- Make the monk more survivable at lower levels
- Get rid of all the bullshit (like vow of poverty, or not getting to keep your magic items, or talking to animals, or needing to challenge the Grand Master Monk to a personal dual in order to level)
- But still make it unique and cool
Monks are fanatically disciplined, spiritual warriors who are trained from childhood to achieve complete mastery over mind and body. They are zealous adherents to their gods, whether it be for deities of light or darkness. Despite common beliefs to the contrary, monks do not take vows of poverty or eschew material goods. In fact, a monk can often do more to advance their religious cause by accumulating wealth, power and influence. As monks gain in level, they typically will seek followers of both the human and animal kingdoms. It is also typical for monks to build monasteries both far and wide. However, this is purely up to the player and is in no way proscribed.
The prime requisites for a monk are Dexterity and Constitution. If a monk has a score of 13 or greater in both Dexterity and Constitution, the character will gain a 5% bonus on earned experience points. If both scores are 13 or higher and either one of them is 16 or higher, the character will gain a 10% bonus on earned experience points. A character must have Strength, Wisdom, Dexterity and Constitution of 9 or greater to be a monk. Monks, of course, can only be human.
Monks use d6 to determine their hit points. They may advance to a maximum of 12th level. Monks are best known for using their bodies as weapons and they have potent non-weapon attacks. However, they can also use a very limited selection of weapons: spear, staff, club, sling, or cat o’ nine tails (small, thorned multi-pronged whip). Monks attack using the Cleric/Thief chart. Monks can wear only padded armor or leather armor and cannot use shields. Besides weapons and armor, monks have no specific restrictions on magic item usage beyond that of any other class.
Monks have the following special abilities unique to their class:
· Monks receive a level-based AC bonus in addition to any regular DEX bonus; see table. (e.g., a 3rd level monk with DEX 13 receives an AC bonus of -3, comprised of -2 for his special modifier and -1 for his DEX bonus).
· Monks receive non-weapon attacks starting at 1st level; see table. Note: Monks do NOT receive strength bonuses on non-weapon attacks! (but they do on weapon attacks).
· Monks take 1/2 damage from falling; monks climb walls as a thief; monks receive other special abilities as outlined in the table below.
· Monks improve their saving throws every two levels, a more rapid progression than other classes.
Self-Healing 1; monk can strike creatures requiring +1 weapons to hit
Pain Tolerance 1
Lethal Strike 1
Alertness 2; monk can strike creatures requiring +2 weapons to hit
1-6, 1-6, 1-8
1-6, 1-8, 1-8
Self-Healing 2; monk can strike creatures requiring +3 weapons to hit
1-8, 1-8, 1-8
Pain Tolerance 2
1-8, 1-8, 1-10
Lethal Strike 2
Explanation of Special Abilities:
· Alertness 1: grants monk +1 bonus on surprise and individual initiative
· Alertness 2: grants monk +2 bonus on surprise and individual initiative
· Discipline 1: grants +2 save vs. all forms of fear and mind-affecting magic
· Discipline 2: grants +4 save vs. all forms of fear and mind-affecting magic
· Nimble 1: all ranged attacks against Monk (including magic & breath weapons) are at -1 to hit and the Monk saves at +1 against such attacks
· Nimble 2: same as Nimble 1, but with +2 modifiers
· Self-Healing 1: once per day, the monk can heal 1d6+1 hit points of damage to his own body
· Self-Healing 2: same as Self-Healing 1, but the monk can do this twice per day
· Pain Tolerance 1: monks take -1 hit point of damage per hit die on all melee attacks
· Pain Tolerance 2: monks take -1 hit point of damage per hit die on all forms of damage
· Lethal Strike 1: for all attacks, weapon or non-weapon, monks score double damage on a natural 19 or 20
· Lethal Strike 2: same as Lethal Strike 1, but triple damage
SAVING THROW CHART FOR MONKS:
Death Ray or Poison
Paralysis or Turn to Stone
Rods, Staves, or Spells
EDIT: Is this class balanced? Let's analyze it:
- Offensively, they're about equal to fighters over the long haul
- Defensively, they can get pretty good A/C at mid to high levels. Coupled with their Pain Tolerance, they are probably almost as good as fighers defensively.
- Great saves overall
- They can use a decent variety of magic
- They get some cool skills
- They level like MU's