TEXT: MONK
  MONK
  Delving Deeper
  Delving Deeper
  by Luke Fleeman with Art by Jason “Glad” Thomas
  Brave Halfling 
  Publishing
  
  Delving Deeper 
            Monk
  1
  Introduction
  The goblins peered out into the large room, readying 
  their rusty axes and dented shields. They watched with 
  curiosity as the unarmed man made prancing, twirling 
  motions across the floor, his hands and feet poking 
  out occasionally in the imitation of a strike. 
  The goblins looked at each other. 
  “What he do?”
  “He dance?”
  “Who care. He have no weapon, we kill him easy.”
  The three nodded and grunted in laughter. When the 
  unarmed man had his back turned to them, they 
  rushed out of the door,  charging him with weapons 
  raised. To their great consternation, he seemed 
  completely prepared for their ambush. 
  The first goblin toppled over when the unarmed man's 
  foot found a weak spot in his breastplate. As the man 
  completed that kick, the second goblin went in for the 
  kill, only to see a fist loop around his axe and collapse 
  his nose. The third goblin scampered away behind an 
  overturned table. 
  “Where are you, little one?” The unarmed man spoke 
  in the tongue of humans, but the goblin miraculously 
  understood it. Something in his tone echoed in his 
  soul, striking a universal chord. The goblin said 
  nothing. 
  The man stood very still for a moment, and the small 
  cut on his arm closed up before the goblin's eyes. The 
  goblin was very afraid of this strange man, who used 
  no weapon but was so hard to kill. He was sure he 
  must be some demon or immortal, sent to punish the 
  goblins. Spotting a weak spot in the wall supports, the 
  goblin threw his axe, hoping to collapse the wall on 
  the man. 
  With deft footwork and a quick step, the man spun 
  away, rolled, and came up in front of the goblin. The 
  goblin grunted, and threw a punch, being deprived of 
  his weapon. The man parried it, and struck the goblin 
  squarely on the head, rendering him unconscious. 
  The man bowed. “Peace to you, little one.” And he 
  left. 
  The monk is a Martial arts expert and seeker of 
  enlightenment who travels the world to learn more 
  about himself and to perfect his self-discipline. Are you 
  prepared to walk the path of the mystic?
  MONK
  By:
  Luke Fleeman
  Artist:  
  Brian “Glad” Thomas
  Proof-Reading:
  Moritz Mehlem
  Bill Ellis
  David Macauley 
  Layout:
  John Adams
  Copyright:
  Luke Fleeman
  Quick Covers - Vol.1: Leather and Brass illustrated by 
  Rick Hershey, Small Niche Games 
  Brave Halfling
  Publishing
  
  Delving Deeper 
            Monk
  2
  seen in their recognizable monastic attire. They  are only 
  practiced with a few weapons, which include the staff, 
  sling, dagger, club, short sword and scimitar. Instead, 
  they use their lethal fighting techniques to defend 
  themselves. 
  A Monk's Saving Throws are equivalent to a Thief's of 
  his level (p. 55). He uses the Fighter entry on the 
  Character Attack table (p. 60).
  Martial Arts: Monks practice many Martial arts, which 
  give them the ability to defend themselves, but which 
  also require self-discipline, willpower, and openness to 
  learning. Their expertise in Martial arts entitles them to 
  several benefits. 
  Listed on the chart below are the benefits of their Martial 
  Arts training. The chart is used as follows:
  “Level” indicates the monk's level. 
  “AC” indicates the monk's armor class. Monks may 
  never wear armor; instead, this AC is used in place of 
  their unarmored AC. 
  The “Attack” column details how many unarmed attacks 
  a Monk may make in one round. 
  “Damage” signifies how much damage the monk's 
  unarmed strike causes. Unarmed damage need not be 
  from fists or feet alone. Different styles may involve the 
  head, elbows, knees, and other body parts. 
  “Strikes As” indicates what kind of magical weapon the 
  monk's unarmed attack is the equivalent of, for the 
  purpose of striking monsters. The unarmed attack does 
  not actually gain this enchantment; rather, the monk may 
  strike creatures normally only hit by such weapons.
  “Abilities” indicates which special abilities they gain as 
  they master their art and their mind, body, and spirit.
  Monk Abilities:
  Awareness: A monk is only surprised on a roll of 1, as 
  opposed to a 1 or 2. 
  Purity of Body:  Once per day, a monk may heal 
  himself for a number of hit points equal to his level. 
  Friend of the Beasts: A monk may speak fluently with 
  any normal or giant animal. The animal understands him 
  fully, and he understands the animal fully. This does not 
  entitle him to any special reactions, it only allows him to 
  communicate clearly, and without misunderstanding. 
  Evasion: When an effect that causes damage calls for a 
  Saving Throw, a monk only suffers half damage. If his 
  saving throw is successful, he only suffers one-quarter 
  damage.  
  The monk is completely optional, and players should 
  ask their Labyrinth Lord before making a character of 
  this class. Labyrinth Lords should thoroughly read this 
  document and carefully consider the implications of 
  this class in their game before allowing a monk 
  character to be created.
   
  The Monk
  Requirements: 
  DEX 13 and WIS 13
  Prime Requisite: 
  STR
  Hit Dice: 
  1d6
  Maximum Level: 
  15
  Monastic humans who hone their bodies through rigid 
  discipline and devotion to the Martial arts, monks are 
  mystics who devote their lives to mastery of mind and 
  body. Self-denial, poverty, meditation and unarmed 
  combat are used as tools to achieve enlightenment.
  Monks journey into the world with the goal of personal 
  growth and a spiritual understanding of human nature. 
  They often join with adventurers, as these special 
  people expose them to a wide range of experiences, 
  and give them ample opportunity to grow, learn, and 
  hone their abilities. Being an adventurer also allows a 
  monk to help the needy and his order through the 
  wealth he will have access to; few monastics will 
  donate wealth as readily as an adventuring monk.
  All monks belong to a monastic order. They are at the 
  disposal of their order at all times, and may be recalled 
  at any time to serve the order. Furthermore, all wealth 
  they gain technically belongs to the order, who may 
  use it as they wish, regardless of the monk's desires. 
  The monk's place in his order is very important, and 
  the hierarchy of monks is a rigid one. There may be, at 
  any time, a limited number of monks above level 9 in 
  each order. For each level above 9 , there are only 
  seven monks. To attain each level beyond 9, a monk 
  must challenge and defeat one of the monks of the 
  that level in single, unarmed combat. If he does so, he 
  may advance to that level.
  The only exception is level 15. At any time, there may 
  only be one level 15 monk in an order, the Grand 
  Master. The Challenge of the Grand Master may be 
  attempted but once, and the loser is forever stranded 
  at level 14.
  Monks may not use any form of armor; they depend 
  solely on their discipline and their Martial training to 
  protect themselves. They are therefore usually only 
  
  Delving Deeper 
            Monk
  3
  Monk Abilities Table
  Level
  AC
  Attack
  Damage
  Strikes As
  Ability
  1
  8
  1
  1d4
  Awareness
  2
  7
  1
  1d4
  Silver
  3
  6
  1
  1d6
  Purity of Body
  4
  5
  1
  1d6
  5
  4
  1
  1d8
  +1 Weapon
  Friend of the Beasts
  6
  3
  2
  1d8
  7
  2
  2
  1d10
  Evasion
  8
  1
  2
  1d12
  +2 Weapon
  9
  0
  2
  2d8
  Gift of Tongues
  10
  -1
  2
  2d10
  11
  -2
  3
  2d12
  +3 Weapon
  Purity of Mind
  12
  -3
  3
  3d8
  13
  -4
  3
  4d6
  +4 Weapon
  Emptiness of Body
  14
  -5
  3
  5d6
  15
  -6
  4
  4d8
  +5 Weapon
  Endless Purity
  
  Delving Deeper 
            Monk
  4
  Gift of Tongues: A monk may communicate with any 
  living being that has a language. The being 
  understands him fully, and he understands the being 
  fully.  This does not entitle him to any special 
  reactions, it only allows him to communicate clearly, 
  and without misunderstanding
  Purity of Mind: A monk is immune to ESP, hold and 
  slow spells, magical charms, and geas spells. 
  Emptiness of Body:  By concentrating without 
  interruption for 1 round, a monk may disappear. For a 
  number of rounds equal to his level, the monk is 
  completely invisible, and no living or undead being can 
  see him. This ability is usable once per day. 
  Endless Purity:  Once per day, a Monk may use 
  Endless Purity  on one living creature with fewer hit 
  dice than he has levels. The Monk must make a 
  normal attack roll to hit. If successful, his touch 
  duplicates the effects of one of the following spells: 
  Death Spell, Charm Person, Cure Disease, Cure 
  Critical Wounds, or Hold Person. There is no saving 
  throw for this effect. Whether the Monk fails or 
  succeeds, he may only use this ability once per day. 
  Thief Abilities: A Monk may use the following Thief 
  skills as a Thief of his level: Move Silently, Hide in 
  Shadows, Hear Noise. 
  Special Restrictions: A Monk may not use any form 
  of armor, nor may he employ any protective magical 
  item. 
  Any material goods or treasure won by the Monk only 
  count toward his experience total if he gives the goods 
  to the poor, or donates them to his order. Anything 
  owned or possessed by the Monk is the property of 
  his order, which may request it at any time. 
  A Monk is bound by his oath. He must never break his 
  word and must strive to fulfill all promises and debts, if 
  he has sworn to do so. If he breaks an oath, a monk 
  immediately loses all benefits of his Martial Arts 
  abilities, and may not advance in level. He must 
  perform a mission given by his order to redeem this 
  shame. 
  The Monk in Your Game
  Considerations
  The Monk will not be a normal class in most Labyrinth 
  Lord games. His high entry requirements and special 
  restrictions will prohibit many players from choosing 
  this class, while his Strength prime requisite means it
  
  Delving Deeper 
            Monk
  5
  As the Labyrinth Lord, you must consider the special 
  abilities of the Monk during Labyrinth design. Certain 
  puzzles and foes may be rendered powerless due to 
  the ease of communication between the Monk and his 
  would-be foes. Some traps and pitfalls will lack their 
  normal bite because of the Monk's ability to evade 
  damage. And some challenges that can normally only 
  be overcome by a thief may now have a second 
  participant. You must consider the Monk to be, in 
  some situations, an additional fighter or thief in the 
  party. 
  Additionally, your design must be prepared for the 
  special role of the Monk. While some labyrinths may 
  call to PCs due to their outstanding wealth and 
  treasure content, a Monk may be less inclined to 
  adventure in such an area, as wealth is a low priority 
  to them. You must keep in mind the hierarchical 
  powers of the order as well, as they must be exercised 
  occasionally to enforce game balance for this 
  sometimes potent class. 
  As an NPC
  Monk NPCs can similarly fulfill many roles. The 
  esoteric wandering mystic, who seeks enlightenment 
  and speaks only in riddles, is a Monk. A stealthy, 
  black-clad assassin devoted to a Chaotic order is a 
  Monk. And a brash youngster, confident in his 
  unarmed abilities and his wisdom, is also a Monk. Just 
  as with the other classes of Labyrinth Lord, a Monk 
  NPC can wear many hats. 
  Monk orders provide an area-, continent-, or world-
  spanning organization which can either hinder or aid 
  your PCs. They may sometimes be law-abiding, 
  friendly cloisters of happy mystics, or rebellious, 
  dangerous warriors who advocate for greater rights for 
  peasants or slaves. If a PC is included in this order, 
  your setting may have appropriate complications. 
  Perhaps the most intriguing role of a Monk NPC is as 
  a rival for a Monk PC. Over the many years of 
  practice, different orders of Monks have developed 
  different teachings, methods, and beliefs. These 
  practices 
  occasionally 
  lead 
  to 
  schism 
  and 
  disagreement, spawning new sects and orders, most of 
  which are antagonistic to their parent sect. Monk 
  NPCs may be members of these new orders, intent on 
  proving the impotence or falsehoods of the PC Monk's 
  order. Even Monks from the same order as your PC 
  may have grown up as rivals or enemies within the 
  temple, and they can always return to wreak havoc. 
  These rivalries can produce long-term, valuable 
  nemesis for your group.
  is unlikely that any who can qualify to be a Monk will 
  also receive any kind of experience bonus. 
  Nonetheless, the class will produce an able fighter 
  who can replicate the abilities of some other classes, 
  and whose strange panoply of specialties will enable 
  the group to navigate many tricky situations. 
  Particularly, his efficacy as a warrior without any arms 
  or armor and his ability to heal himself will make him 
  a hardy, strong character choice.
  Monk Level Progression
  Experience
  Level
  Hit Dice (1d6)
  0
  1
  1
  2,035
  2
  2
  4,065
  3
  3
  8,125
  4
  4
  16,251
  5
  5
  32,501
  6
  6
  65,001
  7
  7
  120,001
  8
  8
  240,001
  9
  9
  360,001
  10
  +2 only*
  480,001
  11
  +4 only*
  600,001
  12
  +6 only*
  720,001
  13
  +8 only*
  840,001
  14
  +10 only*
  960,001
  15
  +12 only*
  *Hit point modifiers from Constitution are ignored. 
  As a PC
  A monk PC in your game will require a number of 
  special adjustments. When a player chooses to create a 
  monk, be sure that he is fully aware of the restrictions 
  and hindrances he will face. Many players take great 
  delight in accumulating wealth and treasure, and the 
  monk will rarely be able to take full advantage of this 
  aspect of the game. It is possible that a monk may 
  become stranded for some time at a given level, unable 
  to overcome a Master of the next level to advance. 
  And finally, being bound to a rigid oath and a 
  hierarchical structure may chafe some adventurers with 
  a great love of freedom.   
  
  Delving Deeper                                                                                                                          Monk
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