Total Sciences/Total Devotions/Defense Modes show the current totals per level
(note that they are significantly less than a typical psionicist). These totals are not open
to flexibility, but rather reflect the specific Psionic Abilities of monks (A through U).
Psi Abilities (New abilities marked with *)
A) Suspend Animation (Psychometabolism, Devotion)
Mind Blank (Defense Mode)
B) *Mind Mask (Telepathy, Devotion)
Contact (Telepathy, Devotion)
C) *Speak With Animals (Telepathy, Devotion)
D) Cell Adjustment (Psychometabolism, Devotion)
*Control Metabolism (Psychometabolism, Devotion)
E) Body Equilibrium (Psychometabolism, Devotion)
Mind Over Body (Psychometabolism, Devotion)
F) Empathy (Telepathy, Devotion)
G) Invisibility (Telepathy, Devotion)
H) Molecular Manipulation (Psychokinesis, Devotion)
I) *Resist Charm (Telepathy, Science)
J) *Retarded Aging (Psychometabolism, Science)
*Neutralize Poison (Psychometabolism, Devotion)
K) Body Control (Psychometabolism, Devotion)
L) *Quivering Palm (Telepathy, Science)
M) Dimensional Door (Psychoportation, Devotion)
N) *Speak With Plants (Telepathy, Devotion)
O) Mind Bar (Telepathy, Devotion)
P) Object Reading (Clairsentience, Science)
Q) Dimension Walk (Psychoportation, Devotion)
R) Astral Projection (Psychoportation, Devotion)
S) Precognition (Clairsentience, Science)
T) Tower of Iron Will (Defense Mode)
Intellect Fortress (Defense Mode)
U) Probability Travel (Psychoportation, Science)
Psionic Strength Points
Monks gain and recover PSP's in the same way as a true psionicist.
Defense Modes
Monks, unlike psionicists, are not masters of psionic combat. While they have
numerous ways to defend themselves, the actual "defense modes" that they learn are few.
Monks begin by knowing "Mind Blank" at 1st level, but after that, their studies take them
away from the concept of "fighting" with their minds. Only the most devoted of monks
eventually learn how to properly defend their finely tuned minds from attack -- at 20th
level, the monk will learn both Tower of Iron Will and Intellect Fortress.
Special Abilities
Monks have numerous special abilities, over and above their psionic powers, that
make them truly formidable opponents and generally useful companions to any
adventuring party. Each ability is outlined below.
Thieving abilities: In their daily regiment of exercise, monks acquire certain
pseudo-thieving abilities. Note that the lawful nature of monks prevents all but the most
evil of them from using these abilities for pure thievery. Rather, they are usually used for
general exercising and adventuring purposes. The only thieving abilities that monks learn
are those of Move Silently, Hide In Shadows, Detect Noise, and Climb Walls. The base
scores in each of these four skills are the same as for thieves. However, the number of
points that a monk gains per level, for distribution amongst these skills, every level is 12
(unlike 30 for thieves). In a way similar to their psionic abilities, monks do not have a
choice in how these points are distributed. Each of the 4 skills will receive exactly 3
percentage points for every level the monk attains.
Movement: Monks gain an uncanny speed as they progress in levels. This is,
once again, due to their rigid daily exercise and training. Starting at 1st level, they move
at a rate of 15 (equal to a Heavy Horse), and eventually achieve a move rate of 30 (faster
than most riding horses). See Table 3a.
Combat: Monks have seven special advantages in combat:
1) Monks have the ability to use their open hands (and/or feet) as weapons
which are much more powerful than a typical "swinging fist". Monks learn early in their
careers to focus their power in their hands and feet and to release that power by striking
deadly blows with them. As such, as monks go up in levels, the number of attacks per
round and the damage per attack with "open hand" (that is, hands and/or feet, as
necessary) will increase. Even if a monk is grappled, pummeled or overborne in
weaponless combat, he/she may continue to use their open hand attacks until stunned or
unconscious. This is detailed in Table 3a.
2) Monks become so adept with their open hands, that at 10th level, their
hands (and feet) are considered the equivalent of +1 weapons with regard to creatures that
require "+1 or better weapon to hit", although their hands and feet remain non-magic
weapons. Similarly, at 18th level, the monk's hands (and feet) are considered the
equivalent of +2 weapons, while remaining non-magical.
3) Monks have the ability to stun, or even kill, an opponent when they
successfully strike an open-hand attack. The size of the opponent is limited, and is shown
in Table 3a. An opponent is stunned for 1d6 melee rounds by the monk if the monk's
attack roll exceeds the minimum number required to hit by 5 or more, i.e. if a Monk is
level 14, with a 14 THAC0, and is fighting an opponent with an armor class of -1, then
the monk needs to roll a 15 just to hit (THAC0 minus Opponent's AC). If the monk rolls
a 20 (5 more than the minimum roll needed to hit), then the monk has stunned the
opponent for 1d6 rounds, assuming that the opponent is under the size requirements of
Table 3a, and is susceptible to stunning (see "Important" later in this section). As
mentioned in the "Restrictions" section later, monks NEVER gain bonuses to their "to-hit" rolls for having high strength.
The ability to kill an opponent with an open hand attack is a percentage
which equals the armor class of the opponent plus the number of levels of the monk
above 7. Thus, in our example above, the monk has a 6% (-1 + (14-7) = 6) chance of
killing the opponent. Note that (a) The monk must score a hit, (b) the hit must stun the
opponent, and (c) 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.
(DM Option: While this ability in 1st edition was NOT given a saving throw, some DM's
may opt to allow a save versus Death Magic against the monk's killing blow).
Important: Monks' stunning/killing ability can only apply to living
things. Undead cannot be affected (and an open hand hit on an undead creature could be
very undesirable from the monk's standpoint in any event - especially if the creature
causes damage by touch, for the monk touching the undead creature then is the same as
the reverse). Golems and dopplegangers cannot be affected. In addition, creatures which
do not have definable central nervous systems, such as slimes, jellies and cubes are
similarly not affected by the stun/kill ability. It should be noted, however, that even if an
opponent is immune to stuns and kills, damage from open hand attacks still accrues if the
monster can be so hit otherwise.
4) Monks use their detailed study of human anatomy to strike additional
damage with weapons other than their open hands. As monks go up in levels, they learn
more and more about "weak spots" of other living creatures, and inflict 1/2 hp of extra
damage per level (rounded down). This damage is not inflicted upon animated creatures,
undead, non-living creatures, or creatures with no apparent "anatomy" (gelatinous cubes,
gibbering mouthers, ochre jellies, etc.). These bonuses are shown in Table 3a.
5) Monks, through their study and rigorous exercise, have a natural (that
is, clothed or unarmored) armor class (AC) that is below the usual 10. As monks go up in
level, this natural armor class goes down. This is shown in Table 3a. This AC may be
modified by magical means, but a monk will never wear armor, shields or helms (even
psionically endowed ones). As will be mentioned in the "Restrictions" section, monks
gain no bonus to their Armor Class due to high dexterity.
6) Surprise: Due to their highly tuned minds, monks are almost constantly
alert to their surroundings. As such, they are less likely to be surprised than other
characters. The bonus to a surprise roll made for an adventuring party that contains a
monk is listed in Table 3b.
7) Dodging missiles: Monks are exceptionally quick in their response to
potentially lethal flying missiles. With a successful saving throw against petrification, a
monk may dodge out of the path of a non-magic missile (arrow, bolt, bullet, thrown
dagger, thrown javelin, thrown spear, etc.) that would have normally scored a hit on the
monk.
Falling: Monks are able to fall large distances, yet slow their decent, if they are
able to periodically make contact with a surface (such as a wall or cliff face). As long as
a monk is within 5' of the wall, he/she may fall 10' per level, unharmed (up to 210 feet at
21st level). This is tabulated in Table 3b.
TABLE 3A: MONK EXPERIENCE LEVELS AND NON-PSI ABILITIES
Level
| Natural Move Rate
| Natural Armor Class
| Open Hand Attacks per round
| Open Hand Damage per attack
| Maximum Opponent Height for stun/kill
| Maximum Opponent Weight for stun/kill
| Additional damage done with weapons (hp)
|
1
| 15
| 6
| 1
| 1d4
| 6'6"
| 300#
| 0
|
2
| 15
| 5
| 1
| 1d6
| 6'8"
| 350#
| +1
|
3
| 16
| 4
| 1
| 1d6+1
| 6'10"
| 400#
| +1
|
4
| 16
| 3
| 3/2
| 1d6+1
| 7'
| 450#
| +2
|
5
| 17
| 3
| 3/2
| 2d4
| 7'2"
| 500#
| +2
|
6
| 17
| 2
| 3/2
| 2d4+1
| 7'4"
| 550#
| +3
|
7
| 18
| 2
| 2
| 2d4+1
| 7'6"
| 600#
| +3
|
8
| 18
| 1
| 2
| 2d6
| 7'8"
| 650#
| +4
|
9
| 19
| 1
| 2
| 3d4
| 7'10"
| 700#
| +4
|
10
| 20
| 0
| 5/2
| 3d4
| 8'
| 750#
| +5
|
11
| 20
| 0
| 5/2
| 3d4+1
| 8'2"
| 800#
| +5
|
12
| 21
| -1
| 5/2
| 4d4
| 8'4"
| 850#
| +6
|
13
| 22
| -1
| 3
| 4d4
| 8'8"
| 1000#
| +6
|
14
| 23
| -2
| 3
| 4d4+1
| 9'
| 1100#
| +7
|
15
| 24
| -2
| 3
| 5d4
| 9'4"
| 1200#
| +7
|
16
| 25
| -3
| 3
| 4d6
| 9'8"
| 1300#
| +8
|
17
| 26
| -3
| 4
| 4d6
| 10'
| 1400#
| +8
|
18
| 27
| -4
| 4
| 6d4
| 10'4"
| 1500#
| +9
|
19
| 28
| -4
| 4
| 5d6
| 10'8"
| 1600#
| +9
|
20
| 29
| -5
| 4
| 8d4
| 11'
| 1700#
| +10
|
21
| 30
| -5
| 4
| 6d6
| 11'4"
| 1800#
| +10 |
TABLE 3B: MONK EXPERIENCE LEVELS AND NON-PSI ABILITIES
Level
| Modification to party surprise roll
| Max. Height for falling without damage*
|
1
| 0
| 10'
|
2
| 0
| 20'
|
3
| 0
| 30'
|
4
| 0
| 40'
|
5
| 0
| 50'
|
6
| 0
| 60'
|
7
| 0
| 70'
|
8
| +1
| 80'
|
9
| +1
| 90'
|
10
| +1
| 100'
|
11
| +1
| 110'
|
12
| +1
| 120'
|
13
| +2
| 130'
|
14
| +2
| 140'
|
15
| +2
| 150'
|
16
| +2
| 160'
|
17
| +2
| 170'
|
18
| +3
| 180'
|
19
| +3
| 190'
|
20
| +3
| 200'
|
21
| +3
| 210'
|
* - Monk must be within 5' of a wall or cliff face for this ability to function
Maintaining Powers: Like psionicists, monks have certain powers that can be
"maintained" through a "maintenance cost". See the Complete Psionics Handbook for
details.
THAC0 and Saving Throws: In 1st edition, as here, a rule that monks "hit like
thieves and save like clerics" will prevail. The monks THAC0 and Saving Throws are
outlined in Tables 4 and 5 below:
TABLE 4: MONK CALCULATED THAC0s
Level
| 1
| 2
| 3
| 4
| 5
| 6
| 7
| 8
| 9
| 10
| 11
| 12
| 13
| 14
| 15
| 16
| 17
| 18
| 19
| 20
| 21
|
THAC0
| 20
| 20
| 19
| 19
| 18
| 18
| 17
| 17
| 16
| 16
| 15
| 15
| 14
| 14
| 13
| 13
| 12
| 12
| 11
| 11
| 10
|
TABLE 5: MONK SAVING THROWS
Level
| Paralyzation, Poison, or Death Magic
| Rod, Staff, or Wand
| Petrification or Polymorph 1
| Breath Weapon 2
| Spell 3
|
1-3
| 10
| 14
| 13
| 16
| 15
|
4-6
| 9
| 13
| 12
| 15
| 14
|
7-9
| 7
| 11
| 10
| 13
| 12
|
10-12
| 6
| 10
| 9
| 12
| 11
|
13-15
| 5
| 9
| 8
| 11
| 10
|
16-18
| 4
| 8
| 7
| 10
| 9
|
19-21
| 2
| 6
| 5
| 8
| 7
|
1 Excluding polymorph wand attacks
2 Excluding those which cause petrification or polymorph
3 Excluding those for which another saving throw type is
specified, such as death, petrification, polymorph, etc.
Followers (nearly verbatim from the 1st edition PHB)
When a monk character attains the 12th level of experience, he or she will gain a
number of monks as followers upon defeating the monk which held the 12th level
position that the character has now gotten. He or she will attract from 2-5 1st level
monks, if the character has a monastery or monastery-like building to use as a
headquarters. These followers may be worked upwards in levels of experience. The
character will continue to attract 1 or 2 additional monks of 1st level for each additional
level of experience the character gains.
While followers of a monk are as loyal as his or her other henchmen, they
automatically leave service when they attain the 11th level.
All followers (unlike the students at the 3 established central schools) will be the
exact same alignment as the monk character. If he or she changes alignment, the current
followers will desert, but new ones can still be gained by advancement in level.
The monastery or monastery-like headquarters of the monk can be that of the
character he or she defeated to attain 12th, or higher level, or it can be a building specially
constructed by the monk character after attaining the 12th or higher level. In the latter
case, the monk may retain up to 250,000 gold pieces value in treasure in order to finance
construction of the place. He or she may also retain sufficient funds thereafter to
maintain such a place.
If the character defeats a monk who happened to be teaching at the central school,
the character is not obligated to stay at the central school and continue teaching.
However, if they do so, they may still gain XP through their daily classes, and can still
work upwards in levels. Monks who choose to stay as teachers, without retiring, will be
given a room, but they are not allowed to claim the central school as their own. In
addition, without retiring, they will still be susceptible to upwardly mobile monks in
levels below them.
Note that monk followers require no support, upkeep, or pay of any sort.
Restrictions
Monks, of all character classes, have an above average number of special abilities.
These are, however, offset by quite a few restrictions that all monks must live by.
Armor Class: Monks cannot function in their class abilities if they are in armor,
or a helm, or are carrying a shield. Because all monks must have a naturally high
dexterity, and gain a naturally low AC, they never gain a dexterity bonus to their armor
class.
Strength Bonuses: Due to their high strength requirement, and their special
fighting abilities, monks do not gain the "to-hit" nor the "damage" bonuses for having a
high strength.
Money and Treasure: Monks make every attempt to rid themselves of the
distraction of greed. As such, a monk who does not have his/her own monastery will
never own more treasure then he/she can physically carry unencumbered. In addition,
monks will never own more than 5 total magic items (being no more than 2 magic
weapons, and 3 other magic items). If a monk is attempting to build a monastery, he/she
may acquire wealth beyond carrying capacity (such as in a bank) but will spend it all to
build the monastery. Once built, the monk will not use the monastery as a vault for
treasure, but will rather only retain as much wealth as he/she can carry, plus enough
money in the monastery's vault to keep it running without profit.
Use of Magic Items: Monks can use all magic varieties of weapons with which
they may be proficient. In addition, magic rings and those miscellaneous magic items
available to rogues and psionicists are also usable by monks (excluding any psionically
endowed helms).
Henchmen and Hirelings: From 1st through 8th level, monks may not have any
henchmen nor hirelings. Once they are 9th level, they may hire one person for short-term
(one or two adventures) use. For each level thereafter, the monk may add one more
person to the number they may hire (up to the maximum number allowed by their
charisma).
Limited Monks at high levels: As previously detailed, there are only 3 monks for
each order at 12th level, and for the 13th through 21st levels, there is only one monk per
order. Advancement is through hand-to-hand combat from 12th through 21st levels.
Psionic Powers: Monks learn their psi powers in a specific order, and will not
deviate from it. In addition, the total # of powers they learn will be less than a typical
psionicist. This is all part of the monks rigid schedule to fuse his/her mind and body with
the multiverse.
Daily Schedule: Monks must have 4 hours of undisturbed rest, and 2 hours of
undisturbed meditation/exercise every day. In addition, they must eat a "healthy" amount
of food (DM's discretion) daily. For every day that the monk does NOT fulfill all 3 of
these requirements (whether they lack sleep, meditation/exercise or food doesn't matter),
the monk will effectively function at one level lower than their actual level. To remove
this effect, the monk must get back on schedule, regaining a functioning level for every
day that they eat, sleep and exercise properly. (Note that this restriction may be
temporarily removed through the monk's ability of "mind over body").
Weapons: While restricted, the number of weapons a monk may use is extensive.
While the higher level monks tend to rely on open-hand combat, they realize that this is
only a useful combat method for certain applications. As such, the number of weapons a
monk may become proficient with grows quickly (one per 2 levels). The weapons a
monk may use are:
aklys, atlatl, axe (hand), bo stick, caltrop, club, crossbow (any), dagger, garrot,
javelin, jo stick, knife, lasso, pole arm (any), sap, scimitar, spear, staff, sword (falchion)
Proficiencies
Monks are skilled at combat, but use it primarily as a form of exercise. Still, that
knowledge of combat is useful in a real fighting situation. In addition, however, monks
are learned scholars, who exercise their minds as hard as their bodies. As such, monks
have a quick advancement in both weapons and non-weapon proficiencies. This is
outlined in Table 6.
Initial: Refers to the number of weapon and non weapon proficiency slots
received by monks at 1st level.
# Levels: Indicates how many levels a monk must advance before receiving a
new weapon or non weapon proficiency. Thus monks receive new weapon proficiencies
at 1,3,5,7,9... levels, and non weapon proficiencies at levels 1,4,7,10,13, etc.
Penalty: Is the modifier to a monks attack roll when fighting with a weapon with
which he/she is not proficient. Note that monks are automatically proficient in "open
hands" and need not expend a weapon proficiency slot to fight unpenalized with their
open hands.
TABLE 6: MONK PROFICIENCY SLOTS
Group
| Weapon Proficiencies
| Non weapon Proficiencies
|
| Initial
| # Levels
| Penalty
| Initial
| # Levels
|
Monk
| 1
| 2
| -3
| 2
| 3
|
The Monk Group: Table 7 lists 11 non weapon proficiencies from which a monk
may fill his non weapon proficiency slots. These proficiencies are an extension of Table
37 in the AD&D 2nd edition Player's Handbook.
TABLE 7: MONK NON WEAPON PROFICIENCIES
Proficiency
| # Slots Required
| Relevant Ability
|
Astrology
| 2
| Int - 1
|
Harness Subconsciousness
| 2
| Wis - 1
|
Hypnosis
| 2
| Wis - 1
|
Juggling
| 1
| Dex - 1
|
Jumping
| 1
| Str + 0
|
Languages, Ancient
| 1
| Int + 0
|
Meditative Focus
| 1
| Wis + 1
|
Musical Instrument
| 1
| Dex - 1
|
Reading/Writing
| 1
| Int + 1
|
Religion
| 1
| Wis + 0
|
Tumbling
| 1
| Dex + 0
|
New Psi Abilities
Some of the 1st edition monk abilities were not easily defined as "Psionic" and
some of their "psionic powers" didn't easily match any existing ones from the Psi
Handbook. In addition, some near-matches existed and the question arises as to whether
to maintain the power as written (1st edition), or of translating it into a new 2nd edition
power, or to write a new power altogether. If a power isn't new, it can be found in the
complete Psionics Handbook. New powers (marked with a "*" in the list below Table 2)
have descriptions given below, with possible alternatives for the DM to implement, if
he/she feels the powers described here are too powerful.
Mind Mask (Telepathy, Devotion)
Power Score: Wis - 3
Initial Cost: 10
Maintenance Cost: 5/day
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: none
Mind mask is the ability to mask the mind of monk and prevent probing from any
form of ESP (magic or psionic). While this power is active, the monk only has a small
chance of being affected by ESP (even if psionic contact is established). This chance is
equal to 30% at 2nd level and drops by 2% for each level after that (to -8% at 21st level).
This ability need not be restricted to monks alone. Note that this simple ability
may be maintained 24 hours a day for only 5 PSP's, but this will mean the monk is
constantly engaging in "psionic activity", which may mean the attraction of certain
unwanted visitors (cerebral parasites, intellect devourers). The monk need not use this
power (to avoid being "psionically active" all the time), but if he/she chooses to maintain
it indefinitely, he/she need only pay the 5/day maintenance cost.
Power Score - The mind masking feels instinctual and therefore has no initial cost
20 - Monk broadcasts his/her thoughts to those within 100 yards for 1 hour
Speak With Animals (Telepathy, Devotion)
Power Score: Int - 3
Initial Cost: contact plus 5
Maintenance Cost: 1/hour
Range: unlimited
Preparation Time: 0
Area of Effect: unlimited
Prerequisites: contact
Speak with animals gives the monk a basic understanding of the languages of any
animals with which he/she has telepathically contacted. There is no range, so long as the
creature has been contacted and is within communication range of the monk, then speech
is possible.
This ability need not be restricted to monks alone.
(DM Option: Rather than introduce this ability, the DM might opt for the monk
to gain the power of "Animal Affinity")
Power Score - Monk is so fluent in the animal's language that the animal has an
automatic liking for the monk and will offer to do one simple task for him/her.
20 - Monk frightens away any animals with which he/she has contact.
Control Metabolism (Psychometabolism, Devotion)
Power Score: Con - 2
Initial Cost: 15
Maintenance Cost: N/A
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: none
Control Metabolism is used by monks to maintain control of their own bodies if
they find themselves the victim of either a haste or slow spell. A monk who is the
involuntary target of either of these two spells, and who has failed the requisite saving
throw, may attempt to retain control of his/her body through this devotion. If the Power
check succeeds, the situation is treated as if the monk had made his/her saving throw.
The monk MUST cease all other activity (including attacking and defending, both
physically and psionically, though not including the maintenance of already operating
psionic powers) in order to attempt this power.
The DM is advised not to allow this ability to normal psionicists.
(DM Option: Rather than introduce this new ability, as well as the ability of "Cell
Adjustment", the DM may opt to give the monk the single ability of "Complete Healing")
Power Score - The PSP cost is only 5 PSP's.
20 - Monk is under the effects of the spell for double duration.
Resist Charm (Telepathy, Science)
Power Score: Wis
Initial Cost: 15
Maintenance Cost: N/A
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: none
Resist Charm is a monkish ability to focus his/her mind on tasks at hand and resist
the effects of beguiling, charms, hypnosis and suggestion spells. When such an effect is
attempted upon the monk, the monk may choose to initiate this power before making any
saving throws. If the power score is successful, the monk effectively gains a temporary
(single application) "resistance" (similar to "magic resistance") of 50% at 9th level
(toward beguile, etc., only) and adds 5% to that resistance every level after 9th (up to
110% at 21st level). Should this resistance fail, a normal saving throw is allowed.
The DM is advised not to allow this ability to normal psionicists.
Power Score - Monk adds an additional 5% to his resistance for this check.
20 - Monk falls under the attacking spell for double duration.
Retarded Aging (Psychometabolism, Science)
Power Score: Con - 5
Initial Cost: 100
Maintenance Cost: 20/day
Range: 0
Preparation Time: 1 day
Area of Effect: personal
Prerequisites: none
Retarded Aging is the ability of a monk to slow down his natural aging process.
With it, he/she is able to live for 12 months while his/her body only ages 9 months.
While the initial cost is high, once the monk initiates this ability he need only pay the
daily maintenance cost to age slowly. This power, unlike many other "maintainable"
powers does NOT constitute continual "psionic activity" for the monk. Rather, it is an
inward focusing on the body, and less of a purely psionic ability. Still, the daily cost will
come off of a monk's daily PSP total every morning, should the monk choose to initiate
this power.
Once initiated, no power external to the monk, short of a limited wish, will
prevent the daily continuation of this power, so long as the monk has the required 20
PSP's each morning.
As a side effect, this power MUST be "shut off" and "re-started" once every year
by the monk, requiring a full day of meditation and a new Power Score check. The monk
is not ever required to use this ability, but if they choose to do so, may not let it run for
longer than 1 year at a time.
The DM is advised not to allow this ability to normal psionicists.
Power Score - Monk will only age 6 months, instead of 9 months, in the next year.
20 - Monk ages 1 year and loses consciousness for 1d4 hours.
Neutralize Poison (Psychometabolism, Devotion)
Power Score: Con - 3
Initial Cost: 40
Maintenance Cost: N/A
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: none
Neutralize poison is exactly what it says. The monk uses his/her mind-body
fusion to overcome the effects of any poisons (natural or magical) that are introduced to
his/her system. Immediately upon the introduction of the poison, the monk must make
the required saving throw. If it fails, he/she may choose to initiate this devotion. If they
choose to do so, all psionic and physical activity (aside from maintaining currently
operational psi powers) must cease.
The DM is advised not to allow this ability to normal psionicists.
Power Score - No special ability
20 - The monk immediately dies, even if the poison was a non-lethal variety
Quivering Palm (Telepathy, Science)
Power Score: Wis
Initial Cost: contact plus 30 (at time of
successful open hand attack)
Maintenance Cost: 1/day
Range: touch
Preparation Time: 0
Area of Effect: creature touched
Prerequisites: contact plus successful open
hand attack within 3 rounds
of contact
The dreaded "quivering palm" is that most deadly ability of monks to set up a
neurological imbalance in a target through a combination of telepathy ("contact") and an
open hand attack (range = "touch"). By first contacting a target's mind, and following up
with an open hand attack WITHIN 3 ROUNDS OF (mental) CONTACT, the monk is
able to shock the central nervous system of the target, and start up vibrations, or violent
fits of shaking (thus the name "quivering palm") in the target. By themselves, these
shaking fits have little game influence, and are not deadly (they will, in fact, stop of their
own accord after a set period of time, described below). However, during the time that
the vibrations are in the target's body, and as long as the monk maintains (mental)
contact, the monk may give a single thought of "die" to the target, and the target will fall
over dead, no save.
The following restrictions apply to this power:
1) It can only be attempted once per week
2) Once contact is established the monk may announce at any time that he/she is
attempting to set up the quivering palm in the contacted victim. Once this announcement
is made (to the DM), the monk has 3 rounds to make a successful open hand attack (at
which time the "Power Score" roll is attempted) to initiate the "quivering palm" in the
target. The monk MUST announce that they are attempting to set up a "quivering palm"
in order for this ability to work (The monk may be in mental contact, and open hand
melee with the target but wait to announce the quivering palm attempt. However, once
the announcement is made, the monk is set to that course of action). Once contact is
made, and the announcement of "I am now attempting a quivering palm" has been done,
the monk has 3 rounds to successfully strike the target with open hand and make his
Quivering Palm power score. Failure to do so wastes the effort, and it may not be
attempted again for one week. If the monk successfully strikes, but fails their power
score, they pay the 15 (1/2 of 30) points for failure, but may still attempt to finish the
quivering palm if the 3 rounds have not expired (each failed attempt costs 15 PSP, while
the successful attempt costs 30. In theory, a monk with 4 open hand attacks per round
could make up to 12 attempts to set up the vibrations in the victim, once contact is made,
and the announcement made to the DM that a quivering palm attack is being attempted.
The first 11 of these could fail, costing 11x15=165 PSP's, while the 12th might succeed,
costing another 30 PSP's).
3) The victim cannot have more hit dice than the monk.
4) The victim cannot have more than twice the hit points of the monk.
5) The victim cannot be undead, animated, creatures with no clear central nervous
system (slimes, jellies, cubes, anything with no "brain". Creatures with multiple brains
such as ettins and hydra ARE affected by this power) and the creature must be susceptible
to an open hand attack (note that some creatures that are "hit only by magic weapons" can
be struck by monks of sufficient level with their open hand attack. See earlier)
6) The command to die must be given while (mental) contact is maintained, and
must be given within one day per level of the monk. If the command to die is not given
in that time, the vibrations cease of their own accord and do no damage.
7) The monk may not initiate any new psionic activity between the announcement
of the attempt and the 3 rounds during which they are trying to set up the quivering palm.
That is, the monk may not psionically attack others, nor attempt any of their other psi
powers, but may psionically defend him/herself in psionic combat, while attempting to
set up the quivering palm.
The DM is advised not to allow this ability to normal psionicists.
Power Score - Double the duration of the quivering palm (i.e. 2 days per level of
the monk)
20 - The monk is stunned for 1d4 hours
Speak With Plants (Telepathy, Devotion)
Power Score: Int - 5
Initial Cost: contact plus 10
Maintenance Cost: 2/hour
Range: unlimited
Preparation Time: 0
Area of Effect: unlimited
Prerequisites: contact
Speak with plants gives the monk a basic understanding of the languages of any
plants with which he/she has telepathically contacted (whether or not it makes sense -- i.e.
there may not be any generally known language of "roses", but this ability will allow a
monk to intelligently communicate with a rose bush). There is no range, so long as the
plant has been contacted and is within communication range of the monk, then
speech/communication is possible.
This ability need not be restricted to monks alone.
Power Score - No special effect
20 - No special effect (aside from failure)
Rules that were completely dropped from 1st edition
Reduction of sustained damage: Monks who need to make a saving throw
against a magic attack will receive no damage from that attack if the save is successful.
In addition, Monks who are 14th level and higher will receive only 1/2 damage from any
attack form that requires a saving throw, if the save fails, while still receiving no damage
if the save is made.
This ability was simply seen as far too powerful for any character to have.