Player's Option: Spells & Magic
Monk
A priest class.
Requirements
Ability minimumsWisdom 15, Intelligence 14, Constitution 13
Prime requisitesWisdom, Intelligence
AlignmentLawful Good, Lawful Neutral, Lawful Evil
RacesHuman
Advancement
Monk experience levels
Experience needed for each level, and the hit dice that come with it.| Level | Experience | Hit dice |
|---|---|---|
| 1 | 0 | 1d8 |
| 2 | 1,500 | 2d8 |
| 3 | 3,000 | 3d8 |
| 4 | 6,000 | 4d8 |
| 5 | 13,000 | 5d8 |
| 6 | 27,500 | 6d8 |
| 7 | 55,000 | 7d8 |
| 8 | 110,000 | 8d8 |
| 9 | 225,000 | 9d8 |
| 10 | 450,000 | 9d8+2 |
| 11 | 675,000 | 9d8+4 |
| 12 | 900,000 | 9d8+6 |
| 13 | 1,125,000 | 9d8+8 |
| 14 | 1,350,000 | 9d8+10 |
| 15 | 1,575,000 | 9d8+12 |
| 16 | 1,800,000 | 9d8+14 |
| 17 | 2,025,000 | 9d8+16 |
| 18 | 2,250,000 | 9d8+18 |
| 19 | 2,475,000 | 9d8+20 |
| 20 | 2,700,000 | 9d8+22 |
Combat
WeaponsAny Type B (bludgeoning) weapon, as the cleric. Unarmed attacks ignore the Weapons in Defense rule against armed opponents.
ArmourNONE, ever. The monk's compensating base-AC ladder replaces armor and is lost the moment any is worn.
SpecializationMay not specialize in a weapon.
Monk THAC0
The number you need to roll to hit Armour Class 0, by level.| Level | THAC0 |
|---|---|
| 1 | 20 |
| 2 | 20 |
| 3 | 20 |
| 4 | 18 |
| 5 | 18 |
| 6 | 18 |
| 7 | 16 |
| 8 | 16 |
| 9 | 16 |
| 10 | 14 |
| 11 | 14 |
| 12 | 14 |
| 13 | 12 |
| 14 | 12 |
| 15 | 12 |
| 16 | 10 |
| 17 | 10 |
| 18 | 10 |
| 19 | 8 |
| 20 | 8 |
Monk saving throws
Target numbers by level. Lower is better; roll this or higher to save.| Level | Paralyzation, Poison, Death | Rod, Staff, Wand | Petrification, Polymorph | Breath Weapon | Spell |
|---|---|---|---|---|---|
| 1 | 10 | 14 | 13 | 16 | 15 |
| 2 | 10 | 14 | 13 | 16 | 15 |
| 3 | 10 | 14 | 13 | 16 | 15 |
| 4 | 9 | 13 | 12 | 15 | 14 |
| 5 | 9 | 13 | 12 | 15 | 14 |
| 6 | 9 | 13 | 12 | 15 | 14 |
| 7 | 7 | 11 | 10 | 13 | 12 |
| 8 | 7 | 11 | 10 | 13 | 12 |
| 9 | 7 | 11 | 10 | 13 | 12 |
| 10 | 6 | 10 | 9 | 12 | 11 |
| 11 | 6 | 10 | 9 | 12 | 11 |
| 12 | 6 | 10 | 9 | 12 | 11 |
| 13 | 5 | 9 | 8 | 11 | 10 |
| 14 | 5 | 9 | 8 | 11 | 10 |
| 15 | 5 | 9 | 8 | 11 | 10 |
| 16 | 4 | 8 | 7 | 10 | 9 |
| 17 | 4 | 8 | 7 | 10 | 9 |
| 18 | 4 | 8 | 7 | 10 | 9 |
| 19 | 2 | 6 | 5 | 8 | 7 |
| 20 | 2 | 6 | 5 | 8 | 7 |
Magic
CastsPriest spells
SpheresAll (major), Divination (major), Guardian (major), Numbers (major), Thought (major), Combat (minor), Healing (minor), Necromantic (minor), Time (minor)
Monk spell slots
Spells castable per day at each level, before any bonus from a high score.| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| 1 | 1 | — | — | — | — | — | — |
| 2 | 2 | — | — | — | — | — | — |
| 3 | 2 | 1 | — | — | — | — | — |
| 4 | 3 | 2 | — | — | — | — | — |
| 5 | 3 | 3 | 1 | — | — | — | — |
| 6 | 3 | 3 | 2 | — | — | — | — |
| 7 | 3 | 3 | 2 | 1 | — | — | — |
| 8 | 3 | 3 | 3 | 2 | — | — | — |
| 9 | 4 | 4 | 3 | 2 | 1 | — | — |
| 10 | 4 | 4 | 3 | 3 | 2 | — | — |
| 11 | 5 | 4 | 4 | 3 | 2 | 1 | — |
| 12 | 6 | 5 | 5 | 3 | 2 | 2 | — |
| 13 | 6 | 6 | 6 | 4 | 2 | 2 | — |
| 14 | 6 | 6 | 6 | 5 | 3 | 2 | 1 |
| 15 | 6 | 6 | 6 | 6 | 4 | 2 | 1 |
| 16 | 7 | 7 | 7 | 6 | 4 | 3 | 1 |
| 17 | 7 | 7 | 7 | 7 | 5 | 3 | 2 |
| 18 | 8 | 8 | 8 | 8 | 6 | 4 | 2 |
| 19 | 9 | 9 | 8 | 8 | 6 | 4 | 2 |
| 20 | 9 | 9 | 9 | 8 | 7 | 5 | 2 |
Notes
- +10% XP if BOTH and are 16 or higher.
- Wears NO armor, ever.
- Base AC ladder (unarmored): AC 9 at 2nd , improving 1 point at every EVEN level — 8 at 4th, 7 at 6th, 6 at 8th, 5 at 10th, 4 at 12th, 3 at 14th, and 2 at 16th. Before 2nd level, and against any attack below, the monk is AC 10.
- The ladder applies ONLY to attacks the monk can SEE. Backstabs, ambushes and missiles from behind treat him as unarmored (AC 10). This is a DM adjudication.
- Free bonus weapon at 1st for unarmed specialization, with a further free slot at 5th, 9th, 13th and 17th to continue it.
- The unarmed-combat system is a CAMPAIGN CHOICE (Complete Fighter's Handbook, Combat & Tactics, or neither). Ask your DM which one your table uses.
- May use any priest-usable magic item EXCEPT armor-simulating ones such as bracers of defense. Cloaks and rings are allowed.
- Nonweapon crossover with ALL groups — any proficiency at its listed cost.
- — Major: All, Divination, Guardian, Numbers, Thought. Minor: Combat, Healing, Necromantic, Time.
- CANNOT or command undead.
- Granted power at 5th : a vs. spell to block magical or psionic detection, scrying and mind-reading (compare nondetection).
- Granted power at 7th : free action, as the 4th-level priest spell, as a permanent granted power.
- Never attracts . At 9th may found a monastery, and 10–40 lower-level monks join him there.
- Skills & Powers: the consumes all class character points; martial arts costs 3 CPs at creation under that system.