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Monk

Ability Requirements: Strength 12, Dexterity 12, Consitution 14, Wisdom 14
Prime Requisites: Strength, Wisdom
Races Allowed: Humans and half-elves
Alignments Allowed: Any Lawful

Description: A Monk believes in rigorous training of the body, mind and spirit. Their entire faith is centered around the inner strength of ones own body. The tend to be found in monasteries and places of learning where they might achieve maximum concentration and enlightenment.

Role: Monks bring a number of skills to an adventuring party. They are a cross between a fighter an a thief, bringing the skills of both. They are not front line fighters in large battles but do excel in small skirmishes. Their thieving abilites while limited do come in handy.

Secondary Skills: As most monks originate from simple communities, many have the farming or agricultural secondary skill.

Weapon Proficiencies: The monk is a master of unarmed combat. As such, he gains two free proficiency slots (4 cp) that must be dedicated to unarmed combat. He must also spend at least half of his normal proficiency slots in unarmed combat. It is recommended that the advanced martial arts rules from the Complete Ninja's Handbook be used. Monks are limited to their choice of melee weapons. They are limited to a rogues choice of weapons.

Nonweapon Proficiencies: Monks have proficiency group crossovers with the warrior and the rogue. Required: Endurance. Recommended: Alertness, Blind-Fighting, Tumbling, Jumping, Tracking.

Equipment: Monks prefer simple clothes and robes. They tend towards muted natural colors such as browns and greys. They rarely carry weapons although staffs are a common choice.

Recommended Traits: Alertness, Double-jointed, Light Sleeper.

Benefits: The fighting monk has several special abilities. The monk may deflect all incoming missles by giving up her attacks and making a save vs. paralization. The monk is so quick and in such perfect control of her body, that when she makes a saving throw she suffers no damage. The monk also has the following thieving abilities:

  • Move Silently 10%
  • Detect Noise 10%
  • Climb Walls 45%
  • Find (not Remove) Traps 5%

The Monk recieves 20 points to distibute amongst these skills at first level and an additional 15 points at each level. Instead of the normal defense bonuses, a monk recieves a -2 to his armor class for each point of dexterity above 15. Finally, due to the monks familiarity with unarmed combat, he does not suffer the -4 penalty when fighting armed opponents.

Hindrances: Besides the weapon restictions listed above, the monk is further limited in that he may not wear any armor. He is also unable to specialize with any weapon outside of martial arts.

Wealth: The monk receives the normal 5d4 X 10 gp.


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Original content ©1999–2001 Brian D Swedorski. New content ©2025–2026 Jeff. User-submitted material remains the property of its respective authors.