As a Monk, you are a seeker after enlightenment, a member of an ascetic religious order pursuing mental, spiritual, and physical perfection. You are deadly with all weapons, and an expert in complex forms of unarmed combat. Although Monks do not wear armor, they improve in armor class as they gain levels, due to a higher and higher degree of both enlightenment and martial artistry. Monks are relatively weak at lower levels, but at higher levels they approach the power of higher-level Magic-Users, although in a much different way. Various stages of enlightenment grant Monks a wide variety of abilities; if you are playing a Monk character you will have to familiarize yourself with these before you start playing.
Note: Monks are an extremely powerful character class, and are allowed only at the discretion of the Referee.
Prime Attribute: Wisdom 13+ (the character gains a +5% experience bonus if their Prime Attribute is 13 or higher.)
Monks may be of any alignment, although most are disciples of Law.
Only humans may become Monks.
All treasure other than the bare minimum of what is needed to maintain the Monk and any followers must be donated to charities.
Monks cannot use potions; the only magic items they can use are weapons and magic rings.
Monks are proficient in some skills similar to a thief.
Monks inflict an additional point of damage at 2nd level when using weapons, and this bonus increases every other level (+2 at fourth level, +3 at sixth level) up to a maximum of +5 at tenth level.
When the Monk’s attack roll is 5 higher than the required to hit number, the target has a 75% chance to be stunned by the blow for 2d6 rounds. Moreover, the mystic perfection of the blow also has a 25% chance to kill the opponent, provided the opponent’s hit dice are no more than 1 higher than the Monk’s.
When fighting without weapons, the Monk gains additional attacks during a single melee round. (See Table: Monk Advancement.)
Monks are not easily attacked by surprise. A party containing a Monk is unlikely to be surprised, with only a 1 in 6 chance..
The Monk can deflect arrows and magic missile spells with a successful saving throw.
At fifth level, Monks can fall up to 20 ft. with no damage if they can touch a wall. This distance increases to 40 feet at eighth level and any distance at eleventh level.
Monks gain a +2 bonus against paralysis and poisons.
At 4th level a Monk can speak with normal animals, in a manner similar to the spell of the same name.
At 5th level a Monk can enter a state of perfect catatonia, stopping his or her own heart to simulate death. The character can maintain this state for 1d6 x 10 minutes x monk’s level.
At 6th level a Monk’s thoughts become so serene and placid that any attempt at mind reading has a 90% chance of failure. The failure chance increases by 1% per monk’s level above sixth, rising to 100% at level 16, when the Monk’s mind is completely at one with the surrounding environment.
At 7th level a Monk can heal himself by 1d6+1 hit points once per day. Each level above seventh adds an additional hit point to the healing.
At 8th level a Monk is not subject to mental control of any kind, including charm spells and hypnosis. The only exceptions are the geas and quest spells.
At 10th level a Monk is not subject to geas or quest spells.
At 11th level, a Monk may establish an isolated monastery for the purposes of peaceful contemplation, and for teaching disciples and students.
At 13th level a Monk can touch any creature of equal or lesser hit dice, and create an attunement by which the creature will die instantly when the Monk gives a mental command for its heart to stop. (The creature must have a heart or other organ that can be stopped.) The creature’s bodily vibrations remain attuned to the Monk for a period of one day per level of the Monk, and if the Monk does not mentally command the creature to die within this period of time, the death will not occur.