From: kinsler@newton.physics.uq.oz.au (Paul Kinsler)
Subject: Monk class
Organization: Physics Morgue, The University of Queensland
Date: Sat, 3 Oct 1992 03:31:42 GMT

Being rather fond of the old 1st edition monk, I recently
wrote up a new version of it to play in my current campaign.
I thought I might post it for other monk afficionadoes, so
you could either use it or rip it to shreds :-}

Note that it is in no way an "oriental" type of monk, but 
a revamped version of the 1st edition combined with one
from Dragon magazine. I wrote it up for the QUGS 
(Queensland University Games Society) magazine, the
Queensland Wargamer, which is why it reads like it does.

---------------------------------------------------------

An Improved AD&D Monk

(c) Paul Kinsler 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. I have also included much (but 
not all) of what is in the 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) 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.
(3) Armour or shields may not be worn, and flaming oil 
may not be used. No strength or dexterity bonuses are granted in 
combat.
(4) The monk may only own a maximum of two magic 
weapons, and at most only three other magic 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. 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.
(7) Monks attack on the same table as clerics, and make 
all saving throws as thieves.
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 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 experience point total drops to the minimum amount 
for a Wandering Master of the monks level. 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 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. Their 'actual level' 
for the purposes of attacks on large, unusual, or armoured 
opponents, is twelfth. However, no longer being restricted by 
their old order, they can accumulate as much money, and as many 
magic items as they want. They may not have any henchmen.
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 33% minus 2% 
per level chance, to a minimum of a 5% chance.

(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, 
only a fraction of 1/[level+2] of the damage is sustained if the 
save is made, but the monk still takes full damage if the save 
is failed. Thus 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.

(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 damage: The damage done to an opponent 
varies depending on the nature of the target. The following 
tables are used to calculate a "damage level", which is some 
fraction of the monk's actual level. All fractions are rounded 
up. This "damage level" is then used to calculate the amount of 
open hand damage per attack, as for a monk whose level of 
experience is equal to the "damage level". The number of attacks 
per round is not affected. Calculate the level adjustment number 
(LAN) from the left hand table, and then use the right hand 
table to get the fraction to work out the "damage level" for the 
monk.

Notes: 

(a) Stunning: If the target is hit by an amount that 
exceeds the number required to hit by the "stun number" in the 
right hand table, the target is stunned. They remain stunned 
until they make a successful saving throw versus poison, or 
until the end of six rounds. Stunned creatures never get 
initiative, and always make their saves at the end of the round, 
ensuring that the monk gets at least one free attack. Do not use 
the armour type modifiers when calculating the stun number.

(b) Killing: A monk can only kill an opponent if they 
have just succeeded in stunning them with that blow. The chance 
of killing an opponent is a percentage equal to the targets 
armour class, plus the monk's level, less the stun number, and 
less half the targets level. The opponent is left with zero hit 
points, less the damage done by the monk's open hand attack.

(c) Damage reduction: The monk may voluntarily reduce 
the amount of open hand damage done to that of a lower level 
monk, but the intention to do so must be stated before the to-
hit dice roll is made.

TYPE                 LAN
--------------------------
Humanoid              0 
Animal                1 
Other                 2 
Supernatural          4 
Small, Medium        +0 
Large, to 12'        +1
Large, 12'+          +2
No armour            +0
Leather armour       +1
Metal                +2

LAN    Fraction Stun number
---------------------------
to 1      1          +5
 2        3/4        +6
 3        1/2        +7
 4        1/4        +9
 5        1/8       +13

(5) Weapon damage: Monks gain a damage bonus when using 
weapons of 1/2 hit points per level, which simulates their 
knowledge of weapons and anatomy. Monks only get a single attack 
per round when using weapons.

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.

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), for two turns per level, 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), as the minor psionic ability, 
for 1 day per level.

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), as the minor psionic ability, 
useable once per day per level.

Empathy (mental), as the minor psionic ability empathy, 
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), as the  minor psionic ability, 
useable 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

Ageing Control (body), the monk ages as if a phylactery 
of long years were being used.
Body Control (body), as the major psionic ability, for 
one round at ninth, five rounds at tenth, and thereafter one 
turn for every level above tenth.
Detect Law and Chaos (mental), as the minor psionic 
ability Detect Good and Evil, but rather it detects Law and 
Chaos, once per day.
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.
Dimension Door (talent), at Master of the North Wind 
(13th), as the major psionic ability, from the fourth level 
magic user spell, once per day.
Speak with Plants (talent), at Master of the West Wind 
(14th), as the fourth level druid spell. From ability F.
Mind Bar (mental), at Master of the South Wind (15th), 
as the major psionic ability,  for one hour per level, once per 
day.
Object Reading (talent), at Master of the East Wind 
(16th), as the minor psionic ability,  once per day.
Dimension Walk (talent),  at Master of Winter (17th), as 
the major psionic ability,  for one hour per two levels above 
twelfth, once per day.
Astral Projection (talent), at Master of Autumn (18th), 
as the major psionic ability,  from the seventh level cleric 
Astral spell, 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 and/or Intellect Fortress  (mental), 
at Master of Spring (20th), for one round per level, once per 
day. 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.
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      (D6)                    Attacks/Damage

1  Novice                           0-      2        15"    6        1     1D4
2  Initiate of the Rudiments    2,251-      3        15"    5        1     1D4+1
3  Initiate of the Elements     4,751-      4        16"    4        3/2   1D4+1

4  Initiate of the Principles  10,001-      5        16"    3        3/2   1D4+2
5  Brother                     22,001-      6        17"    3        3/2   2D4
6  Disciple                    47,501-      7        17"    2        2     2D4

7  Disciple of Secrets         98,001-      8        18"    2        2     2D4+1
8  Disciple of Mysteries      200,001-      9        18"    1        2     2D4+2
9  Immaculate                 350,001-     10        19"    1        5/2   2D4+2

10 Master                     500,001-     11        20"    0        5/2   3D4
11 Superior Master            725,001-     11+2      20"    0        5/2   3D4+1
12 Master of Dragons          950,001-     11+4      21"   -1        3     3D4+1

13 Master of the North Wind  1,200,001-    11+6      22"   -1        3     3D4+2
14 Master of the West Wind   1,450,001-    11+8      23"   -2        3     4D4
15 Master of the South Wind  1,700,001-    11+10     24"   -2        7/2   4D4
16 Master of the East Wind   1,950,001-    11+12     25"   -3        7/2   4D4+1

17 Master of Winter          2,300,001-    11+14     26"   -3        7/2   4D4+2
18 Master of Autumn          2,650,001-    11+16     27"   -4        4     4D4+2
19 Master of Summer          3,000,001-    11+18     28"   -4        4     5D4
20 Master of Spring          3,350,001-    11+20     29"   -5        4     5D4+1

21 Grand Master of Flowers   3,850,001-    11+22     30"   -5        5     5D4+1

12+Wandering Master            950,001     11+4       -    -1        3     3D4+1
                              +250,000       +2
                               per level     per level        

-- 
+soluble fish+
"You people, you do not see the grandeur in the wind and stone and stars,
 in the blood and fire and iron - but paint only the flowers."