Monk (3rd Edition)

Ability Requirements : Strength 9
 Dexterity 10
 Wisdom 12

Prime Requisites : Strength
     Dexterity
     Wisdom

Races Allowed : All

A Monk must be of a lawful alignment since a monk’s training requires strick discipline.
	A Monk with one of the following ability  scores of 16 or more, (Strength, Dexterity, Wisdom score), will receive a 5% experience point bonus each up to a maximum of 10% to the experience points he earns during play.
	A Monk posess the Thaco, Saving Throw,and the Hit Dice(d8) of Priest. The Monk Uses the same Experience Table as the cleric.
 	The Monk may use the following weapons : Club, Crossbow (all), Dagger (all), Hand/Throwing Axe, Javelin, Kama, Nunchaku, Quarterstaff, Shuriken, Siangham, Sling. A Monk may use the Kama, Nunchaku, or the Siangham with it’s Unarmed Attack per round table. A Monk is not proficient with any kind of armors or shields. If A monk wears any kind of armors or shields he will lose the following special abilities : Unarmed Attack per Round, AC bonus due to Wisdom, AC Bonus due to class, and Heightened movement. All other special abilities except for Martial Arts Maneuvers, will suffer arcane spell failure chance that the armor type usually imposes. 
	A Monk receives a bonus to it’s AC equal to it’s Wisdom Magical Defenses but with the Wisdom/Willpower subability score. This AC Bonus applies even when Dexterity Bonus do not apply. 
	A Monk uses the same # of Attack per Round table for both armed & unarmed attacks. A Monk gains one extra attack when using unarmed attacks. A monk fighting with a one-hand weapon can make an unarmed strike as an off-hand attack, but will suffers the standard penalties for two-weapon fighting. 
	The Monk can attack with Flurry of Blows in expense of accuracy. When doing so, she may make one extra attack per round at her highest unarmed attack roll, but this attack and each other attack made that round suffer a -2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity the Monk might make before her next action. A Monk must use it’s full unarmed attacks to strike with a flurry of blows. The Monk may also use the following weapons, Kama Nunchaku Siangham, with the flurry of blows attacks. If armed with one such weapon, she may makes the extra attack either with that weapon or unarmed. If armed with two such weapons, she uses one for the regular attack and the other for the extra attack. 
	A Monk’s unarmed strikes deal normal damage rather than subdual damage but the Monk may choose to inflict only subdual damage if he wishes to.
	A Monk may use all magical items allowed to warriors only.

Special Monk Abilities per Level

Monk Level	Unarmed Damage	AC Bonus	Heightened Movement

1		1d4		+0			+0
2		1d4		+0			+0
3		1d4		+0			+1/3 (Rounded Up)
4		1d6		+0			+1/3 (Rounded Up)
5		1d6		+1			+1/3 (Rounded Up)
6		1d6		+1			+2/3 (Rounded Up)
7		1d6		+1			+2/3 (Rounded Up)
8		1d8		+1			+2/3 (Rounded Up)
9		1d8		+1			X 2
10		1d8		+2			X 2
11		1d8		+2			X 2
12		1d10		+2			+4/3 (Rounded Up)
13		1d10		+2			+4/3 (Rounded Up)
14		1d10		+2			+4/3 (Rounded Up)
15		1d10		+3			+5/3 (Rounded Up)
16		1d12		+3			+5/3 (Rounded Up)
17		1d12		+3			+5/3 (Rounded Up)
18		1d12		+3			+ X 2 (Rounded Up)
19		1d12		+3			+ X 2 (Rounded Up)
20		1d12		+4			+ X 2 (Rounded Up)

Special Abilities Per Level

Monk Level	Special Abilities
1		Improved Unarmed Strike, Stunning Fist, Evasion
2		Deflect Arrows
3		Martial Arts Mental & Physical Training : Mental Resistance
4		Slow Fall (20 ft)
5		Purity of Body
6		Slow Fall (30 ft), Improved Trip
7		Wholeness of Body, Martial Arts Movement Method : Leap
8		Slow Fall (50 ft)
9		Improved Evasion
10		Ki Strike
11		Diamond Body
12		Abundant Step
13		Diamond Soul
15		Quivering Palm
17		Timeless Body, Tongue of the Sun and Moon
18		Slow Fall (Any Distance)
19		Empty Body
20		Perfect Self

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

Wealth Option: 2d4 x 10 GP

Caller can specialize in only one of the following fighting style: one-handed, two-handed, two weapons; 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.

4	Improved Unarmed Strike
2	Martial Arts Vital Area Method: Stunning Touch[See the Weapon Proficiency section]
10/15	Evasion/Improved Evasion
4	Martial Arts Block Method: Arrow Parry[See the Weapon Proficiency section]
3	Martial Arts Mental & Physical Training: Mental Resistance[See the Weapon Proficiency section]
5	Slow Fall
7	Purity of Body
2	Wholeness of Body
4	Martial Arts Movement Method: Leap[See the Weapon Proficiency section]
4	Martial Arts Mental & Physical Training: Ch’I Attacks[See the Weapon Proficiency section]
10	Diamond Body
10	Abundant Step
20	Diamond Soul
10	Quivering Palm
6	Timeless Body
5	Tongue of the Sun and Moon
14	Empty Body
20	Perfect Self
10	Animal Empathy[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]
7	Fire*/Electrical Resistance[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	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]
5+	Nonweapon Proficiency Group Crossovers[See the Priest Section in Spells & Magic]
5/15	Resist Energy Drain[See the Priest Section in Spells & Magic]
5	Secret Language[See the Priest Section in Spells & Magic]
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 Bounds(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]
15/20	Warrior Ability Bonuses[See the Priest Section in Spells & Magic]
5/15	Weapon Selection(Thief/All)
15	Weapon Specialization
10/15	Combat Bonus(Warrior/Monster thaco)
10	Defiance of Restriction or Obstacle[See the Priest Handbook]
10	Weapon Profifiency Group Crossovers(10 character points per new class)
5	Vigorous Health at level 16th(Never loose physical abilities due to aging)
4	Hibernation at level 17th(See below)
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 Weapon & Shield

Restriction
5/10	Weapon Selection(Wizard/None)
5/10	Reduced Hit Dice(d6/d4)
5/10	Reduced Combat Ability(Rogue/Wizard thaco)
2	Behavior/Taboo[See the Priest section in Spells & Magic]
5	Ceremony/Observance[See the Priest section in Spells & Magic]
5	Fanaticism[See the Priest section in Spells & Magic]
5/10/15Armor Restriction(Medium/Light/None)
5+	Limited Magical Item Use[See the Priest section in Spells & Magic]
15	Reduced Spell Progression[See the Priest section in Spells & Magic]
8	Talisman/Symbol[See the Priest section in Spells & Magic]

Improved Unarmed Strike: You receive the weapon proficiency of Improved Unarmed
Strike for free.
	Stunning Fist: You receive the weapon proficiency of Stunning Fist for free.
	Evasion: If exposed to any effect that normally allows the character to use his dexterity/defense adjustment for a saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. Evasion can only be used if the monk is wearing light or no armor.
	Deflect Arrows: You receive the weapon proficiency of Deflect Arrows for free.
	Mental Resistance: You receive the weapon proficiency of Martial Arts Mental & Physical Training of Mental Resistance for free.
	Slow Fall: A monk within arm’s reach of a wall can use the wall to slow her descent. The monk takes damage as if the fall were shorter than it actually is by the number of feet written next to the Slow Fall ability. When the monk reaches level 18, she will take no damage when falling within a nearby wall.
	Purity of Body: A monk gains control over her body’s immune system. She gains immunity to all diseases except for magical diseases such as mummy rot and lycanthropy.
	Wholeness of Body: A monk is able to cure her own wounds. She can cure up to twice her current level in hit points each day, and can spread this healing out among several uses just like a paladin’s lay on hands ability.
Leap: A monk’s jumping distance (vertical or horizontal) is not limited according to her height.
	Improved Evasion: This ability works like evasion, except that while the monk still takes no damage on a successful save, she now takes only half damage on a failed save (the monk’s reflexes allow her to get out of harm’s way with incredible speed).
	Ki Strike: Depending on the level of the monk, she will be able to hit magical creatures as follow:
Level		Monk Hits As A
10		+1 magical weapon
13		+2 magical weapon
16		+3 magical weapon
	Diamond Body: A monk is in such control of her own metabolism that she gains immunity to poison of all kinds.
	Aboudant Step: A monk can slip magically between spaces, as per the spell dimension door, once per day. Thias is a spell-like ability, and the monk’s effective casting level is one-half her actual level (rounded down).
	Diamond Soul: A Monk gain magic resistance. Her magic resistance equals her level + 50%.
	Quivering Palm: A monk can use the quivering palm once a week, and she must announce her intent before making her attack roll. This attack allows the monk to set up vibrations within the body of another creature that can be fatal if the monk so desires. Constructs, Ooze, Plants, Undead, Incorporeal creatures, and creature immune to critical hits cannot be affected. The monk must be of higher level than the target (or have more levels than the target’s number of hit dice). If the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can choose to try to slay the victim at any later time within 1 day per level of the monk. The monk merly wills the target to die (a free action), and unless the target makes a saving throw vs. death magic, it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack (but may be affected by another monk at a later time).
	Timeless Body: A monk no longer suffers ability penalties for aging and cannot be magically aged. (Any penalty she may have already suffered remain in place.) Bonuses still accrue, and the monk stioll die of old age when her time is up.
	Tongue of the Sun and Moon: A monk gains the ability to speak with any living creatures.
	Empty Body: A monk can assume an ethereal state for 1 round per level per day, as per the spell etherealness. The monk may go ethereal on a number of different occasions during any single day as long as the total number of rounds spent ehtereal does not exceed her level.
	Perfect Self: A monk tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature. She is forevermore treated as an outsider (extraplanar creature) rather than as a humanoid for all spells effects and abilities that may affetc her. A monk also substract 10 from the damage the monk takes each time he is dealt damage. This power only applies against weapons and natural attacks. Magical weapons of +1 or more of enchantment deals normal damage against a monk, she cant shrug off those damages so she doesn’t substract 10 from those sources.

Thieving Skill: To determine a monk’s % chance in a thieving skill that he has bought as a class ability, see
below:

Monk	Move	Hide In    	Detect	Climb	
Level	Silently	Shadows  	Noise  	Walls	Tunnelling
1	5	  15		60	5	15
2	10	  20		65	10	20
3	15	  25		70	15	25
4	20	  30		75	20	30
5	25	  35		80	25	35
6	30	  40		85	30	40
7	35	  45		90	35	45
8	40	  50		95	40	50
9	45	  55		99	45	55
10	50	  60		99	50	60
11	55	  65		99	55	65
12	60	  70		99	60	70
13	65	  75		99	65	75
14	70	  80		99	70	80
15	75	  85		99	75	85
16	80	  90		99	80	90
17	85	  95		99	85	95
18	90	  99		99	90	99
19	95	99		  99	95	99
20	99	99		  99	99	99

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