You are on page 1of 14

The Monk

An AD&D Variant

Ernest Mueller
ernestm@mindspring.com
October 14, 199

1/14
9
The Monk

Sir Gravis the Reaver rode through the streets of the burning hamlet. No villagers had appeared to prevent his men from
razing their poor huts to the ground, but if they were not all found and left twitching on pikes, his reputation as the most feared
warlord on the frontier would not be well served. He brought his black destrier to an abrupt stop as a robed figure emerged
before him in the street. “Where are the rest, boy?” he asked as he drew his broad blade in anticipation of the kill. But the
slight man responded, “Go now. These people are under the protection of the Brothers of the Sacred Dragon.” The warlord,
tired of empty boasts that he’d heard many times before, spurred forward to cut down the impudent peasant. But in a burst of
inhuman speed, the robed man cried out “Dragon’s Crush!” and launched himself thirty feet through the air, contacting Sir
Gravis on his breastplate with a kick of sufficient strength to shatter bone…

The monk is a special warrior-priest who has been taught the arts of unarmed combat. Orders of such monks exist, apart from
normal society, where they focus their attention on improving and disciplining their minds and bodies. Instead of praying to
the gods for spells, monks learn to harness their inner power, or “chi”, which they use to perform superhuman feats. Their
mystical study of the martial arts makes monks unique and dangerous opponents in combat.

Monks tend to follow pure philosophies (see the Complete Priest's Handbook for examples) or Powers of philosophy,
meditation, or self-control, and strongly tend towards Lawful alignments. Monastic orders are removed from any nearby
community and usually value their isolation. These secluded orders have their own, usually intricate, set of restrictions and
rituals. Most orders demand a high degree of obedience from the monk, and require some kind of trial or ordeal to advance in
the order (and learn more advanced powers). These tests range from philosophical quizzing or trials of fortitude all the way to
combat to the death in especially evil orders. Some monks take up a life of wandering outside the cloistered walls of their
monasteries, both to learn from the outside world and to bring the monk’s philosophy to it.

The monk uses the Priest XP advancement table, gets 8-sided Hit Dice, and uses the Priest THAC0 and Saving Throws table.
Monks also are treated as priests for purposes of learning non-weapon proficiencies. In fact, the monk is a priest in most
respects. The two important differences are in their combat style and spell selection. Monks with 16 or above in both Wisdom
and Dexterity receive a 10% experience point bonus. Monks progress in skill with level as follows:

Hit Dice Number of Attack Damage Armor Chi Powers


Level XP Required (d8) Attacks Bonus Bonus Class (by level)
1 0 1 3/2 +1 +1 9 1
2 1,500 2 3/2 +1 +2 9 2
3 3,000 3 3/2 +1 +2 8 2/1
4 6,000 4 2 +1 +2 8 3/2
5 13,000 5 2 +1 +2 7 3/3/1
6 27,500 6 2 +2 +2 7 3/3/2
7 55,000 7 2 +2 +2 6 3/3/2/1
8 110,000 8 5/2 +2 +2 6 3/3/3/2
9 225,000 9 5/2 +2 +2 5 4/4/3/2/1
10 450,000 9+2 5/2 +2 +3 5 4/4/3/3/2
11 675,000 9+4 5/2 +2 +3 4 5/4/4/3/2/1
12 900,000 9+6 3 +2 +3 4 6/5/5/3/2/2
13 1,125,000 9+8 3 +3 +3 3 6/6/6/4/2/2
14 1,350,000 9+10 3 +3 +3 3 6/6/6/5/3/2/1
15 1,575,000 9+12 3 +3 +3 2 6/6/6/6/4/2/1
16 1,800,000 9+14 7/2 +3 +3 2 7/7/7/6/4/3/1
17 2,025,000 9+16 7/2 +3 +3 1 7/7/7/7/5/3/2
18 2,250,000 9+18 7/2 +3 +4 1 8/8/8/8/6/4/2
19 2,475,000 9+20 7/2 +3 +4 0 9/9/8/8/6/4/2
20 2,700,000 9+22 4 +3 +4 0 9/9/9/8/7/5/2

2/14
Martial Arts

Monks are masters of unarmed combat. They gain skill in the martial arts with level per the chart above. Monk hand attacks
cause 1d3 points of damage, and kicks cause 1d4 points. Monks cannot wear anything heavier than normal gloves or shoes, or
any kind of armor, and still receive their martial art bonuses. These martial arts mastery bonuses are in addition to any attack
or damage bonuses for high Strength. These bonuses only apply of the monk is unarmored, and either unarmed or using the
martial arts weapons specified in Oriental Adventures, Combat & Tactics, and Skills & Powers (Bo stick, Chain, Fang, Gunsen,
Jitte, Jo Stick, Kau Sin Ke, Kiseru, Lajatang, Nunchaku, Sai, Sang Kauw, Siangkam, Spear, Tetsubo, Three-Piece Rod, Tonfa).

Monk Armor Class improves by one step for every two levels (rounded down) according to the chart above - Dexterity bonuses
also apply. These attack, damage, and AC bonuses are to be used in place of the unarmed combat specialization and mastery
rules and martial arts styles and talents presented in various other rulebooks (Player’s Handbook, Skills & Powers, Combat &
Tactics, Complete Priest's Handbook).

Alternately, you can use the Combat & Tactics mastery rules - at first level, the monk is a specialist in the martial arts. At 5 th
level he or she becomes a master, at 10th a high master, and at 15th a grand master. This increase in mastery is in addition to the
monk’s usual weapon proficiencies. Monks otherwise gain weapon proficiencies as a priest.

Monk unarmed martial arts damage is three-fourths temporary, like normal unarmed combat damage. At fifth level, the monk
can choose to deal out fully lethal damage. Due to their martial training, monks can attack opponents barehanded without
suffering penalties or provoking attacks of opportunity as per Combat & Tactics. Unarmed martial arts damage is reduced by
one-half per size class that the target is larger than the monk (rounded down). For example, a human monk (size M) attacking
a hill giant (size H) does only one-quarter normal damage. Note that unarmed combat damage is usually not effective against
undead, vegetable, fluid, or inorganic creatures, creatures only hit by magical weapons, or any creatures immune to
bludgeoning attacks – though some Chi powers can affect these restrictions.

Monks making use of any strength or dexterity enhancing magic items, or magic items that imitate armor of any sort (e.g.
Bracers of Defense), lose the martial arts and AC bonuses from the chart above. Such magics interfere with the complete
control of mind and body required to practice the martial arts at their peak. Monks may use magic weapons and any magic
item usable by clerics.

Chi Powers

The monk does not gain spells as a priest does. Instead, monks draw upon their inner strength, a form of willpower, which
monks call "chi." This chi is used to perform incredible acts not possible for a normal person. Chi powers are kept track of
using spell slots, just like priest spells. Monk chi power progression proceeds as the priest spell table progression. Monks also
garner bonus Chi powers for high Wisdom as if they were bonus spells. Chi powers are broken up into levels like priest spells.
However, chi powers are not magical, and cannot be dispelled or otherwise affected by anti-magic effects. Chi powers are
much closer to psionics in nature, and can be affected by spells or items that suppress psionics. However, monks are not
psionic in the traditional sense, and do not have PSPs or psionic attack or defense modes (unless they are wild psionic talents).

Monks must meditate in the morning and prepare themselves to call upon the desired chi powers for the following day, just as
priests must pray to receive spells. Monks must conform to the usual spellcaster restrictions, like needing a full night’s rest in
order to renew their powers. Spell point systems, like those from Player’s Option: Spells & Magic, can be used for chi powers
also if desired. Chi powers must be initially learned, like wizard spells. A monk can learn a new chi power from a teacher who
knows the power – or, less commonly, from a book or other source. Monks must make a Learn Spell roll according to their
Intelligence after each two weeks of trying to learn a chi power. If the roll is failed, the monk has to start over and spend
another two weeks learning the power before making another check, but this process may be repeated as often as desired. The
monk may develop one new chi power per experience level without being taught. Different monastic orders know and teach
powers to their initiates.

Some chi powers are continuous in nature - if they are “memorized” at the beginning of the day, they function continuously
throughout the day and need no special invocation to use. For example, the second-level chi power Iron Skin gives the monk
an AC bonus of 2 against all opponents the entire day if the monk selects that power. Other powers must be invoked when
desired, like a spell. Chi powers each have a duration and a focus time (equivalent to a casting time) just like spells. Any chi
power with a focus time of 0 can be invoked at will at any point in the combat round, and does not count against the monk's

3/14
actions that round. Other powers with focus times greater than zero can be invoked upon any of the monk's usual attacks,
taking the focus time to prepare as if it were a weapon speed or casting time, and using an attack as usual. The focus time
supersedes any weapon speed that might apply for the attack. Chi powers can be disrupted during the focus time by dealing
damage to the monk, just as striking a spellcaster in the midst of casting a spell can disrupt spells. Monks can use multiple Chi
powers in a round, as focus times allow, as if they were simply multiple attacks. Remember that using the Combat & Tactics
rules, any multiple attacks come one in each next action phase; using the core rules all multiple attacks wait until everyone has
attacked first in the combat sequence, and then all second attacks go in order of initiative, and so on.

Though multiple Chi powers may be in effect at the same time, under no circumstance can two chi powers simultaneously be
producing the same or similar effect. For example, only one power can be enhancing Armor Class against all opponents at the
same time, or doubling damage of attacks, or providing a bonus to hit. Variations are OK (for example, a power giving an AC
bonus versus all opponents along with a power giving an AC bonus versus a specific opponent), but the same effect is never
"stackable." In the event of power conflict, just take the better of the two effects.

Example of Chi Powers in Combat:

A 6th level monk character that attacks twice a round, and has the powers Axe Kick, Claw of the Dragon, and Bite of the
Dragon memorized, is fighting an evil warlord. He rolls a 6 on his initiative and the warlord rolls a 5 (and is using a sword
with a weapon speed of 5). The monk chooses to attack first with an Axe Kick (focus time 1), which means he executes a kick
attack on the warlord per the Axe Kick power description on an initiative count of 7. He hits, gaining an automatic knockdown
from the Axe Kick. After he hits he decides to use Claw of the Dragon to double the damage. This power has a focus time of
0, and thus does not use an additional attack – the monk’s kick damage is doubled from its usual 1d4+2. The warlord then
attacks the monk on 9, and then the monk can attack the warlord again during the second attacks part of the round, this time
with Breath of the Dragon, with a focus time of 5. This attack routine uses up three of the monk’s chi powers for the day.

The monk’s strength in combat is not in straight-ahead damage dealing, but in making use of many of the optional combat
maneuvers discussed in Player’s Option: Combat & Tactics and the Complete Fighter’s Handbook. DMs allowing this monk
class should be clear which of these optional rules are allowed in their campaign, and should make sure and be familiar with
them.
Focus Time: 1
Chi Power List Duration: 1 round
Description: For the duration of the round, with a
Level 1 successful attack roll the monk can push an opponent
backwards 5 feet per three levels of experience of the
Axe Kick monk (rounded up). For each ten feet the opponent is
Level: 1 pushed over the course of the round, the subject must make
Focus Time: 1 a save vs. paralyzation or fall down.
Duration: 1 attack
Description: The monk's kick attack, if it hits, is a Crushing Blow
successful automatic knockdown. Level: 1
Focus Time: 1 round
Bite of the Dragon Duration: 1 attack
Level: 1 Description: After focusing for the entire round, the monk's
Focus Time: 2 punch attack does double damage to nonliving material
Duration: 1 attack and the object struck must make a save vs. crushing blow
Description: The monk makes a single martial arts attack; or be broken in two. Magical items must also save, though
if it hits the attack deals double total damage. they get a bonus equal to their plus as usual.

Coil of the Snake Edge of the Storm


Level: 1 Level: 1
Focus Time: 1 Focus Time: Continuous
Duration: 1 round/level Duration: Continuous
Description: The monk gains a +2 'to hit' on all block, Description: The monk may execute blocks against missile
trip, and disarm attempts. attacks as if they were melee attacks.

Concentrated Push Eyes of the Snake


Level: 1 Level: 1

4/14
Focus Time: 1 Focus Time: 0
Duration: 1 round/level Duration: 1 round
Description: The monk spends an attack staring into a Description: The monk gains a +4 bonus to hit on all grab
single opponent's eyes, and gains an AC bonus of 4 against and sap maneuvers this round. The monk also does not
that opponent for the duration of the power. suffer from the –4 called shot penalty for those maneuvers
(a total bonus of +8).
Five Happiness Fist
Level: 1 Spring Breeze
Focus Time: 1 Level: 1
Duration: 1 attack Focus Time: 1 round
Description: The monk gains +5 to hit on a single punch Duration: Instantaneous
attack. Description: The monk instantly recovers from any and all
fatigue. This does not count as a night’s rest for purposes
Hands Without Shadow of re-using Chi powers, but it does remove all battle
Level: 1 fatigue and effects from forced marching.
Focus Time: 0
Duration: 1 attack Tail of the Dragon
Description: The monk's first bare-hand attack comes Level: 1
before any other attacks in the round. This attack cannot Focus Time: 0
be blocked. Duration: 1 round/level
Description: The monk can attack any opponents standing
Jump behind him as if they were in front of him with no penalty
Level: 1 for the duration of the power.
Focus Time: 1
Duration: Instantaneous The Rain Falls
Description: The monk can use an attack to perform a Level: 1
Jump (like the first-level wizard spell) up to half his Focus Time: 1
normal movement rate in feet in any direction (60 feet Duration: 1 round/level
assuming a standard movement rate of 12"), changing Description: This gives the monk's entire side in combat a
facing as desired. -1 modifier on their initiative rolls, as the clairsentient
psionic devotion Combat Mind (CPH p.33).
No-shadow kick
Level: 1 The Shadow Passes
Focus Time: 0 Level: 1
Duration: 1 attack Focus Time: 0
Description: The monk makes a kick attack, and then Duration: Instantaneous
immediately gets a free kick attack which may only be Description: The monk may perform a free Withdraw
directed against the same opponent. Each successful kick maneuver, leaving melee without provoking any attacks of
knocks the target back 5 feet. opportunity.

Phoenix Strike Tiger Fist


Level: 1 Level: 1
Focus Time: 0 Focus Time: Continuous
Duration: 1 round Duration: Continuous
Description: All martial arts attacks this round are Description: The monk's fist attacks do a base of 1d4
performed with a burst of flame similar to the second-level points of damage.
cleric spell Flame Blade, causing an additional 4 points of
damage (6 vs. those vulnerable to fire) per strike. Tiger's Eye
Level: 1
Prone Fighting Focus Time: Continuous
Level: 1 Duration: Continuous
Focus Time: Continuous Description: The monk can see everything in a 360-degree
Duration: Continuous arc around him. Attacks against the monk's back and
Description: The monk can attack and defend with no flanks get no bonus. The monk gains a +1 bonus to
penalty from a prone or kneeling position. surprise rolls. This functions as the psionic clairsentient
devotion All-Round Vision (CPH p.33).
Sparrow Palm
Level: 1 Tongue of the Dragon

5/14
Level: 1 Duration: 1 attack
Focus Time: 1 Description: With a successful attack roll, the monk can
Duration: 1 attack pick up and throw down his opponent. The monk has a to-
Description: The monk can move up to twice his normal hit penalty of -4 per size class the opponent is larger than
movement rate in a round. Since this power only takes a the monk. The victim suffers a knockdown and double
single attack, the monk can take any other attacks as usual normal bare-hand damage.
before or after (but not during) this movement.
Inner Focus
Level: 2
Level 2 Focus Time: 1 turn
Duration: Variable
Breath of the Dragon Description: The monk must meditate for a full turn, and
Level: 2 then attempt a nonweapon proficiency check. The monk
Focus Time: 3 receives a +2 bonus on any one proficiency roll.
Duration: 1 attack
Description: The monk makes a single attack at +4 to hit, Instant Stand
which deals double damage if it succeeds. Level: 2
Focus Time: Continuous
Circle Kick Duration: Continuous
Level: 2 Description: When knocked down, the monk can stand
Focus Time: Continuous back up without spending an attack.
Duration: Continuous
Description: The monk's kick attacks do a base of 1d6 Iron Skin
points of damage. Level: 2
Focus Time: Continuous
Eagle Eye Duration: Continuous
Level: 2 Description: The monk gains an AC bonus of 2 against all
Focus Time: 1 round opponents.
Duration: 1 round/level
Description: The monk may make missile attacks at +2 to Iron Will
hit, ignoring any negative cover or visibility modifiers. Level: 2
Focus Time: Continuous
Eye of the Dragon Duration: Continuous
Level: 2 Description: The monk gains resistance to charms and
Focus Time: 2 hypnosis of all sorts, getting a +4 bonus to saving throws
Duration: 1 round versus such effects, and getting a saving throw even if one
Description: The monk gains the ability to see all invisible, is not normally allowed.
hidden, or otherwise concealed objects or persons within
6". Leap
Level: 2
Flying Kick Focus Time: 2
Level: 2 Duration: 1 attack
Focus Time: 2 Description: The monk can perform a jump (like the first-
Duration: 1 round/level level wizard spell) up to his normal movement rate in feet
Description: The monk can perform full-effectiveness kick in any direction (120 feet assuming a standard movement
attacks on an opponent of any size. rate of 12"), changing facing as desired.

Friend of Shadow Phoenix Kick


Level: 2 Level: 2
Focus Time: Continuous Focus Time: 2
Duration: Continuous Duration: 1 attack
Description: The monk is able to fight in darkness or when Description: The monk makes a sweeping kick and fire is
blinded, with a -1 penalty to all attack rolls rather than the emitted as the first-level Wizard spell Burning Hands,
usual -4. doing 1d3 damage plus 2 per level of the monk.

Great Throw Raven's Cry


Level: 2 Level: 2
Focus Time: 2 Focus Time: Continuous

6/14
Duration: Continuous The monk gains an AC bonus of 4 against all opponents
Description: The monk can hit creatures only harmed by this round, but can move and attack as usual.
+1 or better weapons with martial arts attacks.
Wings of the Dragon
Recoil and Strike Level: 2
Level: 2 Focus Time: 2
Focus Time: 0 Duration: 1 round
Duration: 1 round/level Description: The monk can attack two or more opponents
Description: Every time the monk performs a successful simultaneously on his normal initiative, up to his full
block maneuver, he gets a free attack of opportunity on the number of attacks. The monk cannot attack the same
blocked attacker. opponent twice, and these attacks use up his attacks for the
round as usual.
Serpent's Fang
Level: 2
Focus Time: 2 Level 3
Duration: 1-3 rounds
Description: The monk must make a normal hit roll to Choking Coil
strike a vital area on the target. If he hits, he does no Level: 3
damage, but the subject is in pain such that he will suffer a Focus Time: 3
-2 to all hit rolls and a +2 AC penalty for 1-3 rounds. This Duration: Special
power only works on living, humanoid opponents. Description: With a successful attack, the monk gets their
opponent in a choke hold. The subject can attempt to
Tail of the Serpent escape by making opposed attack rolls with both victim
Level: 2 and monk striking vs. AC4, up to the normal limit of their
Focus Time: 4 attacks. If the lock is not broken by the time the victim
Duration: 1 attack runs out of breath (use the standard PH "holding your
Description: The monk may attack all opponents in melee breath" rules), the victim falls unconscious.
range with a low sweeping kick. Each opponent hit takes
normal damage and must save vs. paralyzation or suffer Claw of the Dragon
knockdown. Level: 3
Focus Time: 0
Tiger Senses Duration: 1 attack
Level: 2 Description: Double the damage of a successful attack the
Focus Time: Continuous monk just made.
Duration: Continuous
Description: The monk can sense danger in the area. Constrictor Stance
When danger threatens, the monk makes a WIS check. Level: 3
Success means either a full round of warning, if the monk Focus Time: Continuous
beats their WIS score by 8, or a warning the round that Duration: Continuous
danger threatens, making the monk impossible to surprise, Description: The monk may make grappling attacks as if
if they made their check but by less than 8. This power is they were normal martial arts attacks, using the martial arts
similar to the clairsentient psionic devotion Danger Sense combat and AC bonuses. Additionally, the monk gains a
(CPH p.33). +2 “to hit” on all grappling, trap, and trap/break
maneuvers.
The Lightning Strikes
Level: 2 Empathy
Focus Time: 4 Level: 3
Duration: 1 attack Focus Time: 3
Description: The monk can make any single called shot, or Duration: 1 round
other attack that suffers a called shot penalty (e.g. Grab) Description: The monk can feel another person's emotions,
ignoring the usual –4 penalty and with an additional +2 as the psionic telepathic devotion Empathy (CPH p.84).
bonus.
Feign Death
Willow Step Level: 3
Level: 2 Focus Time: 1 round
Focus Time: 0 Duration: 1 day/level
Duration: 1 round Description: The monk can feign death (as the third-level
wizard spell).

7/14
Level: 3
Fist of Steel Focus Time: 0
Level: 3 Duration: 1 round/level
Focus Time: Continuous Description: The monk's initiative rolls get a +4 bonus for
Duration: Continuous the duration of the power.
Description: The monk's fist attacks do a base of 1d6
points of damage. Mantis Block
Level: 3
Flow Like Water Focus Time: Continuous
Level: 3 Duration: Continuous
Focus Time: Continuous Description: The monk can lock up an opponent's weapon
Duration: Continuous on a normal to hit roll, rendering them unable to attack
Description: The monk takes only half damage (rounded with it. The monk is at +4 to hit them with kick attacks
up) from falling any distance. while the weapon is locked (unless they've dropped it). An
opposed "to hit" roll must be made for them to free their
Giant Leap weapon, with both monk and victim rolling against AC4.
Level: 3 If the lock was performed unarmed on a weapon, when the
Focus Time: 3 weapon is freed the monk is subject to an immediate attack
Duration: Instantaneous of opportunity.
Description: The monk can perform a Jump (like the first-
level wizard spell) up to twice his movement rate in feet in Natural Order
any direction (240 feet, assuming a standard 12" Level: 3
movement rate), changing facing as desired. Focus Time: 0
Duration: Instantaneous
Healing Chi Description: The monk does not suffer damage from any
Level: 3 one damage-causing magical attack affecting him. This
Focus Time: 1 round applies to spells cast by spellcasters and other spell-like
Duration: Permanent effects. It does not apply to in-place magical effects, and
Description: The monk can heal 2d6 points of damage to does not diminish the attack's effect on other targets (for
himself by concentrating a round and ordering the flow of example, a monk uses Natural Order to avoid damage from
his chi. a fireball, but all others in the fireball take damage as
usual).
Horns of the Dragon
Level: 3 Phoenix Egg
Focus Time: 3 Level: 3
Duration: 1 attack Focus Time: 1 round
Description: With a successful attack roll, the monk can Duration: Instantaneous
throw an opponent up to 30' through the air. When the Description: The monk can concentrate their chi and emit a
subject lands, they take damage as if they had fallen that ball of fire one foot in radius that blasts out up to 6” and
distance. does 3d6 hp of fire damage to a single target and automatic
knockdown (no roll to hit required, target saves vs. spells
Immovable Stance for half damage).
Level: 3
Focus Time: Continuous Shadow Self
Duration: Continuous Level: 3
Description: The monk gets an additional save vs. Focus Time: 0
paralyzation to avoid being lifted, knocked down, or Duration: Instantaneous
thrown off his feet under any circumstance. Description: Upon being struck by an opponent, the monk
can declare the attack instead struck a “shadow self” of
Iron Cloth themselves , which then disappears (like the second-level
Level: 3 wizard spell Mirror Image). The monk takes no damage
Focus Time: 3 from the attack.
Duration: 1 round/level
The monk can use any piece of cloth (6'x4' or larger) as a Steady Step
spear in all respects, which is treated as a martial arts Level: 3
weapon. Focus Time: Continuous
Duration: Continuous
Lightning Fist

8/14
Description: The monk is immune to all types of haste and Duration: 1 round
slow spells. The monk also has a +2 bonus to DEX checks The monk can run up walls and across ceilings (or similar
involving his stability on his feet. The monk does not surfaces) at up to twice his movement rate.
suffer any negative terrain modifiers to movement.
Drunken Stance
Swallow's Dart Level: 4
Level: 3 Focus Time: Continuous
Focus Time: 1 round Duration: Continuous
Duration: 1 round Description: The monk gains an AC bonus of 4 against all
Description: The monk can move up to three times his opponents.
movement rate without generating any attacks of
opportunity by threatening opponents. This uses all the Eye of the Storm
monk's actions for the round. Level: 4
Focus Time: Continuous
Tiger Claw Duration: Continuous
Level: 3 Description: The monk gets free blocks vs. all missile
Focus Time: 3 attacks.
Duration: Special
Description: This power is also known as “Sticking Flow of Chi
Touch.” The monk must make a successful attack roll in Level: 4
combat to touch an opponent, causing no damage. The Focus Time: 1 round
monk then remains touching the opponent, following their Duration: Permanent
every move. While he is in contact, he gets a +2 to hit Description: The monk can heal 2d6 points of damage on
against the subject, and receives a -2 AC bonus against another by touching them and concentrating on ordering
him. The touch can only be broken by the opponent their chi for a round.
moving in a way or speed the monk cannot match (like
flying if the monk can not fly). A successful knockdown Flower Petal
on the monk also suffices. Level: 4
Focus Time: 0
Tornado Dodge Duration: 1 round/level
Level: 3 Description: The monk can adjust their weight to
Focus Time: Continuous correspond to the surface they are standing on, and takes
Duration: Continuous no damage from falls, as the psionic psychometabolic
Description: The monk has an effective base AC of 0 devotion Body Equilibrium (CPH p.55).
(excluding DEX bonuses) vs. all opponents while parrying.
Friend of Darkness
Level: 4
Level 4 Focus Time: Continuous
Duration: Continuous
Calm Pond Description: The monk can operate with no penalty in the
Level: 4 dark or when blinded, and can see normally. The monk
Focus Time: 1 round can not perceive colors while using this power, however.
Duration: 1 round/level
Description: The monk is protected against psionic or Mind Over Body
magical ESP and other powers or spells which read or Level: 4
detect thoughts, as the telepathic psionic discipline Focus Time: Continuous
Conceal Thoughts (CPH p.80). Duration: Continuous
Description: The monk can suppress his need for food,
Crane's Call water, and sleep by spending an hour in meditation that
Level: 4 day. The monk is only able to use this power a number of
Focus Time: Continuous days equal to his experience level without suffering ill
Duration: Continuous effects, as the psychometabolic psionic devotion Mind
Description: The monk can hit creatures only harmed by Over Body (CPH p.62).
+2 or better weapons.
One Finger
Desperate Lark Level: 4
Level: 4 Focus Time: 4
Focus Time: 1 Duration: 1 round

9/14
Description: This allows the monk to perform a Tiger Stance
Concentrated Push (per the first-level chi power) against a Level: 4
remote target, at a range of up to 5 feet per three Focus Time: 3
experience levels of the monk, rounded up. Duration: 1 round/level
Description: When struck by any opponent in melee, the
Phoenix in Flight monk gets a free attack of opportunity on the attacker.
Level: 4
Focus Time: 4
Duration: 1 round Level 5
Description: The monk can fire up to his level in Melf's
Minute Meteors (per the third-level wizard spell). Blood of the Dragon
Level: 5
Serpent's Strike Focus Time: 5
Level: 4 Duration: 1 round/level
Focus Time: 1 round Description: When anyone hits the monk in combat,
Duration: 24 hours everyone within 1" takes 1d8 damage from a caustic spray
Description: With a successful attack roll, the monk can of blood. Items must also save vs. acid with a +4 bonus or
render an opponent's finger, arm, or leg useless for 24 be damaged.
hours if the victim fails a save vs. paralyzation.
Chi Sight
Slither of the Snake Level: 5
Level: 4 Focus Time: 1 round
Focus Time: 0 Duration: 1 round
Duration: 1 round Description: This allows the monk to read a person's aura
The monk doubles his movement rate and number of and determine their alignment and experience level, as the
attacks for one round. clairsentient psionic science Aura Sight (CPH p.28).

Stomp of the Dragon Dragon's Crush


Level: 4 Level: 5
Focus Time: Continuous Focus Time: 5
Duration: Continuous Duration: Instant
Description: The monk’s kick attacks do a base of 1d8 Description: The monk can leap up to 6" and upon landing
points of damage. get attacks of opportunity on all opponents within melee
range at +4 to hit and double damage if the attack is
Storm Wind successful.
Level: 4
Focus Time: 0 Flying Windmill Kick
Duration: Instantaneous Level: 5
Description: The monk can dispel any one spell or spell- Focus Time: 3
like effect cast at him. Duration: 1 round/level
Description: When the monk succeeds in a kicking attack
Strength of the Dragon against a single opponent, he immediately gets another
Level 4 kick attack. He can continue kicking, as long as he
Focus Time: 4 succeeds, up to a number of attacks equal to his level.
Duration: 1 round/level
Description: The monk's strength rises to 19 for the Healing Trance
duration of the power. Level: 5
Focus Time: 0
Stunning Touch Duration: Special
Level: 4 Description: Whenever the monk is reduced to below 0 hit
Focus Time: 4 points but not killed (taken below –10 hit points), the
Duration: 1-4 rounds monk falls into a deep trance and does not continue to lose
Description: With a light slap of his fingers, the monk can hit points – instead regaining them at the rate of 1 hp per
stun his opponent. The monk makes a normal hit roll, and turn until reaching 1 hp. The monk then regains
causes no damage, but the subject must save vs. consciousness and normal function.
paralyzation or be stunned and unable to take any action
for 1d4 rounds. Improvise Weapon
Level: 5

10/14
Focus Time: Continuous Tortoise Shell
Duration: Continuous Level: 5
Description: Any object size Small to Large may be picked Focus Time: 5
up and used as a weapon doing damage equal to the Duration: 1 round/level
monk's usual unarmed attacks, and is treated as a martial Description: The monk is immune to all missile attacks.
arts weapon for all purposes.
Vengeance of the Tiger
Mantis Strike Level: 5
Level: 5 Focus Time: 0
Focus Time: Continuous Duration: Instantaneous
Duration: Continuous Description: When struck by an opponent in melee, the
Description: The monk’s fist attacks do a base of 1d8 monk gets an attack of opportunity against them. If
points of damage. successful, add the amount of damage the opponent did to
the monk to the damage the monk deals to them.
Mountain Stream
Level: 5 Wings of the Phoenix
Focus Time: Continuous Level: 5
Duration: Continuous Focus Time: 5
Description: The monk is immune to all normal diseases. Duration: 1 round/level
The monk gets an additional saving throw versus any Description: The monk gains the power to fly (as the third-
magical diseases. level wizard spell Fly) leaving a fiery stream behind (this
flame does not damage objects or creatures).
Phoenix Feather
Level: 5
Focus Time: Continuous
Duration: Continuous Level 6
Description: The monk is immune to falling damage. He
always falls the last 30' to the ground at 3", causing no Cobra's Kiss
damage upon landing. Level: 6
Focus Time: Continuous
Python's Embrace Duration: Continuous
Level: 5 Description: The monk is immune to all forms of poison.
Focus Time: 5
Duration: Special Flame of the Phoenix
With a successful attack roll, the monk can grip and hold Level: 6
an opponent in a way that prevents them from taking any Focus Time: 6
physical action if they fail a save vs. paralyzation. The Duration: Instantaneous
monk cannot attack further while the subject is held in this Description: The monk can perform a Flame Strike (as the
way; the subject can only escape with a successful bend fifth-level cleric spell) upon a single target.
bars/lift gates roll.
Mind Bar
Read Chi Residue Level: 6
Level: 5 Focus Time: 0
Focus Time: 1 round Duration: 1 round/level
Duration: 1 round Description: The monk is 75% immune to charm,
Description: The monk is able to determine some facts confusion, ESP, fear, feeblemind, magic jar, sleep, and
about an object's previous owner, as the clairsentient suggestion spells. This power also offers complete
devotion Object Reading. protection against possession and protects the monk
against all psionic powers except the five attacks, as the
Shadow Step telepathic psionic devotion Mind Bar (CPH p.88).
Level: 5
Focus Time: 5 Nightingale's Song
Duration: 1 round/level Level: 6
Description: The monk is invisible, as the second-level Focus Time: Continuous
wizard spell Invisibility. He becomes visible if he attacks Duration: Continuous
or takes damage, but can turn invisible again in place of Description: The monk can hit creatures only harmed by
any attack until the power ends. +3 or better weapons.

11/14
Quivering Palm Unyielding Tiger Stance
Level: 6 Level: 6
Focus Time: 3 rounds Focus Time: 3
Duration: Special Duration: 1 round/level
Description: The monk must touch the victim successfully Description: The monk gets an attack of opportunity
in combat. This sets up a series of vibrations in the victim, whenever any opponent attacks him in melee.
which enables the monk to give them a command to die
within a number of days equal to the monk's level. When Will of the Dragon
this command is issued, the target dies unless he makes a Level: 6
save vs. death at -4. Undead, creatures struck only by Focus Time: 1 round
magical weapons, and creatures with more than twice the Duration: 1 turn/level
monk's maximum hit points are unaffected. This power Description: The monk gains Free Action (as the fourth-
can only be used once a week. A heal spell or the will of level priest spell).
the monk can dismiss the vibrations.

Scales of the Dragon Level 7


Level: 6
Focus Time: 6 Arrogance of the Dragon
Duration: 1 round/level Level: 7
Description: The monk gains an AC bonus of 6 against all Focus Time: 1 round
opponents for the power's duration. Duration: 1 turn/level
Description: Immunity to mind-affecting magic as the
Serpent's Venom seventh-level Wizard spell Mind Blank.
Level: 6
Focus Time: 6 Dim Mak
Duration: 1d6 turns Level: 7
Description: With this nerve strike, the monk makes a Focus Time: 7
normal hit roll. If he succeeds, the target must save vs. Duration: 1 attack
paralyzation or be paralyzed for 1d6 turns. Description: The dreaded Dim Mak Death Curse requires a
successful attach roll by the monk. The victim must save
The Storm Reverses vs. death at –4 or lose all ability to use Chi powers. The
Level: 6 victim also can not heal, either naturally or magically.
Focus Time: 0 This effect is permanent, and can only be reversed by the
Duration: Instantaneous ninth-level wizard spell Wish.
Description: The monk can choose a new target for any
spell cast at him. This includes spells partially targeted on Eagle Claw
the monk, like area effect spells (e.g. Fireball). Level: 7
Focus Time: Continuous
Thunder Kick Duration: Continuous
Level: 6 Description: The monk’s fist attacks do a base of 1d10
Focus Time: Continuous points of damage.
Duration: Continuous
Description: The monk's kick attacks do a base of 1d10 One With Nature
points of damage. Level: 7
Focus Time: 1 round
Transfer Chi Duration: 1 round/level
Level: 6 Description: The monk can alter their body to survive in a
Focus Time: 1 round hostile environment - water, acid, an elemental plane, etc.,
Duration: Permanent as the psychometabolic psionic discipline Body Control
Description: The monk touches a subject and manipulates (CPH p.55).
its chi flow. The monk then can transfer hit points from
himself to heal the subject. The subject cannot gain more Phoenix Rising
hit points than their maximum, and the monk dies if he Level: 7
gives more than his current hit points. The monk can heal Focus Time: 7
the damage this causes to him as usual. This functions as Duration: 1 round/level
the psychometabolic psionic devotion Lend Health (CPH Description: The monk can fly as the third-level wizard
p.62). spell Fly. While flying, he can loose bursts of energy at his

12/14
opponents equivalent to his usual unarmed attacks but with Spitting Cobra
a 6" range. Level: 7
Focus Time: 7
Premonition Duration: 1 attack
Level: 7 Description: With this power, the monk may perform any
Focus Time: Continuous other single martial arts attack (or chi power) at a range of
Duration: Continuous 12".
Description: 90% of the time, the monk receives a
premonition of death or serious bodily injury 1-4 turns Tiger In The Grass
before it happens. Level: 7
Focus Time: Continuous
Rebalance Chi Duration: Continuous
Level: 7 Description: The monk gains an AC bonus of 7 against all
Focus Time: 24 hours opponents.
Duration: Permanent
Description: The monk falls into a catatonic state for 24 Torrent of Fury
hours, and awakens healed of all infirmities, poisons, Level: 7
wounds, mental afflictions, etc., as the sixth-level cleric Focus Time: 5
spell Heal. Duration: 1 round
Description: When the monk succeeds in any attack, he
Shadow Walk can make another free attack against any opponent. He
Level: 7 may continue attacking as long as he keeps succeeding, up
Focus Time: 7 to a number of attacks equal to his level.
Duration: 1 turn
Description: The monk can move from one shadow to Venerable Dragon
another, as the seventh-level wizard spell Shadow Walk, Level: 7
moving up to seven miles in a turn. If desired, he can Focus Time: Continuous
make up to one such transfer per round, with each mini- Duration: Continuous
transfer acting as the fourth-level wizard spell Dimension Description: The monk does not age while the power is in
Door. place

.
The Shadow Passes Level 2 Level 3
Chi Powers by Tiger Fist
Level Tiger's Eye Breath of the Dragon Choking Coil
Tongue of the Dragon Circle Kick Claw of the Dragon
Eagle Eye Constrictor Stance
Eye of the Dragon Empathy
Flying Kick Feign Death
Level 1 Friend of Shadow Fist of Steel
Great Throw Flow Like Water
Axe Kick Inner Focus Giant Leap
Bite of the Dragon Instant Stand Healing Chi
Coil of the Snake Iron Skin Horns of the Dragon
Concentrated Push Iron Will Immovable Stance
Crushing Blow Leap Iron Cloth
Edge of the Storm Phoenix Kick Lightning Fist
Eyes of the Snake Raven's Cry Mantis Block
Five Happiness Fist Recoil and Strike Natural Order
Hands Without Shadow Serpent's Fang Phoenix Egg
Jump Tail of the Serpent Shadow Self
No-shadow Kick The Lightning Strikes Steady Step
Phoenix Strike Tiger Senses Swallow's Dart
Prone Fighting Willow Step Tiger Claw
Sparrow Palm Wings of the Dragon Tornado Dodge
Spring Breeze
Tail of the Dragon
The Rain Falls

13/14
Level 4 Eye of the Storm Phoenix in Flight Stunning Touch
Flow of Chi Serpent's Strike Tiger Stance
Calm Pond Flower Petal Slither of the Snake
Crane's Call Friend of Darkness Stomp of the Dragon
Desperate Lark Mind Over Body Storm Wind
Drunken Stance One Finger Strength of the Dragon

Level 5 Level 6 Level 7

Blood of the Dragon Cobra's Kiss Arrogance of the Dragon


Chi Sight Flame of the Phoenix Dim Mak
Dragon's Crush Mind Bar Eagle Claw
Flying Windmill Kick Nightingale's Song One With Nature
Healing Trance Quivering Palm Phoenix Rising
Improvise Weapon Scales of the Dragon Premonition
Tortoise Shell Serpent's Venom Rebalance Chi
Mantis Strike The Storm Reverses Shadow Walk
Mountain Stream Thunder Kick Spitting Cobra
Phoenix Feather Transfer Chi Tiger In The Grass
Python's Embrace Unyielding Tiger Stance Torrent of Fury
Read Chi Residue Will of the Dragon Venerable Dragon
Shadow Step
Vengeance of the Tiger
Wings of the Phoenix

14/14

You might also like