Ruins of Adventure
The monk is a priest who belongs to a cloistered or monastic order, where he withdraws from the everyday affairs of the world around him to contemplate his faith. Powers of philosophy, thought, and scholarship are commonly represented by monks, as well as any deity that is not normally worshipped by the common people of an area. While monks are most often associated with oriental campaigns and settings, this specialty priest is not necessarily an oriental class—monastic orders can exist in almost any fantasy setting.
Monks believe that rigorous training of body, mind, and spirit leads to enlightenment. While monks do not attempt to minister to the masses or gather followers for their patron deity, they believe in demonstrating the qualities of their faith by example. A monastery or abbey is a place of learning and strength that is open to any person who requires shelter, advice, or assistance. Other monks choose to leave the abbey and travel widely, setting an example among the people they meet and help. Monasteries devoted to evil powers are sinister places where knowledge and wealth are hoarded for the use of the order, regardless of whom may need it.
The monk brings a variety of skills to the adventuring party. He is somewhat like the bard in that he is a jack of all trades and master of none. A monk is not a front-rank warrior, but he can be a very capable infiltrator and skirmisher. The monk’s selection of spells allows access to some of the most unusual and versatile priest spells, even if his spells tend to be short on sheer combat power. Like other priest characters, the monk’s principle role is to support and guide the party.
Base Class Statistics:
- Ability Requirements: Con 13, Int 14, Wis 15
- Alignments: Lawful (LG, LN, LE)
- Experience Chart: Cleric
- Hit Dice: d8
- Maximum Hit Dice: 9d8
- Additional Hit Points: +2 per level beyond 9th
- Attack: Priest
- Paralyzation/Poison/Death: as Priest
- Rods/Staves/Wands: as Priest
- Petrification/Polymorph: as Priest
- Breath Weapon: as Priest
- Spell: as Priest
- Weapons, Initial: 2
- Weapons, Advancement: +1 per 4 levels
- Non-Weapon, Initial: 4
- Weapons, Advancement: +1 per 3 levels
- Bonus Proficiencies: Religion
- Allowed Weapons: All Bludgeoning weapons
- Allowed Armor: None
Monks may not use magical items that simulate armor, such as bracers of defense, but they are allowed to wear cloaks or rings. Otherwise, they may use any magical item normally usable by priests. Monks have a nonweapon proficiency crossover with all other classes and may learn any proficiency listed at no additional cost.
Monks are trained to avoid blows through misdirection and positioning, and their base Armor Class improves by one point at every even level (AC 11 at 2nd level, AC 12 at 4th level, AC 13 at 6th level, and so on). Note that a monk must see the attack coming in order to use this benefit—backstabs, ambushes, or missile attacks from behind the monk will strike him as if he were unarmored.
Monks have exceptional skill in unarmed combat. When a monk makes an unarmed attack against an armed opponent, he disregards the Weapons in Defense rule, since he is trained in dealing with armed enemies. (Normally, this rule allows the armed character to attack first with a +4 on attack and damage rolls when another character makes an unarmed attack against him.) In addition, the monk begins play as a punching specialist, a wrestling specialist, or a martial arts specialist (effectively gaining a bonus weapon proficiency which must be spent on unarmed specialization). If the monk chooses martial arts as his preferred unarmed combat form, he must spend one of his initial weapon proficiencies to do so, since this is more difficult than specializing in punching or wrestling.
Specializing in these combat forms gives the monk a +1 bonus to attack rolls, a +2 bonus to damage rolls, and a +1 chart bonus with his unarmed attacks. A monk specialized in punching or martial arts gains one extra attack per round, while a monk specialized in wrestling gains a +2 bonus to his effective Strength score for purposes of maintaining or breaking holds.
Every fourth level the monk gains an additional free weapon proficiency which can be used to continue specialization in his chosen mode of combat. Each additional specialization grants the character an additional +1 to attack and damage rolls, and a +1 chart bonus.
Beginning at 5th level, monks are entitled to a saving throw vs. spell to block detection, scrying, or mind-reading through magical or psionic means (as the 3rd-level wizard spell nondetection). At 7th level, monks gain the special granted power of continual free action, which duplicates the effects of the 4th-level priest spell.
Monks never gain followers, but at 9th level a monk may receive permission to establish a monastery as an outpost of his order; if he does so, 10 to 40 monks of lower level will come to his monastery and take up their studies there, recognizing the PC monk as the head of their abbey.
Monks enjoy major access to the spheres of All, Divination, Guardian, Law, Numbers, and Thought. They have minor access to Combat, Healing, Necromantic, and Time. Monks cannot turn undead.
The monk receives his spells as insight directly from his deity (the deity does not need to make a personal appearance to grant the spells the monk prays for), as a sign of and reward for his faith, so he must take care not to abuse his power lest it be taken away as punishment. In addition to those spells gained by leveling (see the Table below), the monk gains a number of bonus spells based on his Intuition score. Bonus spells of a given level are not gained until the monk could cast at least 1 spell of that spell level normally.