Sissy Church
monk

monk

Welcome to monk!

Hit Dice:

Hit Dice Type: d4 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Maximum Number of Hit Dice: 17 plus an extra d4 for 1st level —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Starting Money:

Your character is unusual, exceptional as compared to the norm. This applies to abilities and funds as well. Thus, he or she will have a large supply of coins with which to purchase equipment and supplies to begin adventuring. The possible number of gold pieces which a player begins depends upon the character class: —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Monk: 5-20 g.p. (5d4) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

To determine the number of gold pieces your character has at the start, simply roll the appropriate dice and total the sum (adding a decimal place if necessary). —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Most of these funds will quickly be spent on the costs of staying in the adventuring area and acquiring the equipment which will be used for adventuring. (See BASIC EQUIPMENT AND SUPPLIES COSTS table hereafter.) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Armor and Weapons Permitted:

Armor: none —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Shield: none —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Weapons: bo sticks, club, crossbow, dagger, hand axe, javalin, jo stick, pole arm, spear, staff —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Oil: no —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Poison: DM’s choice —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Starting Equipment for Monk:

From Dungeons & Dragons 5th edition

You start with the following equipment, in addition to the equipment granted by your background:

(a) a shortsword or (b) any simple weapon

(a) a dungeoneer’s pack or (b) an explorer’s pack

10 darts

Magic Item Use:

3. Magic items usable by monks include all magical varieties of weapons listed (unless proscribed), rings, and those miscellaneous magic items which are usable by thieves. No other magic items of any sort may be employed by monks. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Effective Armor Class:

When fighting unarmored, the first level monk has an effective armor class of 10. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

When fighting unarmored, the second level monk has an effective armor class of 9. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

When fighting unarmored, the third level monk has an effective armor class of 8. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

When fighting unarmored, the fourth or fifth level monk has an effective armor class of 7. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

When fighting unarmored, the sixth level monk has an effective armor class of 6. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

When fighting unarmored, the seventh level monk has an effective armor class of 5. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

When fighting unarmored, the eighth level monk has an effective armor class of 4. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

When fighting unarmored, the ninth or tenth level monk has an effective armor class of 3. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

When fighting unarmored, the 11th level monk has an effective armor class of 2. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

When fighting unarmored, the 12th level monk has an effective armor class of 1. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

When fighting unarmored, the 13th level monk has an effective armor class of 0. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

When fighting unarmored, the 14th or 15th level monk has an effective armor class of -1. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

When fighting unarmored, the 16th level monk has an effective armor class of -2. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

When fighting unarmored, the 17th level monk has an effective armor class of -3. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Open Hand Attacks:

Open hand combat damage is shown in MONKS TABLE II below. In addition, the monk has a chance to stun, or even kill, an opponent. An opponent is stunned by a monk for 1-6 (d6) melee rounds if the score of the monk’s “to hit” die score exceeds the minimum number required for a hit by 5 or more, i.e. if a 15 is required, a score of 20 would indicate a stun. The open hand “to hit” scores rolled by the monk are never modified by any strength ability bonuses. The chance to kill is a percentage which equals the armor class (AC) of the opponent, modified by the number of experience levels above seven which the monk has attained. AC -1 is a negative chance for killing, as an example, but a monk of 9th level (two above 7th) would allow a 1% chance of killing. Not that 1) the monk must score a hit, and 2) the hit must stun the opponent, and 3) the percentile dice score must be equal to or less than the armor class of the stunned opponent, modified by the monk’s level over 7th, in order to score a kill. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Open hand fighting also allows the monk multiple attacks at such time as the monk has attained the 4th or higher experience level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Henchmen:

5. Until attaining the rank of Master, monks may not have any hirelings or henchmen at all. At 6th level of experience, monks may hire persons on a short-duration basis — At this level, they may also acquire up to two henchment. Henchmen may be fighters (but not paladins nor rangers), thieves, or assassins. With each level of experience above the 6th which the monk attains, he or she may add one additional henchman, until the maximum number established by the monk’s charisma score is reached. Monks will gain followers upon attaining 8th level; this is discussed hereafter. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Limited Number of Monks:

6. There can only be a limited number of monks above 7th level (Superior Master). There are three 8th level (Master of Dragons) and but one of each higher level. When a player character monk gains sufficient experience points to qualify him or her of 8th level, the commensurate abilities are attained only temporarily. The monk must find and defeat in single combat, hand-to-hand, without weapons or magic items, on the 8th level monks — the White, the Green, or the Red. The same must be done at the ninth and higer levels. The loser of these combats loses enough experience points to place him or her at the lowest number possible to attain the level just beneath the new level. The monk character will know where to locate the higher level monks, and he or she must proceed immediately to do combat or else lose experience points equal to the number which will place him or her at the lowest number possible to have attained thelevel just beneath tha tof the monk he or she should have sought out but did not. That is the player character drops to 7th level in the above case and must then work upwards again. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Followers and Monastery:

Followers: When a monk player character attains the 8th level of experience, he or she will gain a number of monks as followers upon defeating the monk which held the 8th level position that the player character has now gotten. He or she will attract from 2-5 1st level monks if the player character has a monastery of monastery-like building to use as a headquarters. These followers may be worked upwards in levels of experience. The player character will attract 1 or 2 additional monks of 1st level for each level of experience theplayer gains. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

While followers of a monk are as loyal as his or her other henchmen, they automatically leave service when they attain the level of Suprior Master (7th). —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

All followers will be of the exact same alignment as the monk player character. If he or she changes alignment, the current followers will desert, but new ones can still be gained by advancement in level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The monastery or monastery-like headquarters of the monk can that of the character he or she defeated to attain 8th, or higher level, or it can be a building specially constructed by the monk player character after attaining 8th or higher level. In the latter case, the monk may retain up to 250,000 gold pieces value in treaure in order to finance construction of the place. He or she may also retain sufficient funds thereafter to maintain such a place. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Note that monk followers require no support, upkeep, or pay of any sort. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook


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