Player's Option: Spells & Magic

Monk

A priest class.

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Requirements

Ability minimumsWisdom 15, Intelligence 14, Constitution 13
Prime requisitesWisdom, Intelligence
AlignmentLawful Good, Lawful Neutral, Lawful Evil
RacesHuman

Advancement

Advancement

Monk experience levels

Experience needed for each level, and the hit dice that come with it.
LevelExperienceHit dice
101d8
21,5002d8
33,0003d8
46,0004d8
513,0005d8
627,5006d8
755,0007d8
8110,0008d8
9225,0009d8
10450,0009d8+2
11675,0009d8+4
12900,0009d8+6
131,125,0009d8+8
141,350,0009d8+10
151,575,0009d8+12
161,800,0009d8+14
172,025,0009d8+16
182,250,0009d8+18
192,475,0009d8+20
202,700,0009d8+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.
Combat

Monk THAC0

The number you need to roll to hit Armour Class 0, by level.
LevelTHAC0
120
220
320
418
518
618
716
816
916
1014
1114
1214
1312
1412
1512
1610
1710
1810
198
208
Saving throws

Monk saving throws

Target numbers by level. Lower is better; roll this or higher to save.
LevelParalyzation, Poison, DeathRod, Staff, WandPetrification, PolymorphBreath WeaponSpell
11014131615
21014131615
31014131615
4913121514
5913121514
6913121514
7711101312
8711101312
9711101312
1061091211
1161091211
1261091211
135981110
145981110
155981110
16487109
17487109
18487109
1926587
2026587

Magic

CastsPriest spells
SpheresAll (major), Divination (major), Guardian (major), Numbers (major), Thought (major), Combat (minor), Healing (minor), Necromantic (minor), Time (minor)
Spells

Monk spell slots

Spells castable per day at each level, before any bonus from a high score.
Level1234567
11
22
321
432
5331
6332
73321
83332
944321
1044332
11544321
12655322
13666422
146665321
156666421
167776431
177777532
188888642
199988642
209998752

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.