MONK

Ability Requirements: Strength 15
  Dexterity 15
  Wisdom 15
  Constitution 11
Prime Requisites: None
Races Allowed: Human, Half-elf, Isak

     The Minarran Monks are religious hermits of lawful alignment. Physical and mental discipline, spiritual enlightenment, and a deep curiosity about the world and its workings are the essence of the monk's wanderings. They are prepared for their life's work by demanding physical and mental training, rigorous codes of moral and ethical behavior, extensive religious instruction, and a unique training in unarmed combat techniques.

 

 

     A monk must have the following minimum ability scores: Strength 15, Dexterity 15, Wisdom 15, and Constitution 11. Monks do not earn bonus experience, as the class has no prime requisite.

     As already stated, a monk must be of lawful alignment. Furthermore, membership is restricted to the following three religious Orders: Arzamark's Order of the Scroll (LG), Cydot's Order of the Three Rings (LN), and Lazev's Order of the Ebon Hooves (LE). The monks of these Orders are recognized by their clerical and Knightly brethren as true and equal peers in faith. Despite their varying moral outlooks, these monkish Orders have much in common. These similarities will be discussed first, while the abilities and restrictions of the individual Orders will be detailed later.

     Monks begin with 2 initial weapon proficiencies, one of which must be spent on the chosen weapon of the monk's own Order. Monks gain an additional weapon proficiency slot every 4 levels of experience.

     Monks initially have 4 non-weapon proficiencies, and gain another slot every three experience levels. Further, the monks' special training allows them the blind-fighting NWP at no cost, and one other determined by their Order, again at no cost. Monks may choose from the General, Warrior, and Priest NWP lists.

     As expected for religious types, monks have the same THAC0s as clerics of equal level. This logic does not apply to saving throws, where monks are treated as thieves of equal level. Monks have the same starting money as wizards, but after the purchase of initial equipment, all but 1d4 gold pieces must be returned to the monastery.

     Monks have access to but a limited number of weapons. Few, if any, are designed for the art of war, and accordingly do not inflict excessive damage. Monks are restricted to the following weapons: bolas, chain, club, dagger, dart, hand ax, knife, lasso, mace, net, quarterstaff, scourge, short bow, sling, staff-sling, and whip.

     There is one other weapon, however, which is used exclusively by the monks of Minarra: the kar'bai (car-bye), a weapon first described in the Astarith. The kar'bai, whose name in Istari translates loosely as "iron stick," is an iron-bound staff some five feet in length. Both ends of the kar'bai are capped by flanged mace heads about three inches in diameter; these mace heads are topped by a mushroom-shaped peg to prevent the weapon from digging into the ground. Out of respect for the ancient traditions, most young monks take pride in making the kar'bai one of their initial weapons upon leaving the monastery, though they are not required to do so.

     Kar'bai Statistics: Size L; Type B; #10; SF 6; Cost 10 gp; Damage S-M 2d4, L 1d8.


MONK ABILITY TABLE

Monk

Move

Base

Open Hand

Open Hand

Special

Level

Rate

AC

Attacks/Round

Damage

Abilities

1

15

8

1

1d4

A

2

15

8

1

1d4
 

3

15

8

1

1d6

B

4

15

7

1

1d6
 

5

16

7

1

1d6+1

C

6

16

7

3/2

1d6+1
 

7

16

6

3/2

2d4

D

8

16

6

3/2

2d4
 

9

17

6

3/2

2d4+1

E

10

17

5

2

2d4+1
 

11

17

5

2

1d8+2

F

12

18

5

2

1d8+2
 

13

18

4

2

2d4+2
 

14

18

4

5/2

2d4+2
 

15

19

4

5/2

1d8+3
 

16

19

3

5/2

2d6+2
 

17

19

3

5/2

2d6+3
 

18

20

3

3

4d4+1
 

19

20

2

3

5d4
 

20

20

2

3

6d4
 

Monk Special Abilities

     Each of the abilities below may be used only once per day:

     A - Meditation: When a monk enters a state of meditation, he is able to consciously lower his metabolism to the point where a single hour of meditation equals eight hours of normal sleep. Though the monk's eyes are closed during the meditation, his other senses are greatly enhanced. While in this state, the monk is able to hear, smell, and feel sensations far beyond the human or demi-human norm. (The DM must carefully adjudicate exactly what, if anything, is perceived.) The monk is able to terminate the meditation at any time, though at least a full hour is required for the monk to gain the benefit to mind and body.

     B - Self-Healing: A monk is able to employ a limited form of self-healing. The damage healed is but 1-3 hit points, plus 1 point per experience level. Use of this ability is possible only when the monk is in a meditative state. Again, at least a full hour is required for the monk to gain the benefits of the ability.

     C - Speak With Animals: This ability functions as the second-level priest spell of the same name, and lasts one round per experience level.

     D - Insight: During a meditative period, the monk may, at the DM's discretion, receive a momentary flash of insight. This inspiration may come from either the monk's own psyche or from higher powers. When a monk receives an insight, it enables the PC to remember a key scrap of information that the player has forgotten, allows a monk to realize that two apparently isolated events are actually connected, etc.

     E - Immunity to Disease: This ability, gained when the monk has mastered sufficient control over his metabolism, guards the monk against all forms of normal diseases. It does not, however, protect against mummy's rot, lycanthropy, or other such "unnatural" afflictions.

     F - Resistance to Poison: This ability grants the monk a +3 saving throw bonus against all forms of poison. If the saving throw fails, the monk may still ward off the poison's effects by deliberately entering a self-induced catalepsy, during which time the monk diverts all of his physical energies to combating the poison. This coma must be initiated immediately and lasts 1d3+2 rounds, during which time he cannot be roused. At the end of this period, a second, unmodified saving throw is made. Success and failure of this roll results in the indicated effects.

     G - Speak With Plants: This ability functions as the fourth-level priest spell of the same name, and lasts one round per experience level.


     The monk's rigorous training and intimate knowledge of their own bodies grant them a unique stride, known as the "monk's pace" by lay folk. This gait enables a monk of even 1st level to travel an exceptional distance each day, a distance that increases with experience. A monk's Armor Class increases in like manner, and is also adjusted for Dexterity.

     Monks possess several thief-like abilities. None are overtly criminal in nature, in keeping with the monks' spiritual nature. The base percentages, later adjusted for Dexterity, are given below:

Climb Walls: 55%
Detect Noise: 15%
Loosen Bonds: 10%
Hide in Shadows: 10%
Move Silently: 15%

     A 1st level monk has 40 percentage points he may distribute among these abilities, though no more than 20 may be assigned to any one ability. The monk gains an additional 20 points to distribute with every experience level, though no more than 10 may be assigned to any given ability. No ability may ever exceed 95%, regardless of Dexterity, magical aid, etc.

     The loosen bonds ability enables a monk to writhe out of bonds made of rope, leather, or similar materials when a successful check is made. Slipping loose from iron shackles or the like may be attempted only when the DM allows, and even then the percentage chance is but half normal. This ability has the same Dexterity adjustments as open locks.

     Perhaps the monks' most distinctive facet is their unique fighting technique, called "open-hand" by the laity. This is a misnomer, since the monk also uses his feet, turning both into formidable weapons. Though the punching and wrestling attacks employed by all other characters inflict only ¼ normal, permanent damage, all the damage inflicted by an open-handed attack is real. This remarkable punishment is the result of years of intense training of the monk's own body, coupled with the deep scrutiny of the great scholarly works in anatomy. As monks gain in experience, their attacks become more frequent and the damage gradually increases. Open-hand attack rolls and damage are both adjusted for Strength.

     If a monk scores a natural 20 or a modified roll of 21 or greater on an open-handed attack, he succeeds in stunning or actually knocking out a human, demi-human, or humanoid of size M or smaller. The victim is allowed a saving throw vs. paralyzation; success merely stuns the target for 1-10 rounds, while failure results in unconsciousness for 1-4 hours.

     The monks' training provides them with a remarkable agility that manifests itself in two notable ways. The first is a base Armor Class, adjusted for Dexterity, which gradually increases with the monk's experience level. The second allows monks to evade or deflect non-magical missiles that are hurled by muscle power alone, if a save vs. paralyzation is successful. Examples include thrown daggers and knives, hurled spears and darts, etc. Magical missiles of a thrown nature impose a -1 penalty to the saving throw for every bonus of the weapon. Monks cannot deflect missiles propelled with mechanical aid, such as arrows, crossbow bolts, sling stones, etc.


     The monk's daily behaviors are governed by the ancient volume known simply as the Disciplines. Written in the Age of Mists by the First Monks, the True Gods then disseminated this text across the breadth of Minarra. The key components of the Disciplines are described below:

     A monk cannot turn, command, or otherwise influence undead.

     A monk may never employ armor or shields.

     A monk can never gain clerical spells or use clerical spell scrolls.

     A monk may not possess any more than he can carry on his person.

     A monk can never attract followers or gain henchmen (as defined in AD&D game terms,) though he may, of course, have personal friends.

     A monk may possess only five magic items. These items are restricted to potions, rings, and magical versions of weapons allowable to monks.

    A monk may not employ a mount unless he is traveling with a fully mounted party. If traveling alone or with a group only partially mounted, a monk must proceed on foot.

     A monk must tithe all but 3-12 gold pieces of treasure taken to his monastery or a temple of his Order. This tithe includes all excess magic.

     In unusual cases, a monk may be allowed to retain treasure when his monkish or clerical superiors agree that to do so will serve the ideals of the Order. The monk must submit a written proposal, detailing his plans for the treasure and describing how its use will further the cause of the Order. If the plan is approved by a Grace of the Order or a Master monk, written authorization will be given. Such permission must be given even to monks who are themselves Masters.

     A monk is bound to obey the Laws of Abstinence. These laws are designed to test a monk's dedication to his faith, and to restrict all manners of temptation. The Laws deny the monk all but the most bland and wholesome of fare, and prohibit all liquid spirits. The Laws establish dress codes (described later) which prohibits jewelry and other luxuries, save those which reveal the monk's rank. The Laws also define public and private conduct: rudeness, carousing, disrespect for authority, etc., is simply not tolerated. Strict etiquette at social functions is required as is equally strict obedience to all civil laws (even those with which the monk disagrees). Lastly, a monk must remain absolutely chaste until bound to another in marriage. A Grace or Head of Order may release a monk from his dietary abstinences, but only for a day at a time.

     A monk must maintain a journal for the duration of his travels. This volume contains the esoteric knowledge, philosophical discoveries, and spiritual insights gained during the monk's wanderings...a parchment mirror, as it were, of the monk's own soul. The monk must present this personal tome once every level to a Grace or Master monk for inspection and evaluation.

     A monk who allows his journal to be lost, stolen, damaged, or destroyed must undergo a period of atonement and severe spiritual testing to cleanse his soul. This testing takes the form of a quest, and failure can bring the loss of experience, abilities, or even expulsion from his Order.


     The origins of the Orders are described in the Third and Fourth Books of the Astarith, though the references are vague if not cryptic. The earliest surviving histories of the New Races, however, clearly depict the Orders as vigorous and well-established institutions.

     Unlike any other religious institution of Minarra, there are few, if any, members of three of the New Races: dwarves, gnomes, and elves. Critics brand this as religious discrimination, but the charge is utter nonsense. The laws of the Orders bar no one solely on the basis of race; indeed, such a law would be impious in the extreme. Simply put, dwarves, gnomes, and elves do not become monks because they are unsuited for such a life, either physically, psychologically, or both.

     Dwarves, though generally lawful and stolid by nature, possess builds which preclude mastery of the monk's unarmed combat styles. Further, their love of battle and lack of an introspective nature make a monk's spiritual training highly problematic. Gnomes have all these drawbacks, in addition to their propensity for practical jokes. Elves, though physically capable, are too independent and emotionally fluid to truly embrace the rigid discipline of a monk. Lastly, a monk's constant wanderings demand long absences from home, a kind of self-imposed exile that members of these races would find hard to bear.

     [DM Note: Monks of these races may exist at the DM's discretion, but if allowed as NPCs or even PCs, it must be made clear that these extremely rare characters are the exception, not the rule! Also, a full biography should be prepared to fully justify the existence of such a character, and some of their monk abilities must be altered or denied altogether.]

     Though not members of the clergy proper, monks are nonetheless empowered to perform many everyday clerical services. These services include marriage and burial rites, non-magical blessings and cleansings, etc., as determined by the DM. Monks are also able to read, write, and speak the sacred language of Istari.

     The traditional garb of the monk is the tai'ir (tie'-EER), a coarse, loose-fitting garment of two pieces: a hooded, full-sleeved jacket, and a pair of trousers. The tai'ir is deliberately baggy, providing as it does the necessary freedom of movement required for open-hand combat. The jacket is held together by the sisla, a thick waistband some 4" wide, woven from bands of cloth some ½" in width, while the monk's feet are typically shod with sturdy, thick-soled sandals. Both the tai'ir and sisla are dyed in specific colors which represent the Order of the monk. When faced with extremes of terrain or climate, the monk is allowed to wear boots, multiple layers of clothing beneath the tai'ir, and/or a cloak of the proper shade.

     The schooling of monks takes place only in remote monasteries, which are always located in isolated mountain valleys. Each of the four continents of Minarra has at least one and as many as three monasteries, and monks of all three Orders reside and train there.

     The monastery is considered a haven of Law by all its residents, and the order of the day is exactly that--order. Monks of the three Orders are forbidden to fight among themselves, except while training, and most would be loath to do so. There is a deep communal feeling within the walls of the monastery, an atmosphere which is carefully nurtured: all monks dine, train, study, and debate as a unit, going their own ways only for worship and religious seminars. The monastery and its immediate surroundings are considered holy ground, and will be savagely defended by the monks, to the death if need be. Visitors are rare, and by invitation only.

     This sense of unity also extends into the outside world. Monks, even of different Orders, will not fight among themselves, except when their conflicting goals or loyalties compel them to do so. It is far more likely that monks, be they good, evil, or neutral, will band together to further the cause of Law and civilization whenever the need arises.


     Each of the three monkish Orders has its own abilities, and responsibilities, and dress, which are described below. All special abilities are usable only once per day.

 

     Arzamark's Order of the Scroll (Lawful Good)    

 Tai'ir color: white 
 Sisla color: purple
 Required initial weapon: bolas
 Bonus NWP: ancient history or healing (PC choice)

     Special ability: A monk of this Order may detect lies as the spell on a chance of 4% per level, modified by the monk's Wisdom score. Example: a 1st level monk with a Wisdom of 15 has a 19% chance of detecting a falsehood. The maximum efficacy of this power is 95%.

     Special restriction: A monk of this Order must always tell the truth, even if a life may be saved by a falsehood. The only honorable alternative the monk has to outright deceit is silence, though curt, simplistic answers to direct questions are acceptable. A monk is not required, after all, to volunteer information, and if a yes-or-no answer will suffice, that is all he is bound to give.

 

     Cydot's Order of the Three Rings (Lawful Neutral)

 Tai'ir color: gray 
 Sisla color: white and black
 Required initial weapon: mace
 Bonus NWP: heraldry or etiquette (PC choice)

     Special ability: A monk of this Order possesses a power, which functions, in some respects, as a calm chaos spell (see Tome of Magic). The power is initiated either by a single word of Istari -- "Keriak!" ("Order!") -- or by striking a mace-head of a kar'bai against a solid surface. Those who fail their save vs. spell have their attention riveted on the monk, who may then issue a command to his "audience" of up to twelve words. In order to be effective, the command must impose some measure of order upon a relatively chaotic situation.
     Example: a 3rd level monk encounters a barroom brawl involving six combatants. A roll of 1d4 per experience level is made; the result of 8 (and the subsequent failed saving throws) allow the monk to ensnare all six under his influence. He then commands the burly lot to "Disperse and return to your homes!" and the brawlers are forced to comply.

     Special restriction: A monk of this Order may, at any time, be deputized by any proper lay authority to enforce all civil laws within a given territory, as defined by the DM. The duration of this service can range from a day to a month, depending on the rank of the official who pressed the monk into service. While employed as a peace officer, a monk must ignore all irrelevant loyalties, including those of his adventuring party, for the duration. If, however, the monk is required to defy the tenets of his faith to fulfill his role (e.g.: the monk finds that the local laws are merely capricious tools used to satisfy personal vendettas,) the contract is immediately broken.

 

     Lazev's Order of the Ebon Hooves (Lawful Evil)

 Tai'ir color: black
 Sisla color: red
 Required initial weapon: scourge
 Bonus NWP: forgery or disguise (PC choice)

     Special ability: A monk of this Order can generate an aura of fear at a 50' radius for a duration of one round per experience level. Standard saving throws and immunities apply.

     Special restriction: A monk of this Order, regardless of level, may be bound at any time to the service of a Grace of the Ebon Hooves, the Knights' Commander, or the Cruelty himself. The only exception is the Grand Master who, though ultimately answerable to the Cruelty, is not obliged to become his personal instrument. This bondage may last for a period not to exceed one week per level of the priest, or until the completion of a specific assignment. Obedience must be absolute so long as the orders given the monk further the cause of Lazev or of evil in general, on pain of a leisurely and agonizing death.


MONK EXPERIENCE LEVELS

Level

X.P.

Hit Dice (d6)

1

0

1

2

2,250

2

3

4,500

3

4

10,000

4

5

21,000

5

6

42,000

6

7

84,000

7

8

190,000

8

9

360,000

9

10

720,000

10

11

1,080,000

10+2

12

1,440,000

10+4

13

1,800,000

10+6

14

2,160,000

10+8

15

2,520,000

10+10

16

2,880,000

10+12

17

3,240,000

10+14

18

3,600,000

10+16

19

3,960,000

10+18

20

4,320,000

10+20