MONK -- Human character class for D&D

Description

The monk is a person who has conditioned himself totally in mind
and body, making himself one powerful fighting machine. One must
undergo intense mental and physical discipline.
  The monk class is very hard to qualify for, but is one of the
deadliest classes, with many special abilities.

Other Details

  ALIGNMENT.  The monk must be of Lawful alignment.
  PRIME REQUISITE.  The monk has no prime requisites.
  MINIMUM SCORES.  A monk must have Strength, Dexterity and
Wisdom scores of 15, and a Constitution score of 11.
  MONK SAVING THROWS.  Monks save as a Thief of the same level.

TABLE I:  Monk Experience Table

      Level     Title                  XP     HD (d4)
      -----------------------------------------------
        1       Novice                    0     2
        2       Initiate              2,251     3
        3       Brother               4,751     4
        4       Disciple             10,001     5
        5       Immaculate           22,501     6
        6       Master               47,501     7
        7       Superior Master      98,001     8
        8       Mstr of Dragons     200,001     9
        9       Mstr of N. Wind     350,001    10
       10       Mstr of W. Wind     500,001    11
       11       Mstr of S. Wind     700,001    12
       12       Mstr of E. Wind     950,001    13
       13       Mstr of Winter    1,250,001    14
       14       Mstr of Autumn    1,750,001    15
       15       Mstr of Summer    2,250,001    16
       16       Mstr of Spring    2,750,001    17
       17       Grand Master of   3,250,001    18
                Flowers

  TO-HIT ROLLS.  A monk rolls to hit as a Thief of the same
level. Monks do NOT receive to hit bonuses or damage bonuses from
exceptional strength.
  HIT DICE.  Two four-sided dice (2d4) are used to determine a
monk's hit points.  A monk starts with 2-8 hit points (plus
Constitution bonus, if any) and gains 1d4 more hit point (plus
bonus) with each Level of Experience. 
  ARMOR.  A monk cannot wear any armor.  They do NOT receive
bonuses to AC for Dexterity adjustments.
  WEAPONS.  A monk can only use staff, club, crossbow, dagger,
hand-axe, javelin, pole arm, or spear.

TABLE II:  MONK ABILITY TABLE
  Level     AC        Move      Attacks        Damage
  ---------------------------------------------------------
    1       10        15"       1              1-3 (1d3)
    2       9         16"       1              1-4 (1d4)
    3       8         17"       1              1-6 (1d6)
    4       7         18"       5/4            1-6 (1d6)
    5       7         19"       5/4            2-7 (1d6+1)
    6       6         20"       3/2            2-8 (2d4)
    7       5         21"       3/2            3-9 (2d4+1)
    8       4         22"       3/2            2-12 (2d6)
    9       3         23"       2              3-12 (3d4)
   10       3         24"       2              3-13 (2d6+1)
   11       2         25"       5/2            4-13 (3d4+1)
   12       1         26"       5/2            4-16 (4d4)
   13       0         27"       5/2            5-17 (4d4+1)
   14       -1        28"       3              5-20 (5d4)
   15       -1        29"       3              6-24 (6d4)
   16       -2        30"       4              5-30 (5d6)
   17       -3        32"       4              8-32 (8d4)

Special Abilities

Due to the monk's conditioning, he or she has several abilities
based upon the powers of the body and mind.

  EXTRA WEAPON DAMAGE.  When attacking with a weapon, the monk
adds 1/2 a hit point of damage per level when attacking with a
weapon. For example:  a 2nd level monk would do +1 damage when
using a weapon.
  STUN/KILL.  The monk can stun an opponent for 1-6 melees if his
to-hit roll exceeds the needed number to-hit by 5.  If the monk
stuns an opponent, he or she has a chance to kill it as well. 
The percentage chance to kill an opponent is equal to the AC of
the target, modified by the number of levels above 7 that the
monk has attained.  For example, for a 9th level monk to kill an
opponent of AC 10, he would have to roll 12% or less.
  MISSILE ATTACKS.  Monks can knock away projectile attacks
directed at them by making a Save vs. Petrification.
  SURPRISE.  A monk at 1st level is surprised normally, but is
less surprised when he or she ascends in level.  At first level,
they are surprised 33 1/3% of the time.  At second level, it is
32%. After level 2, the chance goes down by 2% per level.
  THIEVING ABILITIES.  Monks can perform the following abilities
as a thief of the same level:  Open Locks, Find/Remove Traps,
Move Silently, Hide in Shadows, Hear Noise, and Climb Walls.
  FALLING.  A monk, depending upon level, can fall a certain
distance and not take any damage.  For this to happen, the monk
must be near a wall or solid slope to slow his or her descent.
The distance changes per level:  at 4th level -- 20', at 6th
level -- 30', and at 13th level -- any distance if within 8' of a
wall.
  SPEAK WITH ANIMALS.  The monk can speak with animals as a druid
at 3rd level.
  ESP MASK.  At 4th level, the monk can mask his mind so that ESP
has only a 30% chance of success.  Each level after 4th, the
chance goes down by 2%.
  DISEASE.  At 5th level, the monk is not affected by disease,
haste or slow spells.
  CATALEPSY.  At 6th level, the monk can appear to be dead by
slowing his body temperature and heart rate.  The monk can remain
in this state a number of turns equal to twice the monk's level.
  HEALING.  At 7th level, the monk can heal 2-5 (1d4+1) hit
points in his or her own body once per day.  This amount
increases by 1 hit point each level, starting at level 8.
  SPEAK WITH PLANTS.  At 8th level, the monk can speak with
plants as a druid.
  DAMAGE SPELLS.  At 9th level, a monk will only take half damage
from offensive spells that cause damage if he or she misses the
required saving throw, and take no damage if the save is made.
  CONTROL SPELLS.  At 9th level, control spells (charm,
suggestion, etc) have only a 50% chance of affecting the monk. 
It goes down 5% per level thereafter.
  MIND ATTACKS.  At 10th level, Telepathic and Mind blast attacks
are made as if the monk had an Intelligence of 18.
  POISON.  At 11th level, the monk is not affected by poisons of
any type.
  GEAS/QUEST SPELLS.  At 12th level, these spells have no affect
on the monk.
  QUIVERING PALM.  At 13th level, the monk can set up vibrations
in the body, and kill an opponent by ceasing them.  The attack
works once per week, and must touch the opponent in 3 melee
rounds for the attack to work. This attack cannot be attempted
on:  undead, those only affected by magical weapons, those with
more hit-dice than the monk, or those with more than 200% of the
monk's hit points.

    Source: geocities.com/timessquare/alley/2247

               ( geocities.com/timessquare/alley)                   ( geocities.com/timessquare)