to the targets armour class, plus the monks level, less the stun
number. The opponent then gets a save vs poison to avoid death,
modified by the level difference as above. A failed save leaves the
opponent with zero hit points, less the damage done by the monks
attack. A sucessful save leaves the opponent stunned, but not dead.
KillChance = AC + (MonkLevel) - (StunNumber)
(5c) The monk may voluntarily reduce the amount of open hand damage
to that of a lower level monk, but the intention to do so must be
stated before the to-hit dice roll is made.
(6) Weapon damage: The bonus of 1/2hp per level only applies to
those weapons with which the monk has proficiency. The maximum
bonus is +6, achieved at twelfth level. The bonuses with missile
weapons are half (round up) those with melee weapons. Monks only
get a single attack per round when using weapons.
(7) Monks attack on the same table as clerics, and make all saving
throws as thieves.
(8) Initially, the monk is only proficient with a single weapon, and
gains an extra proficiency every two levels. Non-proficient weapons
are used at a -3 penalty. A monk starts with 4 non weapon
proficiencies, and gains an extra one for every 3 levels gained.
(8b) Optional rule: a high level monk may gain proficiency in a
specific weapon that is not on the above list by allocating a rank-3
special ability to it. This is in addition to the proficiency slot
normally required to learn a weapon.
Special Abilities
~~~~~~~~~~~~~~~~~~
There are four grades of monk special abilities, denoted rank-1 to
rank-4. Special abilities of all ranks must be specified during
training, and once selected, they cannot be changed. A Novice monk
starts off with three rank-1 special abilities, and can select one
extra such ability for each level of ability gained. In addition,
for every level from Brother up (5th+), the monk gains one rank-2
ability, and for every level from Immaculate up (9th+), the monk
gains one rank-3 ability. No further special abilities of ranks 1-3
can be gained above Superior Master (11th). Rank-4 abilities are
specific to the name levels Master of Dragons and above (12th+), and
can only be used by monks who belong to their order. A monk can use
all the name-level abilities for levels below their own
The only exceptions to the above method are that the monk may opt to
gain two rank-1 abilities in place of one rank-2 ability, and may
opt to gain three rank-1 or two rank-2 abilities in place of a
rank-3. Also, Wandering Masters retain the rank-4 Quivering Palms
ability.
Some of these special abilities can be difficult to explain solely
in terms of the training and discipline of the monk, particularly in
the case of the rank-4 abilities. There are two ways out of this -
either change them, or assume that they are not "innate" but are
generated by some token (magic item) given to a monk by the order.
This works particularly well with the more problematic rank-4
abilities, and it also allows freedom to change them to reflect the
nature of the order.
For example, the Brothers of the Flame, a fire based order, might
grant tokens to allow limited use of some fire based spells instead
of the listed abilities. However, such modifications should be
tightly controlled by the DM.
Rank-1 Special Abilities
~~~~~~~~~~~~~~~~~~~~~~~~
Communicate with Fish (talent). This talent allows the monk to
communicate with fish, with effects similar to the second level
cleric spell, speak with animals.
Feign death (body), "The ability to use self-induced catalepsy to
appear dead. This can be done perfectly, as the [..] monk is able to
lower his or her body temperature and heart rate". This can be done
for up to two turns per level, once per day. As the monk ability D.
Focus (discipline). This ability represents the monk's ability to
concentrate given proper preparation. A number of points equal to
the monk's level can be accumulated, at a rate of one point per turn
of meditation. A monk cannot move or speak without breaking
meditation. These points, once accumulated, can be held for up to
one turn before they must be used. The points can be spent at a
rate equal to of at most half the remaining points (rounded up) per
round, and at least one point per round. Each point spent gives a
+1 to any one dice roll (or +5% to percentile rolls) made by the
monk in that round. The points must be allocated before the dice
roll is made. This ability can be used the number of times per day
equal to the level of the monk. These are not magical bonuses.
Mind over Body (mental). This allows the monk to supress or mentally
satisfy the needs for water, food, rest and sleep for up to 1 day
per level. However, at some point the monk must rest for an equal
number of days in order to restore the use of this power. As the
first edition minor psionic ability of the same name.
Resistance to Charm (mental), save at +1 per two levels against
beguiling, charm, enthrall, hypnosis and suggestion. From the
ability G.
Resistance to Compulsion (discipline), save at +1 per level against
command, geas, quest, psionic domination, regardless of any "no
save" restrictions. From the ability J.
Resistance to Disease (body), save at +2 per level.
Resistance to Haste and Slow (discipline), save at +2 per level.
From the ability C.
Resistance to Poison (body), save at +2 per level. From the present
ability I.
Self Healing (body), for [1D4+level-3] hit points, once per day.
From the present ability E.
Speak with Birds (talent), as the second level cleric spell, speak
with animals, but this talent is restricted to birds only. From
ability A.
Speak with Mammals (talent), as the second level cleric spell, speak
with animals, but this talent is restricted to mammals. From
ability A.
Speak with Reptiles (talent), as the second level cleric spell,
speak with animals, but this talent is restricted to speech with
reptiles.
Thief Skills I (talent). These are the thief abilities move
silently, hide in shadows, hear noises, and climb walls. They are
performed as if the monk were a thief of the same level.
Thief Skills II (talent). These are the thief abilities find/remove
traps, open locks and pick pockets. They are performed as if the
monk were a thief of the same level. This talent is restricted to
neutral and evil monks.
Rank-2 Special Abilities
~~~~~~~~~~~~~~~~~~~~~~~~
Acrobat (talent). These are the Unearthed Arcana thief-acrobat
skills, at a level equal to the monk's level.
Body Equilibrium (body). This allows the monk to adjust the weight
of their body in accordance with the surface which they are upon.
Thus the monk can walk on water, mud, quicksand, etc. With respect
to falling, it acts as the first level magic user spell
feather-fall. It is useable once per day per three levels, for one
round per level.
Empathy (mental). This allows the the monk to sense the basic
needs, drives, and/or emotions of any unshielded sentient mind.
This ability works up to a range of one metre per level in the
direction the monk is facing, in a 1 metre wide path). It is
useable once per day.
Intelligence (mental), the monk gains an effective intelligence of
(9+level), to a maximum of 18, when resisting all mind affecting
attacks. From ability H.
Invisibility (talent). This allows the monk to become invisible to
a number of creatures with up to a maximum number of levels or hit
dice. The maximum is equal to the monk's cumulative levels of
experiance, that is 1 at first, 1+2=3 at second, 1+2+3=6 at third,
and so on. This ability cannot be detected by the use of magic, but
can be by an appropriate psionic power. It can be used once per day
for one round at fifth level, and for a number of turns equal to
(level-5) for sixth and higher.
Resistance to ESP (mental), save at +2 with an additional +1 per two
levels against ESP. From ability B.
Wisdom (mental), the monk gains an effective wisdom of (9+level), to
a maximum of 18, when resisting all mind affecting attacks.
Rank-3 Special Abilities
~~~~~~~~~~~~~~~~~~~~~~~~
Speak with Plants (talent), as the fourth level druid spell.
Ageing Control (body), the monk ages as if a phylactery of long
years were being used.
Body Control (body). This allows the monk to resist the effects of
hostile environments or elements or withstand substances or
radiations destructive to their boy, such as cold, heat, poisonous
gases, acids, flame, etc. This negates up to five points of damage
per round per level above eighth. It can be used for one round per
day at ninth, five rounds per day at tenth, and thereafter one turn
per day for every level above tenth.
Detect Law and Chaos (mental). The monk can detect the lawful or
chaotic tendencies in the alignment of a number of creatures or
objects. It can be used once per day on one creatures or object.
The chance of sucessfully reading the law/chaos bent of a creature
is 20%+10%/level, and for an object it is 5% per level. Sometimes
the exact alignment can be determined (ie. good and evil as well),
and this is done if the above roll is made by at least 25%.
Molecular Manipulation (talent), as the major psionic ability, at a
one level of mastery for every monk level above eighth, to a maximum
of eight.
Rank-4 Special Abilities
~~~~~~~~~~~~~~~~~~~~~~~~
Quivering Palms (talent), at Master of Dragons (12th), as the monk
ability K in the Players Handbook. This 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. Known as the 'quivering palm', [a] monk merely touches
[their] victim to set up the deadly vibrations. The victim can be
virtually creature. This power is limited as follows:"
1. Seven days must pass between each use.. The monk must touch
the intended victim within three melee rounds of declaring the
attempt to use it, or the power is drained for seven days.
2. It has no effect on the undead or creatures that can only be
hit by magical weaponry.
3. The victim has no effect if the intended victim has more hit
dice, or more than twice the number of hit points of the monk.
4. The control of the vibrations ceases after one day per level
of experience of the monk at the time the vibrations are set up. The
command to die must be given before this time If the time limit is
exceeded, the vibrations cease and the victim remains unharmed.
Dimension Door (talent), at Master of the North Wind (13th). This
is an error free teleportation over a distance of up to 3". It acts
as the fourth level magic user spell, once per week.
Awe (talent), at Master of the West Wind (14th). All creatures
within 5" of the monk are awestruck for 1d6 rounds unless they save
vs spell. Saves are ajusted by the victims wisdom MAA. This can be
used once per week.
Mind Bar (mental), at Master of the South Wind (15th). The monk
gains a saving throw bonus equal to their level against any mind
influencing magic or psionic powers on the monk suffer an equal
penalty. This lasts for periods of one hour, and can be used a
number of times per week equal to the number of levels over 11th..
Object Reading (talent), at Master of the East Wind (16th). The
monk can detect psychic impressions left on an object by its
previous owners. The monk may be able to detect the owners race,
alignment, and possibly even their fate. Legendary objects will
leave very strong impressions. This can be used on one object per
day.
Dimension Walk (talent), at Master of Winter (17th). For each turn
of dimension walking the monk travels up to 7 leagues (21 miles).
However, there is a 2% chance per level below 22nd that the monk
will inadvertantly travel in the wrong direction. In addition the
monk may under or overshoot. Roll 1d6 per level under 21st, add
100, and subtract 3.5 per dice. This is the actual distance
travelled, as a percentage of the intended distance. This ability
can be used for one hour per two levels above twelfth, once per
day.
Astral Projection (talent), at Master of Autumn (18th). This is
equivalent to the seventh level clerical "astral spell", but affects
only the monk. It can be used once per week.
Premonition (talent), at Master of Summer (19th), of death or
serious injury, at a 90% chance, 1-4 turns beforehand.
Tower of Iron Will (mental), at Master of Spring (20th). The monk
gains a saving throw bonus equal to their level against any mind
influencing magic or psionic powers on the monk suffer an equal
penalty. The monk must concentrate to use this power, and can do
nothing but walk slowly at most. If the monk's concentration is
broken, the defences disappear. This lasts for periods of one turn,
and can be used a number of times per week equal to the number of
levels over 11th..The effect covers all individuals less than 2
metres away.
Plane Shift (talent), at Grand Master of Flowers (21st), as the
fifth level cleric spell, twice per day.
Table 1 Monk Level Advancement
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Title Experience HitDice Move AC Open-hand
points (D8) Attacks/Damage
1 Novice 0- 1 15" 6 1 1D4
2 Initiate of the Rudiments 2,251- 2 15" 5 1 1D4+1
3 Initiate of the Elements 4,751- 3 16" 4 3/2 1D4+1
4 Initiate of the Principles 10,001- 4 16" 3 3/2 1D4+2
5 Brother 22,001- 5 17" 3 3/2 2D4
6 Disciple 47,501- 6 17" 2 2 2D4
7 Disciple of Secrets 98,001- 7 18" 2 2 2D4+1
8 Disciple of Mysteries 200,001- 8 18" 1 2 2D4+2
9 Immaculate 350,001- 9 19" 1 5/2 2D4+2
10 Master 500,001- 9+2 20" 0 5/2 3D4
11 Superior Master 725,001- 9+4 20" 0 5/2 3D4+1
12 Master of Dragons 950,001- 9+6 21" -1 3 3D4+1
13 Master of the North Wind 1,200,001- 9+8 22" -1 3 3D4+2
14 Master of the West Wind 1,450,001- 9+10 23" -2 3 4D4
15 Master of the South Wind 1,700,001- 9+12 24" -2 7/2 4D4
16 Master of the East Wind 1,950,001- 9+14 25" -3 7/2 4D4+1
17 Master of Winter 2,300,001- 9+16 26" -3 7/2 4D4+2
18 Master of Autumn 2,650,001- 9+18 27" -4 4 4D4+2
19 Master of Summer 3,000,001- 9+20 28" -4 4 5D4
20 Master of Spring 3,350,001- 9+22 29" -5 4 5D4+1
21 Grand Master of Flowers 3,850,001- 9+24 30" -5 5 5D4+1
12+Wandering Master 950,001 9+6 - -1 3 3D4+1
+250,000 +2
per level per level
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Date=20040523 Author=P.Kinsler Created=1992
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