Monk(2nd Edition)

Ability Requirements :	Wisdom 15
				Intelligence 14
				Constitution 13

Primr Requisites:	Wisdom
			Intelligence

Allowed Races:	All

	A Monk’s may be of any lawful alignment..
	Usually, a Monk with a score of 16 or more in wisdom  will receive a bonus of 5% to his character experience points and with a score of 16 or more in intelligence he will receive another bonus of 5% to his character experience points.
	Monks may use all blunt weapons but can’t use  armors or shields.
	A Monk have a hit dice of d8, the thaco of priests, and the saving throws of priests.
	A Monk can use all magical items allowed to priests.
	Monk gains bonus spells from a high wisdom score.
	All Monks worship a deity and so must respect their codes at all times or will lose their cleric abilities until atonement is done to right the wrong.
	A Monk who has the same memorize spell than another spellcaster is casting, can swap it in order to cancel the spell effects. In order to do so, a Monk must have an initiative roll quicker than the opponent but must not have taken any action before the other spellcaster start to cast it’s spell, make a Hold Attack, roll a successful wizardly or priestly spellcraft roll in the same time the other spell is being cast, to identify the spell to cancel it. Remember that in order to succeed, the correct spellcraft proficiency must be chosen since wizardly spellcraft only detect arcane spells and priestly spellcraft only detect divine spells. If he choose to cancel the cast spell, this will be his action for that round. The swap spell is wipe out of the caster’s mind if used in this manner. An unsuccessful spellcraft roll result in an unidentify spell cast and can’t be cancel for that round. The cancel spell effect will only take place when the other spellcaster will finish to cast it’s spell since you will be casting the counter spell.

Monk Spell Progression
Monk					Spell Level
Level		1	2	3	4	5	6	7	8	9	10
1		1	-	-	-	-	-	-	-	-	-
2		2	-	-	-	-	-	-	-	-	-
3		2	1	-	-	-	-	-	-	-	-
4		3	2	-	-	-	-	-	-	-	-
5		4	2	1	-	-	-	-	-	-	-
6		4	3	2	-	-	-	-	-	-	-
7		4	3	2	1	-	-	-	-	-	-
8		4	3	3	2	-	-	-	-	-	-
9		4	4	3	2	1	-	-	-	-	-
10		5	4	3	2	2	-	-	-	-	-
11		5	4	4	3	3	1	-	-	-	-
12		5	4	4	4	4	2	-	-	-	-
13		5	5	5	4	4	2	-	-	-	-
14		5	5	5	4	4	2	1	-	-	-
15		5	5	5	5	5	3	1	-	-	-
16		5	5	5	5	5	3	2	1	-	-
17		5	5	5	5	5	3	3	2	-	-
18		6	5	5	5	5	3	3	2	1	-
19		6	5	5	5	5	4	3	3	1	-
20		6	6	5	5	5	4	3	3	2	1
21		6	6	5	5	5	5	4	4	2	1
22		6	6	6	6	5	5	4	4	3	1
23		6	6	6	6	5	5	5	5	3	2
24		6	6	6	6	5	5	5	5	4	2
25		6	6	6	6	6	6	6	5	5	3
26		7	7	7	7	6	6	6	6	5	3
27		7	7	7	7	7	7	7	6	6	4
28		7	7	7	7	7	7	7	7	7	4
29		8	8	8	8	7	7	7	7	7	5
30		8	8	8	8	8	8	8	7	7	5

Priestly Spell Point Progression
	Max, Spell
Monk	Momorize at	Spell
Level	Each Level	Points1
1	3		4
2	3		8
3	4		15
4	5		25
5	6		40
6	6		60
7	6		75
8	6		100
9	6		130
10	6		160
11	7		240
12	7		310
13	7		330
14	7		370
15	8		440
16	8		530
17	9		620
18	9		685
19	9		765
20	9		905
21	9		1025
22	9		1110
23	9		1270
24	9		1330
25	9		1555
26	9		1640
27	9		1865
28	10		1970
29	10		2075
30	10		2170

Priestly Spell Cost By Level

Spell	Major	Major	Minor	Universal
Level	Fixed	Free	Fixed	Free
Orison	-	-	-	1
1st	4	8	6	12
2nd	6	12	9	18
3rd	10	20	15	30
4th	15	30	23	60
5th	22	44	33	88
6th	30	60	45	120
7th	40	80	60	160
8th	50	100	75	200
9th	60	120	90	240
10th	70	140	105	280

Proficiency Group Crossovers: General, Priest.
Weapon Proficiencies			Nonweapon Proficiencies
Initial	# Levels	Thaco Penalty	Initial		# Levels
   2	 	    4		-3		   4		  	   3

Wealth Option: 3d6 x 10 GP

Monk can specialize in only one of the following fighting style : One Handed, Two-Handed, Weapon & Shield; but can use all of them.

# of Attack Per Round
Monk
Level		# of Att/rnd
1-8		1/1
9-16		3/2
17+		2/1

Monks receive 130 character points to purchase abilities.

60	Access to Spheres[See the Priest section in Spells & Magic]
	3/5	All
	3/5	Astral
	5/10	Charm
	5/10	Combat
	5/10	Creation
	5/10	Divination
	3/5	Guardian
	5/10	Healing
	5/10	Necromancy
	5/10	Protection
	5/10	Summoning
	8/20	Elemental
		2/5	Elemental Water
		3/8	Elemental Earth
		2/5	Elemental Air
		3/8	Elemental Fire
	5/10	Animal
	5/8	Chaos
	5/8	Law
	5/10	Numbers
	5/10	Plant
	3/5	Sun
	5/10	Thought
	5/10	Time
	3/5	Travelers
	3/5	War
	5/10	Wards
	5/10	Weather
10	Animal Empathy[See the Priest Section in Spells & Magic]
15	Armor Class Improvement[See the Priest Section in Spells & Magic]
2/5	Casting Time Reduction(1 Sphere/All) [See the Priest Section in Spells & Magic]
5	Cold Resistance[See the Priest Section in Spells & Magic]
10	Detect Evil[See the Priest Section in Spells & Magic]
10	Detect Undead[See the Priest Section in Spells & Magic]
10	Expert Healer[See the Priest Section in Spells & Magic]
10/15	Extended Spell Duration[See the Priest Section in Spells & Magic]
7	Fire*/Electrical Resistance[See the Priest Section in Spells & Magic]
5/10	Followers(10d4 monks of lower level)[See the Priest Section in Spells & Magic]
5/10	Hit Point Bonus(d10/d12)
5/8	Identify plants and Animals[See the Priest Section in Spells & Magic]
5+	Immunity to Charm[See the Priest Section in Spells & Magic]
15	Immunity to Magic[See the Priest Section in Spells & Magic]
10	Lay on Hands[See the Priest Section in Spells & Magic]
5/10	Inspire/Enrage Allies[See the Priest Section in Spells & Magic]
10	Immunity to Normal Disease[See the Priest Section in Spells & Magic]
15	Know Alignment[See the Priest Section in Spells & Magic]
5/7	Pass Without Trace[See the Priest Section in Spells & Magic]
20	Nonweapon Proficiency Group Crossovers(All Classes)[See the Priest Section in Spells & Magic]
5	Purify Water[See the Priest Section in Spells & Magic]
5/15	Resist Energy Drain[See the Priest Section in Spells & Magic]
4+	Spell-like Granted power[See the Priest Section in Spells & Magic]
	+1/spell level for Priest Spells
	+2/spell level for Wizard Spells
	+5 for a once a day use
	+1/spell level for each daily use
	+10 for a continous or persistent Power
5	Bribe(See below)[See the Thief section in Skills & Powers]
5	Climb Walls(See below)[See the Thief section in Skills & Powers]
10	Detect Illusion(See below)[See the Thief section in Skills & Powers]
10	Detect Magic(See below)[See the Thief section in Skills & Powers]
5	Detect Noise(See below)[See the Thief section in Skills & Powers]
10	Escaping Bonds(See below)[See the Thief section in Skills & Powers]
10	Find/Remove Traps(See below)[See the Thief section in Skills & Powers]
5	Hide In Shadows(See below)[See the Thief section in Skills & Powers]
5	Move Silently(See below)[See the Thief section in Skills & Powers]
10	Open Locks(See below)[See the Thief section in Skills & Powers]
10	Pick Pockets(See below)[See the Thief section in Skills & Powers]
5	Read Languages(See below)[See the Thief section in Skills & Powers]
10	Tunnelling(See below)[See the Thief section in Skills & Powers]
5	Appraisal(See below)[See the New General Proficiencies{Thieving Skills} for more information]
5	Forge Document(See below)[See the New General Proficiencies{Thieving Skills} for more information]
5	Sign Languages(See below)[See the New General Proficiencies{Thieving Skills} for more information]
10	Identify Runes(See below)[See the New General Proficiencies{Thieving Skills} for more information]
15	Turn Undead/Control Undead(See below)
15	Unarmed Combat Skills[See the Priest Section in Spells & Magic]
15/20	Warrior Ability Bonuses[See the Priest Section in Spells & Magic]
5/15	Weapon Selection(Thief/All)
15	Weapon Specialization
25	Wizardly Priest(Universal School)[See the Priest Section in Spells & Magic]
10/15	Combat Bonus(Warrior/Monster thaco)
15	Wizardly Priest(Universal School)[See the Cleric Section in Skills & Powers]
10	Bonus Spell: Animal Friendship 1/day[See the Druid Section in Skills & Powers]
5/10/15Immunities(Low/Medium/High)[See the Priest Handbook]
10	Defiance of Restriction or Obstacle[See the Priest Handbook]
10/15/20Incite Berserker Rage(In 10 rounds/5 rounds/1 round)[See the Priest Handbook]
10	Prophecy[See the Priest Handbook]
5	Soothing Word[See the Priest Handbook]
10	Weapon Profifiency Group Crossovers(10 character points per new class)
8	Animal Companion(See below)
10	Immunity to All Poison at level 16th
5	Vigorous Health at level 16th(Never loose physical abilities due to aging)
4	Hibernation at level 17th(See below)
2	Weapon Proficiency Bonus: Martial Arts Specialization(Any Style)[See the Fighter/Ninja Handbook]
7	Bonus Spell(See below)[See the Wizard section in Spells & Magic]
3/5	Weapon Proficiency Bonus: 1/5 level for 3 points, 1/4 level for 5 points
3/5	Nonweapon Proficiency Bonus: +1 initial, +1/level after 1st level for 3 points, +2 initial, +2/odd level, +1/even level for 5 points
1	One Nonweapon Proficiency Bonus
2	One Weapon Proficiency Bonus
2			Able to Use the Fighting Style Two Weapon

Restriction
5/10	Weapon Selection(Wizard/None)
5/10	Reduced Hit Dice(d6/d4)
5/10	Reduced Combat Ability(Rogue/Wizard thaco)
5	Awkward Casting Method[See the Priest section in Spells & Magic]
2	Behavior/Taboo[See the Priest section in Spells & Magic]
5	Difficult Spell Acquisition[See the Priest section in Spells & Magic]
5	Ceremony/Observance[See the Priest section in Spells & Magic]
10	Hazardous Spells[See the Priest section in Spells & Magic]
5	Fanaticism[See the Priest section in Spells & Magic]
5/10/15Armor Restriction(Medium/Light/None)
6+	Limited Magical Item Use(Items that simulate Armors)[See the Priest section in Spells & Magic]
5	Limited Spell Selection[See the Priest section in Spells & Magic]
15	Reduced Spell Progression[See the Priest section in Spells & Magic]
5	Slower Casting Time[See the Priest section in Spells & Magic]
8	Talisman/Symbol[See the Priest section in Spells & Magic]

Animal Companion: A 1st-level priest may begin play with an animal companion. This animal is one that the priest has befriended with the spell animal friendship. As such, it can have no more than 2 hit dice. A 1st-level priest may have more than one animal companion, provided the animal’s total Hit Dice don’t exceed 2. The priest will gain the same benefits from those animal companions as the Familiar class ability of the wizards. The priest can also cast animal friendship on other animals during play but he wont get the Familiar benefits from them.
	Hibernation: The character gains the biological ability to hibernate. His body functions slow to the point where the character may appear dead to a casual observer; aging ceases. The character is completely unconscious during hebernation. He awakens either at a preordained time or when there is a significant change in his environment.
Turn/Control Undead: A Monk can turn/control undead a number of time per day equal to three + the character’s charisma/leadership bonus.
Bonus Spell: Work as the wizard’s ability except that it may only be apply to a god’s favored sphere.

Thieving Skill: To determine a monk’s % chance in a thieving skill that he has bought as a class ability, see below:
				Find/
Monk	Pick 	Open	Remove	Move	Hide In	  Detect	Climb	Read			
Level	Poclkets	Locks	Traps	Silently	Shadows  Noise	Walls	Languages  Appraisal  Tunnelling
1	15	10	5	10	5	  15	60	5	      10	         	15
2	20	15	10	15	10	  20	65	10	      15		20
3	25	20	15	20	15	  25	70	15	      20		25
4	30	25	20	25	20	  30	75	20	      25		30
5	35	30	25	30	25	  35	80	25	      30		35
6	40	35	30	35	30	  40	85	30	      35		40
7	45	40	35	40	35	  45	90	35	      40		45
8	50	45	40	45	40	  50	95	40	      45		50
9	55	50	45	50	45	  55	99	45	      50		55
10	60	55	50	55	50	  60	99	50	      55		60
11	65	60	55	60	55	  65	99	55	      60		65
12	70	65	60	65	60	  70	99	60	      65		70
13	75	70	65	70	65	  75	99	65	      70		75
14	80	75	70	75	70	  80	99	70	      75		80
15	85	80	75	80	75	  85	99	75	      80		85
16	90	85	80	85	80	  90	99	80	      85		90
17	95	90	85	90	85	  95	99	85	      90		95
18	99	95	90	95	90	  99	99	90	      95		99
19	99	99	95	99	95	  99	99	95	      99		99
20	99	99	99	99	99	  99	99	99	      99		99

Monk	Escape	Detect	Detect		Forge		Sign		Identify
Level	Bonds	Magic	Illusion	Bribe	Documents	Language	Runes
1	10	5	10	5	10		15		10
2	15	10	15	10	15		20		15
3	20	15	20	15	20		25		20
4	25	20	25	20	25		30		25
5	30	25	30	25	30		35		30
6	35	30	35	30	35		40		35
7	40	35	40	35	40		45		40
8	45	40	45	40	45		50		45
9	50	45	50	45	50		55		50
10	55	50	55	50	55		60		55
11	60	55	60	55	60		65		60
12	65	60	65	60	65		70		65
13	70	65	70	65	70		75		70
14	75	70	75	70	75		80		75
15	80	75	80	75	80		85		80
16	85	80	85	80	85		90		85
17	90	85	90	85	90		95		90
18	95	90	95	90	95		99		95
19	99	95	99	95	99		99		99
20	99	99	99	99	99		99		99