The Monk An AD&D Variant Ernest Mueller ernestm@mindspring.com October 14, 199 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: Level XP Required Hit Dice (d8) Number of Attacks Attack Bonus Damage Bonus Armor Class Chi Powers (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 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 5th 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 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. Chi Power List Level 1 Axe Kick Level: 1 Focus Time: 1 Duration: 1 attack Description: The monk's kick attack, if it hits, is a successful automatic knockdown. Bite of the Dragon Level: 1 Focus Time: 2 Duration: 1 attack Description: The monk makes a single martial arts attack; if it hits the attack deals double total damage. Coil of the Snake Level: 1 Focus Time: 1 Duration: 1 round/level Description: The monk gains a +2 'to hit' on all block, trip, and disarm attempts. Concentrated Push Level: 1 Focus Time: 1 Duration: 1 round Description: For the duration of the round, with a successful attack roll the monk can push an opponent backwards 5 feet per three levels of experience of the monk (rounded up). For each ten feet the opponent is pushed over the course of the round, the subject must make a save vs. paralyzation or fall down. Crushing Blow Level: 1 Focus Time: 1 round Duration: 1 attack Description: After focusing for the entire round, the monk's punch attack does double damage to nonliving material and the object struck must make a save vs. crushing blow or be broken in two. Magical items must also save, though they get a bonus equal to their plus as usual. Edge of the Storm Level: 1 Focus Time: Continuous Duration: Continuous Description: The monk may execute blocks against missile attacks as if they were melee attacks. Eyes of the Snake Level: 1 Focus Time: 1 Duration: 1 round/level Description: The monk spends an attack staring into a single opponent's eyes, and gains an AC bonus of 4 against that opponent for the duration of the power. Five Happiness Fist Level: 1 Focus Time: 1 Duration: 1 attack Description: The monk gains +5 to hit on a single punch attack. Hands Without Shadow Level: 1 Focus Time: 0 Duration: 1 attack Description: The monk's first bare-hand attack comes before any other attacks in the round. This attack cannot be blocked. Jump Level: 1 Focus Time: 1 Duration: Instantaneous Description: The monk can use an attack to perform a Jump (like the first-level wizard spell) up to half his normal movement rate in feet in any direction (60 feet assuming a standard movement rate of 12"), changing facing as desired. No-shadow kick Level: 1 Focus Time: 0 Duration: 1 attack Description: The monk makes a kick attack, and then immediately gets a free kick attack which may only be directed against the same opponent. Each successful kick knocks the target back 5 feet. Phoenix Strike Level: 1 Focus Time: 0 Duration: 1 round Description: All martial arts attacks this round are performed with a burst of flame similar to the second-level cleric spell Flame Blade, causing an additional 4 points of damage (6 vs. those vulnerable to fire) per strike. Prone Fighting Level: 1 Focus Time: Continuous Duration: Continuous Description: The monk can attack and defend with no penalty from a prone or kneeling position. Sparrow Palm Level: 1 Focus Time: 0 Duration: 1 round Description: The monk gains a +4 bonus to hit on all grab and sap maneuvers this round. The monk also does not suffer from the -4 called shot penalty for those maneuvers (a total bonus of +8). Spring Breeze Level: 1 Focus Time: 1 round Duration: Instantaneous Description: The monk instantly recovers from any and all fatigue. This does not count as a night's rest for purposes of re-using Chi powers, but it does remove all battle fatigue and effects from forced marching. Tail of the Dragon Level: 1 Focus Time: 0 Duration: 1 round/level Description: The monk can attack any opponents standing behind him as if they were in front of him with no penalty for the duration of the power. The Rain Falls Level: 1 Focus Time: 1 Duration: 1 round/level Description: This gives the monk's entire side in combat a -1 modifier on their initiative rolls, as the clairsentient psionic devotion Combat Mind (CPH p.33). The Shadow Passes Level: 1 Focus Time: 0 Duration: Instantaneous Description: The monk may perform a free Withdraw maneuver, leaving melee without provoking any attacks of opportunity. Tiger Fist Level: 1 Focus Time: Continuous Duration: Continuous Description: The monk's fist attacks do a base of 1d4 points of damage. Tiger's Eye Level: 1 Focus Time: Continuous Duration: Continuous Description: The monk can see everything in a 360-degree arc around him. Attacks against the monk's back and flanks get no bonus. The monk gains a +1 bonus to surprise rolls. This functions as the psionic clairsentient devotion All-Round Vision (CPH p.33). Tongue of the Dragon Level: 1 Focus Time: 1 Duration: 1 attack Description: The monk can move up to twice his normal movement rate in a round. Since this power only takes a single attack, the monk can take any other attacks as usual before or after (but not during) this movement. Level 2 Breath of the Dragon Level: 2 Focus Time: 3 Duration: 1 attack Description: The monk makes a single attack at +4 to hit, which deals double damage if it succeeds. Circle Kick Level: 2 Focus Time: Continuous Duration: Continuous Description: The monk's kick attacks do a base of 1d6 points of damage. Eagle Eye Level: 2 Focus Time: 1 round Duration: 1 round/level Description: The monk may make missile attacks at +2 to hit, ignoring any negative cover or visibility modifiers. Eye of the Dragon Level: 2 Focus Time: 2 Duration: 1 round Description: The monk gains the ability to see all invisible, hidden, or otherwise concealed objects or persons within 6". Flying Kick Level: 2 Focus Time: 2 Duration: 1 round/level Description: The monk can perform full-effectiveness kick attacks on an opponent of any size. Friend of Shadow Level: 2 Focus Time: Continuous Duration: Continuous Description: The monk is able to fight in darkness or when blinded, with a -1 penalty to all attack rolls rather than the usual -4. Great Throw Level: 2 Focus Time: 2 Duration: 1 attack Description: With a successful attack roll, the monk can pick up and throw down his opponent. The monk has a to- hit penalty of -4 per size class the opponent is larger than the monk. The victim suffers a knockdown and double normal bare-hand damage. Inner Focus Level: 2 Focus Time: 1 turn Duration: Variable Description: The monk must meditate for a full turn, and then attempt a nonweapon proficiency check. The monk receives a +2 bonus on any one proficiency roll. Instant Stand Level: 2 Focus Time: Continuous Duration: Continuous Description: When knocked down, the monk can stand back up without spending an attack. Iron Skin Level: 2 Focus Time: Continuous Duration: Continuous Description: The monk gains an AC bonus of 2 against all opponents. Iron Will Level: 2 Focus Time: Continuous Duration: Continuous Description: The monk gains resistance to charms and hypnosis of all sorts, getting a +4 bonus to saving throws versus such effects, and getting a saving throw even if one is not normally allowed. Leap Level: 2 Focus Time: 2 Duration: 1 attack Description: The monk can perform a jump (like the first- level wizard spell) up to his normal movement rate in feet in any direction (120 feet assuming a standard movement rate of 12"), changing facing as desired. Phoenix Kick Level: 2 Focus Time: 2 Duration: 1 attack Description: The monk makes a sweeping kick and fire is emitted as the first-level Wizard spell Burning Hands, doing 1d3 damage plus 2 per level of the monk. Raven's Cry Level: 2 Focus Time: Continuous Duration: Continuous Description: The monk can hit creatures only harmed by +1 or better weapons with martial arts attacks. Recoil and Strike Level: 2 Focus Time: 0 Duration: 1 round/level Description: Every time the monk performs a successful block maneuver, he gets a free attack of opportunity on the blocked attacker. Serpent's Fang Level: 2 Focus Time: 2 Duration: 1-3 rounds Description: The monk must make a normal hit roll to strike a vital area on the target. If he hits, he does no damage, but the subject is in pain such that he will suffer a -2 to all hit rolls and a +2 AC penalty for 1-3 rounds. This power only works on living, humanoid opponents. Tail of the Serpent Level: 2 Focus Time: 4 Duration: 1 attack Description: The monk may attack all opponents in melee range with a low sweeping kick. Each opponent hit takes normal damage and must save vs. paralyzation or suffer knockdown. Tiger Senses Level: 2 Focus Time: Continuous Duration: Continuous Description: The monk can sense danger in the area. When danger threatens, the monk makes a WIS check. Success means either a full round of warning, if the monk beats their WIS score by 8, or a warning the round that danger threatens, making the monk impossible to surprise, if they made their check but by less than 8. This power is similar to the clairsentient psionic devotion Danger Sense (CPH p.33). The Lightning Strikes Level: 2 Focus Time: 4 Duration: 1 attack Description: The monk can make any single called shot, or other attack that suffers a called shot penalty (e.g. Grab) ignoring the usual -4 penalty and with an additional +2 bonus. Willow Step Level: 2 Focus Time: 0 Duration: 1 round The monk gains an AC bonus of 4 against all opponents this round, but can move and attack as usual. Wings of the Dragon Level: 2 Focus Time: 2 Duration: 1 round Description: The monk can attack two or more opponents simultaneously on his normal initiative, up to his full number of attacks. The monk cannot attack the same opponent twice, and these attacks use up his attacks for the round as usual. Level 3 Choking Coil Level: 3 Focus Time: 3 Duration: Special Description: With a successful attack, the monk gets their opponent in a choke hold. The subject can attempt to escape by making opposed attack rolls with both victim and monk striking vs. AC4, up to the normal limit of their attacks. If the lock is not broken by the time the victim runs out of breath (use the standard PH "holding your breath" rules), the victim falls unconscious. Claw of the Dragon Level: 3 Focus Time: 0 Duration: 1 attack Description: Double the damage of a successful attack the monk just made. Constrictor Stance Level: 3 Focus Time: Continuous Duration: Continuous Description: The monk may make grappling attacks as if they were normal martial arts attacks, using the martial arts combat and AC bonuses. Additionally, the monk gains a +2 "to hit" on all grappling, trap, and trap/break maneuvers. Empathy Level: 3 Focus Time: 3 Duration: 1 round Description: The monk can feel another person's emotions, as the psionic telepathic devotion Empathy (CPH p.84). Feign Death Level: 3 Focus Time: 1 round Duration: 1 day/level Description: The monk can feign death (as the third-level wizard spell). Fist of Steel Level: 3 Focus Time: Continuous Duration: Continuous Description: The monk's fist attacks do a base of 1d6 points of damage. Flow Like Water Level: 3 Focus Time: Continuous Duration: Continuous Description: The monk takes only half damage (rounded up) from falling any distance. Giant Leap Level: 3 Focus Time: 3 Duration: Instantaneous Description: The monk can perform a Jump (like the first- level wizard spell) up to twice his movement rate in feet in any direction (240 feet, assuming a standard 12" movement rate), changing facing as desired. Healing Chi Level: 3 Focus Time: 1 round Duration: Permanent Description: The monk can heal 2d6 points of damage to himself by concentrating a round and ordering the flow of his chi. Horns of the Dragon Level: 3 Focus Time: 3 Duration: 1 attack Description: With a successful attack roll, the monk can throw an opponent up to 30' through the air. When the subject lands, they take damage as if they had fallen that distance. Immovable Stance Level: 3 Focus Time: Continuous Duration: Continuous Description: The monk gets an additional save vs. paralyzation to avoid being lifted, knocked down, or thrown off his feet under any circumstance. Iron Cloth Level: 3 Focus Time: 3 Duration: 1 round/level The monk can use any piece of cloth (6'x4' or larger) as a spear in all respects, which is treated as a martial arts weapon. Lightning Fist Level: 3 Focus Time: 0 Duration: 1 round/level Description: The monk's initiative rolls get a +4 bonus for the duration of the power. Mantis Block Level: 3 Focus Time: Continuous Duration: Continuous Description: The monk can lock up an opponent's weapon on a normal to hit roll, rendering them unable to attack with it. The monk is at +4 to hit them with kick attacks while the weapon is locked (unless they've dropped it). An opposed "to hit" roll must be made for them to free their weapon, with both monk and victim rolling against AC4. If the lock was performed unarmed on a weapon, when the weapon is freed the monk is subject to an immediate attack of opportunity. Natural Order Level: 3 Focus Time: 0 Duration: Instantaneous Description: The monk does not suffer damage from any one damage-causing magical attack affecting him. This applies to spells cast by spellcasters and other spell-like effects. It does not apply to in-place magical effects, and does not diminish the attack's effect on other targets (for example, a monk uses Natural Order to avoid damage from a fireball, but all others in the fireball take damage as usual). Phoenix Egg Level: 3 Focus Time: 1 round Duration: Instantaneous Description: The monk can concentrate their chi and emit a ball of fire one foot in radius that blasts out up to 6" and does 3d6 hp of fire damage to a single target and automatic knockdown (no roll to hit required, target saves vs. spells for half damage). Shadow Self Level: 3 Focus Time: 0 Duration: Instantaneous Description: Upon being struck by an opponent, the monk can declare the attack instead struck a "shadow self" of themselves , which then disappears (like the second-level wizard spell Mirror Image). The monk takes no damage from the attack. Steady Step Level: 3 Focus Time: Continuous Duration: Continuous Description: The monk is immune to all types of haste and slow spells. The monk also has a +2 bonus to DEX checks involving his stability on his feet. The monk does not suffer any negative terrain modifiers to movement. Swallow's Dart Level: 3 Focus Time: 1 round Duration: 1 round Description: The monk can move up to three times his movement rate without generating any attacks of opportunity by threatening opponents. This uses all the monk's actions for the round. Tiger Claw Level: 3 Focus Time: 3 Duration: Special Description: This power is also known as "Sticking Touch." The monk must make a successful attack roll in combat to touch an opponent, causing no damage. The monk then remains touching the opponent, following their every move. While he is in contact, he gets a +2 to hit against the subject, and receives a -2 AC bonus against him. The touch can only be broken by the opponent moving in a way or speed the monk cannot match (like flying if the monk can not fly). A successful knockdown on the monk also suffices. Tornado Dodge Level: 3 Focus Time: Continuous Duration: Continuous Description: The monk has an effective base AC of 0 (excluding DEX bonuses) vs. all opponents while parrying. Level 4 Calm Pond Level: 4 Focus Time: 1 round Duration: 1 round/level Description: The monk is protected against psionic or magical ESP and other powers or spells which read or detect thoughts, as the telepathic psionic discipline Conceal Thoughts (CPH p.80). Crane's Call Level: 4 Focus Time: Continuous Duration: Continuous Description: The monk can hit creatures only harmed by +2 or better weapons. Desperate Lark Level: 4 Focus Time: 1 Duration: 1 round The monk can run up walls and across ceilings (or similar surfaces) at up to twice his movement rate. Drunken Stance Level: 4 Focus Time: Continuous Duration: Continuous Description: The monk gains an AC bonus of 4 against all opponents. Eye of the Storm Level: 4 Focus Time: Continuous Duration: Continuous Description: The monk gets free blocks vs. all missile attacks. Flow of Chi Level: 4 Focus Time: 1 round Duration: Permanent Description: The monk can heal 2d6 points of damage on another by touching them and concentrating on ordering their chi for a round. Flower Petal Level: 4 Focus Time: 0 Duration: 1 round/level Description: The monk can adjust their weight to correspond to the surface they are standing on, and takes no damage from falls, as the psionic psychometabolic devotion Body Equilibrium (CPH p.55). Friend of Darkness Level: 4 Focus Time: Continuous Duration: Continuous Description: The monk can operate with no penalty in the dark or when blinded, and can see normally. The monk can not perceive colors while using this power, however. Mind Over Body Level: 4 Focus Time: Continuous Duration: Continuous Description: The monk can suppress his need for food, water, and sleep by spending an hour in meditation that day. The monk is only able to use this power a number of days equal to his experience level without suffering ill effects, as the psychometabolic psionic devotion Mind Over Body (CPH p.62). One Finger Level: 4 Focus Time: 4 Duration: 1 round Description: This allows the monk to perform a Concentrated Push (per the first-level chi power) against a remote target, at a range of up to 5 feet per three experience levels of the monk, rounded up. Phoenix in Flight Level: 4 Focus Time: 4 Duration: 1 round Description: The monk can fire up to his level in Melf's Minute Meteors (per the third-level wizard spell). Serpent's Strike Level: 4 Focus Time: 1 round Duration: 24 hours Description: With a successful attack roll, the monk can render an opponent's finger, arm, or leg useless for 24 hours if the victim fails a save vs. paralyzation. Slither of the Snake Level: 4 Focus Time: 0 Duration: 1 round The monk doubles his movement rate and number of attacks for one round. Stomp of the Dragon Level: 4 Focus Time: Continuous Duration: Continuous Description: The monk's kick attacks do a base of 1d8 points of damage. Storm Wind Level: 4 Focus Time: 0 Duration: Instantaneous Description: The monk can dispel any one spell or spell- like effect cast at him. Strength of the Dragon Level 4 Focus Time: 4 Duration: 1 round/level Description: The monk's strength rises to 19 for the duration of the power. Stunning Touch Level: 4 Focus Time: 4 Duration: 1-4 rounds Description: With a light slap of his fingers, the monk can stun his opponent. The monk makes a normal hit roll, and causes no damage, but the subject must save vs. paralyzation or be stunned and unable to take any action for 1d4 rounds. Tiger Stance Level: 4 Focus Time: 3 Duration: 1 round/level Description: When struck by any opponent in melee, the monk gets a free attack of opportunity on the attacker. Level 5 Blood of the Dragon Level: 5 Focus Time: 5 Duration: 1 round/level Description: When anyone hits the monk in combat, everyone within 1" takes 1d8 damage from a caustic spray of blood. Items must also save vs. acid with a +4 bonus or be damaged. Chi Sight Level: 5 Focus Time: 1 round Duration: 1 round Description: This allows the monk to read a person's aura and determine their alignment and experience level, as the clairsentient psionic science Aura Sight (CPH p.28). Dragon's Crush Level: 5 Focus Time: 5 Duration: Instant Description: The monk can leap up to 6" and upon landing get attacks of opportunity on all opponents within melee range at +4 to hit and double damage if the attack is successful. Flying Windmill Kick Level: 5 Focus Time: 3 Duration: 1 round/level Description: When the monk succeeds in a kicking attack against a single opponent, he immediately gets another kick attack. He can continue kicking, as long as he succeeds, up to a number of attacks equal to his level. Healing Trance Level: 5 Focus Time: 0 Duration: Special Description: Whenever the monk is reduced to below 0 hit points but not killed (taken below -10 hit points), the monk falls into a deep trance and does not continue to lose hit points - instead regaining them at the rate of 1 hp per turn until reaching 1 hp. The monk then regains consciousness and normal function. Improvise Weapon Level: 5 Focus Time: Continuous Duration: Continuous Description: Any object size Small to Large may be picked up and used as a weapon doing damage equal to the monk's usual unarmed attacks, and is treated as a martial arts weapon for all purposes. Mantis Strike Level: 5 Focus Time: Continuous Duration: Continuous Description: The monk's fist attacks do a base of 1d8 points of damage. Mountain Stream Level: 5 Focus Time: Continuous Duration: Continuous Description: The monk is immune to all normal diseases. The monk gets an additional saving throw versus any magical diseases. Phoenix Feather Level: 5 Focus Time: Continuous Duration: Continuous Description: The monk is immune to falling damage. He always falls the last 30' to the ground at 3", causing no damage upon landing. Python's Embrace Level: 5 Focus Time: 5 Duration: Special With a successful attack roll, the monk can grip and hold an opponent in a way that prevents them from taking any physical action if they fail a save vs. paralyzation. The monk cannot attack further while the subject is held in this way; the subject can only escape with a successful bend bars/lift gates roll. Read Chi Residue Level: 5 Focus Time: 1 round Duration: 1 round Description: The monk is able to determine some facts about an object's previous owner, as the clairsentient devotion Object Reading. Shadow Step Level: 5 Focus Time: 5 Duration: 1 round/level Description: The monk is invisible, as the second-level wizard spell Invisibility. He becomes visible if he attacks or takes damage, but can turn invisible again in place of any attack until the power ends. Tortoise Shell Level: 5 Focus Time: 5 Duration: 1 round/level Description: The monk is immune to all missile attacks. Vengeance of the Tiger Level: 5 Focus Time: 0 Duration: Instantaneous Description: When struck by an opponent in melee, the monk gets an attack of opportunity against them. If successful, add the amount of damage the opponent did to the monk to the damage the monk deals to them. Wings of the Phoenix Level: 5 Focus Time: 5 Duration: 1 round/level Description: The monk gains the power to fly (as the third- level wizard spell Fly) leaving a fiery stream behind (this flame does not damage objects or creatures). Level 6 Cobra's Kiss Level: 6 Focus Time: Continuous Duration: Continuous Description: The monk is immune to all forms of poison. Flame of the Phoenix Level: 6 Focus Time: 6 Duration: Instantaneous Description: The monk can perform a Flame Strike (as the fifth-level cleric spell) upon a single target. Mind Bar Level: 6 Focus Time: 0 Duration: 1 round/level Description: The monk is 75% immune to charm, confusion, ESP, fear, feeblemind, magic jar, sleep, and suggestion spells. This power also offers complete protection against possession and protects the monk against all psionic powers except the five attacks, as the telepathic psionic devotion Mind Bar (CPH p.88). Nightingale's Song Level: 6 Focus Time: Continuous Duration: Continuous Description: The monk can hit creatures only harmed by +3 or better weapons. Quivering Palm Level: 6 Focus Time: 3 rounds Duration: Special Description: The monk must touch the victim successfully in combat. This sets up a series of vibrations in the victim, which enables the monk to give them a command to die within a number of days equal to the monk's level. When this command is issued, the target dies unless he makes a save vs. death at -4. Undead, creatures struck only by magical weapons, and creatures with more than twice the monk's maximum hit points are unaffected. This power can only be used once a week. A heal spell or the will of the monk can dismiss the vibrations. Scales of the Dragon Level: 6 Focus Time: 6 Duration: 1 round/level Description: The monk gains an AC bonus of 6 against all opponents for the power's duration. Serpent's Venom Level: 6 Focus Time: 6 Duration: 1d6 turns Description: With this nerve strike, the monk makes a normal hit roll. If he succeeds, the target must save vs. paralyzation or be paralyzed for 1d6 turns. The Storm Reverses Level: 6 Focus Time: 0 Duration: Instantaneous Description: The monk can choose a new target for any spell cast at him. This includes spells partially targeted on the monk, like area effect spells (e.g. Fireball). Thunder Kick Level: 6 Focus Time: Continuous Duration: Continuous Description: The monk's kick attacks do a base of 1d10 points of damage. Transfer Chi Level: 6 Focus Time: 1 round Duration: Permanent Description: The monk touches a subject and manipulates its chi flow. The monk then can transfer hit points from himself to heal the subject. The subject cannot gain more hit points than their maximum, and the monk dies if he gives more than his current hit points. The monk can heal the damage this causes to him as usual. This functions as the psychometabolic psionic devotion Lend Health (CPH p.62). Unyielding Tiger Stance Level: 6 Focus Time: 3 Duration: 1 round/level Description: The monk gets an attack of opportunity whenever any opponent attacks him in melee. Will of the Dragon Level: 6 Focus Time: 1 round Duration: 1 turn/level Description: The monk gains Free Action (as the fourth- level priest spell). Level 7 Arrogance of the Dragon Level: 7 Focus Time: 1 round Duration: 1 turn/level Description: Immunity to mind-affecting magic as the seventh-level Wizard spell Mind Blank. Dim Mak Level: 7 Focus Time: 7 Duration: 1 attack Description: The dreaded Dim Mak Death Curse requires a successful attach roll by the monk. The victim must save vs. death at -4 or lose all ability to use Chi powers. The victim also can not heal, either naturally or magically. This effect is permanent, and can only be reversed by the ninth-level wizard spell Wish. Eagle Claw Level: 7 Focus Time: Continuous Duration: Continuous Description: The monk's fist attacks do a base of 1d10 points of damage. One With Nature Level: 7 Focus Time: 1 round Duration: 1 round/level Description: The monk can alter their body to survive in a hostile environment - water, acid, an elemental plane, etc., as the psychometabolic psionic discipline Body Control (CPH p.55). Phoenix Rising Level: 7 Focus Time: 7 Duration: 1 round/level Description: The monk can fly as the third-level wizard spell Fly. While flying, he can loose bursts of energy at his opponents equivalent to his usual unarmed attacks but with a 6" range. Premonition Level: 7 Focus Time: Continuous Duration: Continuous Description: 90% of the time, the monk receives a premonition of death or serious bodily injury 1-4 turns before it happens. Rebalance Chi Level: 7 Focus Time: 24 hours Duration: Permanent Description: The monk falls into a catatonic state for 24 hours, and awakens healed of all infirmities, poisons, wounds, mental afflictions, etc., as the sixth-level cleric spell Heal. Shadow Walk Level: 7 Focus Time: 7 Duration: 1 turn Description: The monk can move from one shadow to another, as the seventh-level wizard spell Shadow Walk, moving up to seven miles in a turn. If desired, he can make up to one such transfer per round, with each mini- transfer acting as the fourth-level wizard spell Dimension Door. Spitting Cobra Level: 7 Focus Time: 7 Duration: 1 attack Description: With this power, the monk may perform any other single martial arts attack (or chi power) at a range of 12". Tiger In The Grass Level: 7 Focus Time: Continuous Duration: Continuous Description: The monk gains an AC bonus of 7 against all opponents. Torrent of Fury Level: 7 Focus Time: 5 Duration: 1 round Description: When the monk succeeds in any attack, he can make another free attack against any opponent. He may continue attacking as long as he keeps succeeding, up to a number of attacks equal to his level. Venerable Dragon Level: 7 Focus Time: Continuous Duration: Continuous Description: The monk does not age while the power is in place Chi Powers by Level Level 1 Axe Kick Bite of the Dragon Coil of the Snake Concentrated Push Crushing Blow Edge of the Storm Eyes of the Snake Five Happiness Fist Hands Without Shadow Jump No-shadow Kick Phoenix Strike Prone Fighting Sparrow Palm Spring Breeze Tail of the Dragon The Rain Falls The Shadow Passes Tiger Fist Tiger's Eye Tongue of the Dragon Level 2 Breath of the Dragon Circle Kick Eagle Eye Eye of the Dragon Flying Kick Friend of Shadow Great Throw Inner Focus Instant Stand Iron Skin Iron Will Leap Phoenix Kick Raven's Cry Recoil and Strike Serpent's Fang Tail of the Serpent The Lightning Strikes Tiger Senses Willow Step Wings of the Dragon Level 3 Choking Coil Claw of the Dragon Constrictor Stance Empathy Feign Death Fist of Steel Flow Like Water Giant Leap Healing Chi Horns of the Dragon Immovable Stance Iron Cloth Lightning Fist Mantis Block Natural Order Phoenix Egg Shadow Self Steady Step Swallow's Dart Tiger Claw Tornado Dodge Level 4 Calm Pond Crane's Call Desperate Lark Drunken Stance Eye of the Storm Flow of Chi Flower Petal Friend of Darkness Mind Over Body One Finger Phoenix in Flight Serpent's Strike Slither of the Snake Stomp of the Dragon Storm Wind Strength of the Dragon Stunning Touch Tiger Stance Level 5 Blood of the Dragon Chi Sight Dragon's Crush Flying Windmill Kick Healing Trance Improvise Weapon Tortoise Shell Mantis Strike Mountain Stream Phoenix Feather Python's Embrace Read Chi Residue Shadow Step Vengeance of the Tiger Wings of the Phoenix Level 6 Cobra's Kiss Flame of the Phoenix Mind Bar Nightingale's Song Quivering Palm Scales of the Dragon Serpent's Venom The Storm Reverses Thunder Kick Transfer Chi Unyielding Tiger Stance Will of the Dragon Level 7 Arrogance of the Dragon Dim Mak Eagle Claw One With Nature Phoenix Rising Premonition Rebalance Chi Shadow Walk Spitting Cobra Tiger In The Grass Torrent of Fury Venerable Dragon 1/1