Neverwinter Nights Monk Character Guide Version 1.3
Author: Eddie LaRusic August 15th, 2002
===============================================================================

Introduction
------------
Just a quick note about all content below this one; this guide is (currently)
designed to be most beneficial to those who create monks in the NWN campaign,
and did not multiclass.

This FAQ also assumes you are at least somewhat familiar with Neverwinter
Nights, and it's engine. It also assumes that you have the instruction book
handy to tell you have each skill and feat does if you are unsure. Looking
the skill/feat up in the game will also provide an accurate description.

If you've got an opinion on something in this FAQ, and
are willing to tell me it with a) proper English and b) grace I'll look into
putting it in here, with full credit. See Section 8 for more details.


Section 0 - FAQ Related Information
===================================
       0.1: Version History
       0.2: Things to Add

Section 1 - The Monk at a Glance
================================
       1.1: Why Use a Monk?
       1.2: Monk Strengths
       1.3: Monk Weaknesses

Section 2 - Creating a Monk
===========================
       2.1: What Races Make Good Monks?
       2.2: What Stats are Important for a Monk?
       2.3: How Should I Start My Monk's Abilities?
       2.4: Where Should I Place My Monk's Bonus Ability Points?
       2.5: Multiclassing (Monk: Major)
       2.6: Multiclassing (Monk: Minor)
       2.7: Monk Builds

Section 3 - Monk Skills
=======================
       3.1: A Review of Monk Skills
       3.2: Which Skills Should I Max?

Section 4 - Monk Feats
======================
       4.1: Feats Monks Get Naturally
       4.2: A Review of Possible Monk Feats
       4.3: Which Feats are Must Haves?

Section 5 - Monk Stats
======================
       5.1: The Monk
       5.2: Every Statistic You'd Ever Want to Know About a Monk

Section 6 - Monk Items
======================
       6.1: Monk Weapons
       6.2: Monk Specific Armour
       6.3: Monk Specific Gauntlets
       6.4: Monk Specific Boots
       6.5: Handy Items for a Monk

Section 7 - Other Monk Stuff
============================
       7.1: Monk Henchmen
       7.2: Monk Multiclass 'Unarmed' Attack Bonus Bug

Section 8 - Credits and Contact Information
===========================================
       8.1 Credits!
       8.2 Contact Information!
       8.3 Legal Stuff!


===============================================================================
SECTION 0 - FAQ Related Information
===============================================================================

0.1 Version History
-------------------
1.3  - Added more info about the monk attack bug, including ways to exploit it!
      Including a mega way to exploit it!
    - Some more small updates to both skills and feats.
    - Some commentary on both stat distribution and feats
    - Minor updates to various parts of the FAQ.
    - Gloves don't work with Kama's! Bad FAQ! BAD FAQ!
    - Fixed some inconsistancies with capitilization.

1.2  - Unreleased version.
    - Added the monk 'multiclass' bug.
    - Fixed gloves to read that they don't work with kama's, which they don't.
    - More multiclass info.
    - Various comments and editing.

1.1  -  Completely forgot about our friends, the Half-Elves. Added them.
    -  Added "Still Mind" to the monk feat list (gained at level 3)
    -  Found out that Haste gives a +4 bonus to AC. Woot!
    -  Changed some of the skill descriptions to dis-include Tomi. (poor guy)
    -  Fixed Threads of Fate kama to show that it actually does cost zero
       charges.
    -  While talking about Kama's, I've added a bunch more thanks to the
       toolset. Fixed up the gloves to, to show +1 to +5 versions of each.
    -  Minor cleanup, re-editing. I think I've rid myself of all the tab
       demons now.
    -  Added a multi-class monk build!

1.0  -  Initial release, hopefully has mostly correct information and speeling.


0.2 Things to Add
-----------------
- Any additional builds and info on the monk would still be appreciated.


===============================================================================
SECTION 1 - The Monk at a Glance
===============================================================================

1.1 Why Use a Monk?
-------------------
Simply put, I consider monks to be the best class later on in levels. They get
an incredible amount of abilities, and save a little bit of money by not having
to invest in weapons. Also, they get the most attacks at later levels,
and their bare hands do incredible damage. Spell Resistance is also a nice
bonus against magic users who try and whack you with their best spells.
They're simple to use, and extremely effective.


1.2 Monk Strengths.
-------------------
- Monks gain a large amount of useful abilities as they progress in level.
- A monk uses an d8 for hit dice, so while their hit points won't be
 fantastic, they'll be able to take blows.
- A monk usually has a terrific Armour Class, due to some monk specific items
- Monks use the 'higher' saving throw for Reflex, Fortitude, AND Will.
- A monk's fists gradually become better and better, and at high levels are
 EXTREMELY powerful.
- Monks (using a kama or their fists) usually gain more attacks per round then
 a Fighter of equal level.
- Monks eventually become immune to disease, poison, mind-affecting spells,
 and gain high magic resistance as they progress.
- I personally love the way monks giggle when you kiss them.


1.3 Monk Weaknesses.
--------------------
- Monks cannot use scrolls.
- Monks can't cast spells.
- Monks can get into trouble when they do not have their AC Dodge modifier.
- Monks can also get into trouble when facing multiple enemies

===============================================================================
SECTION 2 - Creating a Monk
===============================================================================

2.1 What Races Make Good Monks?
-------------------------------
First off, Halfling and Gnomes are going to have problems being a monk. Their
fists do pitiful damage (by monk standards) all the way to level 12, and they
don't really improve. While other monks are suddenly smashing for 1 - 20
damage, a Halfling monk is only attacking for 2- 12 damage.

Pretty much any Medium or larger race can be a pretty good monk. Half-Elves
don't gain any bonuses to their stats, yet give up the extra feat and skill
points a Human gets. They're immune to sleep, but your monk won't find his
eyes-resting that often. Elves only get a mere bonus to AC (due to their +2
Dex), and lose some valuable hit points doing so. Half-Orcs are next best,
getting a bonus to strength, yet losing two fairly unimportant stats for a
monk. Dwarves are second best, losing Charisma (darn!) and getting +2
constitution in the process.

However, Humans I believe make the best monks. Monks require a good balance of
4 of the stats, and while humans gain no bonuses specifically, they make up for
it in an extra feat and some extra skill points.


2.2 What Stats Are Important to a Monk?
---------------------------------------
Str: Possibly the most important, as this can help you hit your target and
    add some damage to boot. Many readers have mentioned that I should
    boost the strength of the monk 'builds' I have listed below; Your choice
    ultimately.
Dex: Important, because as monks don't wear 'armor' per say, they do require
    dex to help dodge things. I do recommend raising this to at least 14, but
    I believe it foolish to raise it 18 or 20.
Con: Even with their usually excellent AC, monks still need to take hits.
    Their d8 hit dice are good, but you'll still be glad when you've gained
    additional hit points due to having a high constitution.
Int: Not very useful for a monk. Monks don't use many skills anyway. I'd
    keep it above 9 however so you speak not strange.
Wsd: Very useful. Like Dex, monks add any bonus to this to their AC, which
    sorta gives a monk "two" dexterity bonuses. Also allows 'insight'
    dialogue choices which is good.
Cha: I like a high persuasion, and that alone should cancel out any negative
    you may want to place here.


2.3 So How Should I Start My Monk's Abilities?
----------------------------------------------
Here's a table as too how I'd place my ability points:

  Human/Half-Elf    Elf         Dwarf       Half-Orc      Gnome      Halfling
''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Str  '  14           14           14           16           12           12
Dex  '  15           16           16           14           15           16
Con  '  14           13           16           15           16           15
Wsd  '  14           14           14           14           14           14
Int  '  10           10           10           10           10           10
Cha  '  10           10           6            6            10           10

A real argument can be made to increase strength to 16 and drop dexterity to
14 for a dwarf; While your AC drops one, your attacks all get a +1 to strike
and damage. Not too shabby. Use you're own judgement.

Except for Dwarves and Half-Orcs, your stats will all be positive, thus you
won't have any negatives. It's also important to note that ANY 'odd' stat, has
the same bonus as the previous 'even' number (i.e. both a stat of 12 and 13
give the same bonuses). That means that having a stat of 13 is literally no
different then a stat of 12; no extra skill points, no extra damage, nothing
(it may let you carry more, but that's all) Feats however, require 'odd number'
stats, so if you're looking for Power Attack, bump that Strength up to
13. Here's a small table to show you the 'bonus' a stat will give:

Stat    Bonus
0-1   = -5
2-3   = -4
4-5   = -3
6-7   = -2
8-9   = -1
10-11 =  0
12-13 = +1
14-15 = +2
16-17 = +3
18-19 = +4
20-21 = +5

.. and so on.

Thus, if you're never going to increase your intelligence after starting the
game, there is no reason to put it at 11 to start. You're better off setting
it to 10. Note however, that if you want to gain a higher 'bonus' you must
increase the stat to the next highest 'even' number. That means that if you
want your dex bonus to go from +2 to +3, and your dex is currently a 14, you
must increase it twice; First to +15 (which has no effect) and then to +16
(which does have an effect.)

I'd also like to mention that these stat distributions are by no means the
'best way' to spend your points. If you wish to raise your strength to 16, by
all means, go right ahead. You should build the monk you're most comfortable
with. Due to the increased cost to raise a stat after the first 6 points
however, I find it more beneficial to raise other stats if they'll provide a
benefit.

From James N. Daniel III about putting more priority on Strength:

    I find that every point of strength that I add makes a big difference,
    though mostly with respect to being able to hit often.  Starting at 14,
    though acceptable, actually seems a bit low to me.  Wisdom, on the other
    hand, does not figure as prominently in a monk's design as 3E and NWN
    designers might want you to think.  Upping Wisdom by 2 points (i.e., an
    extra bonus from wisdom) only gets a monk 1 better AC and makes it
    slightly (very slightly) harder to save against the stunning fist.
    Monks have naturally high AC to start (from a wisdom of at least 14, of
    course), but I don't see much gain from adding to it later on.  Yes, you
    can merely add to strength with belts and such, but if you add to
    strength AND wear strength items (which, unlike in the PnP version,
    stack together in NWN), your monk ends up with very high bonuses to hit
    and of course the extra damage per hit.  With the monk's ability to hit
    7 times per round in the end game (5 base, +1 flurry, +1 hasted by the
    Dark Moon robes), that's easily 21 or 28 extra points of damage dished
    out per round, if all 5 stat increases go into strength and base
    strength starts high (15 or 16).

    In short, I would do:
    STR:  16
    DEX:  14
    CON:  14
    INT:  10
    WIS:  14
    CHA:   8

    Increase Strength every 4 levels.  Wear the Girdles of Strength, but
    the Gauntlets of Ogre power aren't worth it cuz of the unique monk-only
    gloves.  There's enough monk-only AC items that make you nigh-unhittable,
    so higher Dex isn't necessary.  Higher Wis has the problems I have
    mentioned above.  Intelligence is just not that important, because your
    strength is not in your skills.  Charisma is sort of important, but
    spending points in Persuade more than makes up for the -1.

Every 4 levels you'll gain a 'point' which you can use to increase any stat by
one. You can get 5 total of these points.


2.4 Where Should I Place My Monk's Bonus Ability Points?
--------------------------------------------------------
One thing I should make clear is as these stat points are for the LONG game,
they should be placed so they have the most effect in said long game. There
are two powerful items in particular that increase your stats when worn that I
recommend using. I'll go into these later, but here's a brief guide into 'what
ability'

First point (level 4): You should place this in a stat that is currently an
odd number. For instance, if you're a human or half-elf, and you're following
my ability point allocation, you should throw the stat into Dexterity, as
should Gnomes. Elves should throw it into Con, as should Half-Orcs and
Halflings. For dwarves, it's your decision, but I'd throw it into Wisdom.

Second point (level 8): If your a dwarf, place it into Wisdom to give it an
even number (should make your wisdom an 16 now). Everyone else, throw it into
Strength.

Third point (level 12): Dwarves can toss this into Strength. Every one else,
Wisdom (Note: I know your Strength should now be a 13 or 15, but that's the
way to best utilize the Belt of Ogre/Giant/whatever might you've probably
found by now. You should be able to pick one up that gives a +3 to strength,
thus giving you a 16 or 18 overall. Not too shabby).

Fouth point (level 16): Dexterity for a dwarf, everyone else will want it in
Wisdom.

Fifth point (level 20): Non-Dwarves will want this final point in Dexterity.
Dwarves? Which ever stat you'd like. Maybe Con if you prefer higher hit points
to Dexterity, but I'm not sure how you'll take advantage of it without
neglecting to use Boots of the Sun Soul +5.

Thus, your final 'base' abilities should look something like this:

  Human/Half-Elf    Elf         Dwarf       Half-Orc      Gnome      Halfling
''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Str  '  15           15           15           17           13           13
Dex  '  17           17           17           15           17           17
Con  '  14           14           16(17?)      16           16           16
Wsd  '  16           16           16           16           16           16
Int  '  10           10           10           10           10           10
Cha  '  10           10           6            6            10           10

This will allow you to best use a Belt of Hill/Frost/Fire Giant Strength, and
Boots of the Sun Soul +5, which provide +3 to your dexterity. Neat eh?


2.5 Multiclassing (Monk: Major)
-------------------------------
Monks have many limitations as to what they can and cannot use for weapons in
armour, thus making most multiclassing a 'bad idea.' I think monks are very
effective when they stay the course of a single class, but here is a brief
rundown on what you'll gain (or won’t) from taking a level or two of another
class.

Also, the following combinations are impossible, due to alignment restrictions:

Barbarian/Monk
Bard/Monk

Cleric/Monk :   You gain armor proficiencies, but they're all useless to you
               as you shouldn't be wearing armour anyway. The simple weapons
               you gain are also of little use. Nothing useful for skills,
               and being able to cast only a few level 0 and 1 spells isn't
               going to help you much in the long run. Your charisma will
               generally be low as a monk, thus the Cleric's turning ability
               will be sub-par at best. The shield bonus is nice however.

Druid/Monk :    Note, you must be Lawful Neutral to multiclass as this. Again,
               the weapon and armour proficiencies aren't much use, and you
               don't even have the spontaneous healing a cleric would obtain.
               You get an animal companion tho. Another class that will allow
               a monk to use a shield. One advantage to using a Druid/Monk
               is that you'll use the monk's 'unarmed' attack bonus while
               polymorphed, and due to the current bug (mentioned near the
               end of this FAQ) you'll still have a great number of attacks.

Fighter/Monk :  You get a bonus feat, and slightly better hit dice, but you
               ain't using any of those armour and weapon proficiencies.
               Possibly good if you're going for a kama monk; If you're only
               going to take a level of Fighter, your best bet would be at
               your 4th + level; That way you can pick up Weapon
               Specialization to add a fat +2 to your damage rolls. You also
               gain the use of a shield.

Monk/Paladin :  Worse then a fighter, again your Charisma will be low, so you
               won't benefit from the 'increased saving throws' a Paladin
               normally gets due to his Charisma. You become immune to
               disease at 5th level too. I'd rather multiclass as a fighter.
               Shield!

Monk/Ranger :   Possibly the first or second best multiclass, you gain
               Ambidexterity and Two-Weapon Fighting feats for free, and a
               favored enemy. a few extra hit points never hurt either. If
               you want to try that 'dual kama' monk, this might be the way
               to go. A polymorphed Ranger uses the monk 'base attack bonus'
               as well, so go morph into an Umber Hulk kids.

Monk/Thief :    Probably the way I'd go if I was into multiclassing a monk.
               You get a ton of skill points, which can possibly help you
               open locks and disarm traps. You also get a sneak attack
               bonus, which isn't much, but is better then nothing.

Monk/Sorcerer : Magic-lobbing classes really are poor with only a few levels
               in them, so it'd be pretty stupid to waste a few levels
               learning some low level spells that aren't going to prove
               themselves worthwhile once you hit the higher levels. Also,
               pumping Charisma means losing stat points in other, more vital
               areas for a monk.

Monk/Wizard :   Like the Monk/Sorcerer class, except you can't spontaneously
               cast from your spellbook.


2.6 Multiclass (Monk: Minor)
----------------------------
I felt this deserved it's own section due to the increased info I've been
seeing/sent about only taking a few levels of a monk.



Cleric/Monk:             Cleave is a useful 'free' feat a Cleric can pick
                        up; The rest however, aren't quite as useful.
                        You might however, be able to use the monk specific
                        robes effectively, and you'll have full shield
                        bonuses.

Druid/Monk:              I believe Druids will gain more from the Fighter
                        class, but a single level for the free feats
                        wouldn't hurt too badly.

Fighter/Monk:            A few levels of monk can give you some free
                        feats (including: Cleave, Evasion, and Deflect
                        Arrows). Adding 6 levels of monk will give you
                        both Knockdown and Improved Knockdown, Monk
                        Speed, and Purity of Body. You can make a very
                        insane kama 'monk' if you use the monk multiclass
                        'unarmed' attack bug (see section 7.2 for
                        details.)

Monk/Paladin:            Still not as good as the Fighter, but again, the
                        free feats can go a long way.

Monk/Ranger:             You lose a lot of the fighter feats, but you
                        gain the few feats noted under monk for only
                        investing a level or two. The 'unarmed' bug
                        could be easily applied here as well, and would
                        be especially sick with dual kama's. (see Section
                        7.2 for bug details.)

Monk/Thief:              You don't benefit as much here as you do with the
                        'Fighter' classes. You'll gain Evasion on your own,
                        and you won't be cleaving as much, Still, not
                        horrible; You'll probably be better served using
                        a fighter as your second class however.

Wizard or Sorcerer/Monk: You gain quite a few defensive abilities to help
                        your spell-lobber survive. You gain the monks AC
                        bonus, Evasion, and Deflect Arrows. You're also
                        allowed to use the awesome various monk robes.
                        A few better Hit Point rolls never hurt either!
                        (thanks to Sherwin Tam for this info)


2.7 Monk Builds
---------------

1. Multiclass Monk/Fighter/Thief by Kaisergeist
```````````````````````````````````````````````
Hey, just thought I'd run something by you I tried in the game.  I made an
absolutely beastly character by multi-classing a monk with fighter and rogue
levels.  Here's how.

Start out as a monk . . . the stats I tend to use for monks are:
Str - 14 - Important for hitting people, of course.
Dex - 16 - Important for AC and reflex saves, also of course.
Con - 10 - Not something I like to sacrifice, but . . .
Int - 10 - You don't need to worry a lot about skills this way.
Wis - 16 - Important for AC and will saves.
Cha - 8  - Let's be honest . . . who needs to be nice when you can kill?

Give the monk a fighter level early on.  He gets a great HP bonus and fort
save bonus, and the VERY SPECIAL PARTS of the fighter class for a monk - A
MONK CAN USE SHIELDS WITHOUT LOSING HIS WISDOM BONUS!  And with fighter
levels you can use the Weapon Specialization feat for Unarmed Strike OR Kama.
Plus, fighter levels jack the base attack bonus faster and it still applies
to the favourable number of attacks you'd have as a monk (unlike real D&D) and
you get feats so fast it's amazing.

Now the explanation for the rogue levels.  First, good reflex saves obviously.
Those first level bonuses of 2 rather than 1 are sweet that way.  Second, this
allows your monk to get Sneak Attack damage to his attacks when it's available.
That extra few d6 damage to his hits really count.

*Editor's Note: You'll have larger XP problems trying this build with an Elf,
Gnome, or Half-Orc due to their Favoured class restrictions.*


===============================================================================
SECTION 3 - Monk Skills
===============================================================================

3.1 What About skills?
----------------------
This is pretty objective, so I won't do a "place this much skill points
here..." but I will give my opinion on each skill.

(note that Animal Empathy, Perform, and Use Magic Device are entirely unusable
by a monk)

(second note: "CS" means that the skill is a Class related one, and thus each
point placed into it raises it one rank, as opposed to a non-class skill,
which requires two points to raise it one rank).

(third note: If you're planning on using a shield as a monk, or specifically,
a tower shield, placing points in Hide and Move Silently skills would be a bad
idea. A tower shield adds a whopping -10 to these skills, and a few of the
cross-class skills)


Concentration   (CS)    :       Worthless. You don't cast spells, and I don't
                               ever remember a creature Taunting me.
Disable Trap            :       Worthless to a pure monk. In single player,
                               you can hire Tomi to do your detecting early
                               on, and hopefully enlist the aid of a rogue
                               friend in multiplayer. The fact is, a monk
                               doesn't get many skill points to play around
                               with, and later on your saving throws will be
                               so high you can merrily walk through many of
                               the traps you find; Go Improved Evasion!
Discipline              :       Good. The only non-class skill I like, you'll
                               find Knockdown to be plenty annoying, and
                               while you usually shouldn't be able to get
                               disarmed, it also can help negate called
                               shots.
Heal            (CS)    :       Excellent. For a meagre amount of gold and
                               some skill points invested, you can easily heal
                               30 to 50 hit points per 'healer's kit' with
                               this skill.
Hide            (CS)    :       Undecided. I haven't quite got the hang of
                               'hiding' but I also find that running in
                               and pummelling the enemy is pretty effective.
                               If you've found Stealth to be useful, by all
                               means, raise the skill.
Listen          (CS)    :       Poor. A few points never hurt, but you don't
                               encounter many invisible enemies in the game.
Lore            (CS)    :       Excellent. I love this skill, but if you don't
                               mind paying money to identify items, feel
                               free to ignore this. I just found it
                               convenient to identify items when I find them.
Move Silently   (CS)    :       Undecided. Again, I don't play the monk as a
                               rogue, so I never used this very effectively.
                               It's your own discretion.
Open Lock               :       Worthless. You should have no trouble opening
                               chests with your fists later on. The ones you
                               can't, your helper might be able to. If you're
                               still worried about opening locks, I'd take the
                               Power Attack feat.
Parry           (CS)    :       Undecided. I've read that same people like
                               this skill, and indeed, it does sound neat, but
                               I never used it. Frankly, most enemies will
                               attack fewer times a round then the monk will,
                               thus that's wasted attacks that could result
                               from you being in parry mode. Again, use
                               your judgement.
Persuade        (CS)    :       Fantastic. An excellent skill, I'd always make
                               sure this was maxed. Note that this may not
                               be so useful for a user created module, but
                               there are few skills worth pumping for a monk
                               anyway.
Pick Pocket             :       Worthless. You're not a thief.
Search                  :       Worthless. You see, you're basically spending
                               as a monk a minimum of 4 points just to have
                               minimal success dealing with traps; 2 points
                               for every rank in Spot, and two more for a
                               rank in Disable Trap. This gets too costly,
                               especially with the amount of skill points
                               you'll receive. The only dangerous traps at
                               higher levels for you with my the Spike Traps,
                               but even then with full health you'll still
                               have breathing room after setting them off.
Set Trap                :       Worthless. I shouldn't need to explain why.
Spellcraft              :       Worthless. You can't counterspells, so knowing
                               that you're about to be hit by a fireball
                               isn't going to help you any.
Spot                    :       Not too many invisible enemies in the game
                               that need spotting, and definitely not enough
                               to warrant spending points in a cross-class
                               skill.
Taunt                   :       Undecided. Taunt SEEMS powerful, but not
                               enough to justify using your few skill points
                               to increase this.


3.2 So What Skills Should I Max?
--------------------------------
Again, this is subjective, but I think maxing Heal and Persuade is definitely
a good idea. And again, I consider Lore to be terrific. Again, it depends on
your play style. If you like sneaking around with your monk, maxing "Hide" and
"Move Silently" would probably be a good thing.

I've got some questions on maxing out the 'heal' skill, so I'd like to address
the heal skill here.

I'd first off like to say that yes, a potion of heal will do a bang up job
curing your monk of hitpoints. However, outside combat, I'd much prefer to
use a healing kit to recuperate my hit points.

The market price for a Potion of Heal is 2640 gold. This will of course, cure
all your hit points. A Healer's Kit + 10 goes for the low low price of 344 gold,
and with a maxed out skill (and assuming +3 wisdom bonus) will heal 56 hit
points. This is because outside combat, you take 20. It also has the side
benefit of curing any poison and/or disease you, or your helper/friend might
be afflicted with. For 7 Healing Kits +10(less then the cost of one Potion of
Heal) you can cure 350 hit points. A mere Healing Kit +1 will barely cost you
100g's a shot, and will cure over 40 hp's a shot.

Resting is of course, free. However, it is convenient to simply pop a healing
kit if you're down about 50 hit points. It takes only a few seconds to use a
healing kit, while it takes almost 20 to rest.

Also, you aren't immune to poison until level 11, so they are VERY handy
before then, and just REAL handy afterwards :)

From Mark Lauer, against maxing the skill 'Heal':

       "Healing kits, while being pretty much useless in the official
       campaign and other normal campaigns, do have their uses in persistent
       worlds that follow Dungeons and Dragons rules closely. For example,
       some persistent worlds only allow you to rest every 8 gameplay hours,
       and I have seen a couple that go even further and don't let you
       recover your maximum amount of hit points on rest. In this case, your
       monk with the heal skill and healing kits can substitute as a weak
       cleric, giving a small boost to your party members' hit points. In
       other persistent worlds, when you die, you actually don't really die
       until you reach -10 hit points(-1 hp per round), so your allies have
       a chance to heal you before you die and require a raise dead or
       resurrection spell. You can't chuck a potion down his throat for him,
       but you can use a healing kit to save him. Healing kits also allow
       you to cure poison and disease, and while you are immune to those
       effects, your allies won't be. In single player or campaigns where
       resting is allowed, healing kits are near useless, but they can be
       used to great effect in persistent worlds.


===============================================================================
SECTION 4 - Monk Feats
===============================================================================

4.1 Feats Monks Get Naturally.
------------------------------

Monks get quite a few feats for free at first level, and gain several more as
they progress. These technically aren't "feats" so much as monk abilities, but
they're all listed in the same section as monk feats, thus I felt it best to
throw them in this section too. Most monk 'feats' are used automatically, thus
making you a formidable opponent without even trying!

Improved Unarmed Strike (first level)   This feats basically prevents opponents
                                       from making attacks of opportunity
                                       against you when you try and smack
                                       them with your fists (and you will be
                                       doing that a lot).
                                       Use: Automatic


Stunning Fist (first level)             This feat works much differently for a
                                       monk then it does for other
                                       characters; Basically, you make a
                                       normal attack, and if you hit, the
                                       target must roll a fortitude save (DC
                                       = 15 + 1/2 your level + your wisdom
                                       modifier) or be held for 3 rounds.
                                       Monks can use this a number of times a
                                       day equal to their level, and while
                                       I'm on the topic, Constructs, Undead,
                                       and creatures immune to critical hits
                                       are immune to this mmmkay?
                                       Use: Selected

Cleave (first level)                    A wonderful skill, if you manage to
                                       fell an opponent with your attack, you
                                       may make a free attack on an opponent
                                       your monk can hit from where he's
                                       standing.
                                       Use: Automatic


Specialty Weapon (first level)          You use a kama (normally an exotic
                                       weapon) pretty well. Instead of your
                                       'normal' base attack bonus, you use
                                       your 'unarmed attack bonus' when
                                       swinging these puppies, and you also
                                       benefit form some skills that are
                                       normally only used when using your
                                       bare hands. Keep in mind however, that
                                       you no longer use your unarmed damage
                                       bonus while wielding a kama, and monk
                                       gloves will not improve your attack.
                                       Use: Automatic

Monk Armor Class Bonus (first level)    You add your Wisdom modifier to your
                                       Armour Class... as long as you aren't
                                       Wearing armor.
                                       Use: Automatic

Flurry of Blows (first level)           When using your fists or a kama, you
                                       get an extra attack per round.
                                       However, all your attacks are made at
                                       a -2 penalty. This feat is terrific;
                                       You can use it as many times a day as
                                       you'd like, and at later levels a -2
                                       to your attack is a minor penalty with
                                       the attack bonus your sure to have.
                                       Use: Selected

Evasion (first level)                   If you successfully make a reflex save
                                       in a situation that would normally
                                       cause you to take only half damage,
                                       you escape unharmed. For example, if
                                       an EVIL wizard decided you would be a
                                       good target for his fireball, and you
                                       were 'hit' by it, a successful saving
                                       throw would mean that you safely
                                       ignored the fireball. An incredible
                                       skill, that gets better later on.
                                       Note: Having this skill does NOT mean
                                       that you have a chance to completely
                                       avoid damage from a spell/effect that
                                       allows a reflex save. The spell MUST
                                       state (like fireball) that a
                                       successful reflex save would allow
                                       half damage. If it doesn't say that,
                                       sorry chum. Suck it up.
                                       Use: Automatic

Deflect Arrows (second level)           The first missile attack per round has
                                       a chance to be automatically dodged
                                       (Reflex Save DC 20). A nice little
                                       bonus for being a monk.
                                       Use: Automatic

Monk Speed (third level)                Starting at third level, your monk
                                       moves faster then other classes not
                                       under the influence of a haste spell
                                       or effect. It increases as your level
                                       rises, starting at being 110% faster,
                                       to be 150% faster at very high levels.
                                       Use: Automatic

Still Mind (third level)                This one isn't mentioned in the
                                       instruction book nor the 'readme' that
                                       comes with the game. Anyway, it's here,
                                       and your monk gets a +2 bonus to all
                                       saving throws against Mind-Affecting
                                       Spells.

Purity of Body (fifth level)            Your monk is now immune to disease,
                                       both common and (as far as I can tell)
                                       magical. A good thing to have when
                                       you're up to your neck in mummies!
                                       Use: Automatic

Knockdown (sixth level)                 Pretty similar to Stunning Fist. You
                                       make an attack roll at -4, and if
                                       successful, your opponent must make a
                                       successful disciple check, or be
                                       knocked on their butt. You get a bonus
                                       if you're bigger then your target, and
                                       a negative if you're smaller. +4 for
                                       every size smaller, and -4 for every
                                       size larger. This means that if you're
                                       a gnome, and you try and hit a elf
                                       with this, your attack would be made
                                       at -8. I consider Stunning Fist to be
                                       superior, but it's up to you in the
                                       long run.
                                       Use: Selected

Improved Knockdown (sixth level)        In the previous description, I said
                                       your gnome would get a -8 to hit that
                                       elf. I was actually lying. You'd only
                                       get a -4, because with this skill, you
                                       act as if you're one size larger.
                                       Hopefully, I don't get too many people
                                       e-mailing me about my 'error...'
                                       Use: Automatic

Wholeness of Body (seventh level)       Once a day, your monk can restore
                                       twice it's level in hit points. That
                                       means a level 10 monk can restore 20
                                       hit points. Not really useful, when you
                                       consider a healing kit can do that and
                                       more.
                                       Use: Selected

Improved Evasion (ninth level)          Fail your reflex save against that
                                       nasty fireball? No problem! You're
                                       still taking only half damage! Again,
                                       as in evasion, the spell/effect MUST
                                       state that a successful reflex save
                                       allows half damage. Otherwise, you
                                       better hope your hit points are
                                       currently high.
                                       Use: Automatic

Ki Strike (tenth level)                 Damage Reduction getting you down?
                                       Well, no more (maybe)! Your fists now
                                       count as if they were +1 weapons, and
                                       at 13th level, they'll count as if
                                       they were +2. And, at level 16, your
                                       fists, in addition to being quite
                                       calloused, are now considered +3
                                       weapons when calculating damage
                                       reduction. Note however, that this
                                       'enchantment' bonus isn't the same as
                                       a magical weapon. You will not have
                                       the normal bonus to strike and damage
                                       like most magic weapons grant. Still,
                                       your fists are mighty weapons without
                                       added bonuses. Oh, and it should be
                                       mentioned that Ki Strike has NO EFFECT
                                       on monsters/objects with Damage
                                       Resistance; +3 or not. But that
                                       goes for all magical weapons striking
                                       something with Damage Resistance.
                                       Use: Automatic

Diamond Body (eleventh level)           A misleading name if I ever saw one.
                                       No, you don't get damage reduction;
                                       that's later. Instead, you'll have to
                                       settle for being immune to poison,
                                       both natural, and as the manual
                                       states, most magical. As soon as I
                                       became eleventh level, my monk was
                                       never poisoned again, so either he's
                                       immune to ALL magical poison, or most
                                       magical poison sucked, and the enemy
                                       mages preferred to cast good spells
                                       against me instead. Not that that
                                       helped them.
                                       Use: Automatic

Diamond Soul (twelfth level)            Spell Resistance! Quite the beautiful
                                       thing. What does this mean exactly?
                                       Well, excluding the possibility of the
                                       spell penetration feat, 45% of the
                                       spells cast upon your monk by a wizard
                                       of equal level are safely ignored.
                                       Diamond Soul grants Spell Resistance
                                       equal to your monk's level plus 10.
                                       Use: Automatic

Quivering Palm (fifteenth level)        Instant death! YAAAAAAAAA! If you
                                       scream that as you use this skill, you
                                       get a +1 bonus to successfully hit. I
                                       swear. Actually a fairly poor skill, a
                                       struck opponent must make a fortitude
                                       save (DC 10 + 1/2 monk's level +
                                       monk's wisdom modifier) or collapse
                                       into a puddle of very dead goo.
                                       Unfortunately, at 15th level most
                                       fortitude saves are quite high. It's
                                       actually impossible for my level 20
                                       monk to be killed by this effect (DC
                                       23) unless I roll a 1. Expect similar
                                       difficulty against other players.
                                       Still, could be a useful last ditch
                                       attack in a pinch. Instant Death only
                                       once a day!
                                       Use: Selected

Empty Body (eighteenth level)           I didn't get much use out of this
                                       skill; It might have just been that
                                       it's hard to see on my computer if
                                       my dude was actually still "empty."
                                       I'm going to need to test it some
                                       more. Still, having 1/2 the attacks
                                       aimed at you automatically miss is
                                       some good. Twice a day.
                                       Use: Selected

Perfect Self (twentieth level)          Phew! You've finally done it. Your
                                       friends said you were crazy for not
                                       taking a level of rogue, or a level of
                                       ranger, but you stuck with being a
                                       monk, and now you've been rewarded
                                       with damage reduction! Ignore the first
                                       twenty points baby! Well, as long as
                                       they aren't using a magical weapon. So
                                       really, it's hard to say whether or
                                       not the damage reduction part really
                                       IS worth it. It's great against giants
                                       of all varieties (they seem not to use
                                       magical weapons) but does jack against
                                       a +1 toothpick. Well, at least you're
                                       also now immune to all mind-affecting
                                       spells... Oh yeah, cool thing to look
                                       at: Your monk's eyes will now glow
                                       blue with what I assume is POWER!
                                       Use: Automatic


4.2 A Review of Possible Monk Feats.
------------------------------------
Alertness                               +2 to spot and listen? Ugh. They're
                                       not even class skills...

Ambidexterity                           Yes, you have two fists, but no, you
                                       can't use em both as separate weapons.
                                       You gain benefit from having this while</pre><pre id="faqspan-2">
                                       using your bare hands. I've heard of a
                                       monk 'kama' build that might use these
                                       effectively however... (Req: Dex 15+)

Armor Proficiency Light/Medium/Heavy    Monks get excellent 'clothing' that
                                       they can use, and you would lose your
                                       wisdom bonus and unarmed attack bonus
                                       by wearing armour anyway. Ignore these
                                       feats,  they aren't worth your time
                                       (Req: Light for Medium, Medium for
                                       Heavy. Got it?)

Called Shot                             Monks tend to have pretty good attack
                                       and Armor Class, but if you find that
                                       they're not high enough, this feat
                                       could help. Using Stunning fist
                                       might be more effective however.
                                       (Req: Base Attack Bonus +1 or higher)

Disarm                                  Your opponents will usually have
                                       larger weapons then you do (you are
                                       using your fists after all) thus,
                                       you're looking at a -6 to strike right
                                       off the bat, and your opponent will be
                                       getting +4-+12 to their discipline
                                       check. Oh yeah, and you provoke an
                                       attack of opportunity. I thought this
                                       was worthless, and while not
                                       spectacular, you can improve your
                                       chances to hit by using 'Knockdown'
                                       first; And since most enemies in the
                                       game do not have Improved Unarmed
                                       Strike, you gain an attack of
                                       opportunity each time they take a swing
                                       at you. It still requires 13 Int to
                                       use tho.
                                       (Req: Int 13+, Improved Unarmed Strike)

Dodge                                   An excellent ability, receiving a +1
                                       bonus to avoid that nasty sword that's
                                       aiming for your neck.
                                       (Req: Dex 13+)

Great Fortitude                         Much like it's companions (Lightning
                                       Reflexes and Iron Will) this feat
                                       really isn't worth it.

Improved Critical                       It's not much of an increase, but with
                                       this ability you'll critical twice as
                                       often, and that's never bad. In fact,
                                       that’s very good.
                                       (Req: Base Attack Bonus +8)

Improved Disarm                         Well, it makes it a little better
                                       anyway. Still removing the attack of
                                       opportunity and reducing the penalty
                                       still doesn't make this very useful
                                       using bare fists. Also, as is the case
                                       for most feats that require 13
                                       intelligence, I'd never put my
                                       Intelligence up to 13 in order to use
                                       this.
                                       (Req: Int 13+, Disarm)

Improved Parry                          Er, I don't use the Parry skill.
                                       However, if it's your bag of tea, I
                                       heartily recommend this skill!
                                       (Req: Int 13+)

Improved Power Attack                   A -10 to attack is a pretty harsh
                                       penalty, even with a +10 to damage. I
                                       don't even bother with Power Attack,
                                       and I consider this 'improvement' much
                                       worse then it. (Req: Str +13, Power
                                       Attack)

Improved Two Weapon Fighting            Unless you're making a 'kama' monk,
                                       ignore this like Ambidexterity and Two
                                       Weapon Fighting.
                                       (Req: Base Attack Bonus +9, Two-Weapon
                                       Fighting, Ambidexterity)

Iron Will                               I actually picked this when my monk
                                       hit 18th level, but that's only
                                       because I had nothing better to pick.

Lightning Reflexes                      Monk's have a great Reflex save
                                       anyway, but if you're running into too
                                       many traps maybe this feat is for you.
                                       Possibly the best of the trio due to
                                       the monks 'Evasion' feat.

Mobility                                A good feat, your monk shouldn't be
                                       provoking too many attacks of
                                       opportunity (and even less should be
                                       successful) but this feat is always
                                       handy to have around. Just in case.
                                       (Req: Dex 13+, Dodge)

Point Blank Shot                        Er, plan to use shurikens in close
                                       combat?

Power Attack                            I don't like this skill, but I can't
                                       deny that it could come in handy
                                       sometimes. Still, you get cleave for
                                       free, so you don't even need it for a
                                       pre-requisite or anything. It is,
                                       from what a few readers have told me,
                                       a very useful thing to switch on after
                                       a successful 'Knockdown' attack. Note
                                       however, that you cannot have both
                                       'Furry of Blows' and 'Power Attack'
                                       running at the same time.
                                       (Req: Str 13+)

Rapid Shot                              You STILL aren't stuck on using A
                                       SLING as a monk are you? (Req: Dex
                                       13+, Point Blank Shot)

Shield                                  Normally, armor = bad when it comes to
                                       monks, but monks can use a shield
                                       without any penalty (aside from the
                                       regular skill penalties that all
                                       shields give.. You'll look goofy, but
                                       it works. I originally assumed this
                                       was a bug, but one reader mentioned
                                       that Monte Cook, the dude who provides
                                       to D&D rule questions, mentioned
                                       shields as an option for monks, thus
                                       don't expect them to be 'fixing' this
                                       any time soon.

Skill Focus                             While there are a few good skills a
                                       monk gets, I don't think it's worth it
                                       to take this skill to increase one of
                                       them. Find a better combat one
                                       instead. If you're absolutely stuck
                                       with nothing to do with a feat however,
                                       Skill Focus: Discipline isn't too
                                       bad. Best used on cross-class skills,
                                       like the aforementioned Discipline.

Toughness                               This is the way the feat should have
                                       been in the Player's Handbook. It's
                                       like a free point of constitution.

Two-Weapon Fighting                     Again, it really depends on whether or
                                       not your one of those rogue 'kama'
                                       monk builds. I still think an unarmed
                                       monk would be better, but if you have
                                       3 feat slots you're REALLY not using...

Weapon Finesse                          Possibly useful, but I like to keep my
                                       monks strength at a decent level.
                                       However, it's still pretty useful
                                       should your strength get decreased by
                                       poison/disease. So I'd get this if you
                                       have a free feat to spend, but I
                                       wouldn't go out of my way to get this.
                                       Belts of ______ Strength should keep
                                       your strength above your dex for most
                                       of the game.
                                       (Req: Base Attack Bonus +1)

Weapon Focus                            A skill you should pick up. It's not
                                       much, but you'll be using your fists
                                       for damn near the entire game, so why
                                       wouldn't you give them a +1 bonus to
                                       strike?
                                       (Req: Base Attack Bonus +1)

Weapon Proficiency: Exotic              Trust me when I say, a monk wielding a
                                       Scythe would be pretty damn cool, but
                                       anyone wielding a scythe would be
                                       pretty damn cool... but your fists
                                       would still be better.
                                       (Req: Base Attack Bonus +1)

Weapon Proficiency: Martial/Simple      For reference, monk's can use the
                                       following weapons at level 1: clubs,
                                       daggers, handaxes, light and heavy
                                       crossbows, kamas, quarterstaffs,
                                       shurikens, and slings. They also would
                                       rarely want to use any of those
                                       listed. Thus, why would you learn how
                                       to use more weapons you'd never use?


4.3 Which Feats are Must Haves?
-------------------------------
I think the following should be learned by every non-kama monk:

Improved Critical: Unarmed Strike
Weapon Focus: Unarmed Strike

I also recommend these feats:

Dodge
Toughness
Shield

In the end, it's always your choice on what to take. Note, that via
multiclassing a monk can pick up feats he is normally denied access to, like
Weapon Specialization.

Some more comments on feats, specifically both power attack and it's improved
version by James N. Daniel III:

    Power Attack and Improved Power Attack.  On one level, you are correct
    and these are not very important for combat, especially in the early
    game.  The penalties to hit are too high.  In the mid-to-late game,
    though, the amount of damage added per blow becomes quite high.  Have
    you noticed how even somewhat wimpy things like Dire Wolves and Trolls
    have lots of hit points, and the monk has to hit several times to kill
    just one?  This is where Power Attack (and sometimes Improved Power
    Attack) come in:  if it is a low-armor, high-hit-point critter, and
    say 4 hits per round (3 base at mid levels,  +1 haste), that
    comes out to 20 (or 40 with improved power attack) extra points of
    damage per round.  Of course, if they have a high AC, this doesn't
    happen, but it's just a matter of tactics to decide when it will be
    effective.  On top of these bonuses, a monk that is bashing open
    chests (because Tomi isn't along) does so much, much, much faster
    with Improved Power Attack.  Improved Power Attack is essential for
    a solo monk to open chests without dying of boredom.  :)


===============================================================================
SECTION 5 - Monk Stats
===============================================================================

5.1 The monk
------------
Alignment Restrictions: Any lawful.     So no Barbarian/Monk hybrid; Druid/
                                       Monk's are perfectly legal as of 1.3
                                       of this FAQ tho.

Hit Die: d8.                            Strong enough to take a few blows, but
                                       feel free to use that 'increased monk
                                       speed' to get you out of a dangerous
                                       situation.

Skill Points                            You don't get many skill points, but
(Int Modifier * 4 at first level)       there aren’t many skills that are
4 + Int Modifier.                       really worth maxing, so it works out.
                                       Still, a negative Int Modifier is NOT
                                       recommended.


5.2 Every Statistic You'd Ever Want to Know About a Monk
--------------------------------------------------------
I'm lying again, there are probably some other statistics you'd love to know,
but the ones below are the most important / common / useful. From the
instruction manual, straight to your home in one big table! Makes you wonder
why I called the section "monk tables" now doesn't it?

*NOTE 1*: A monk has 'higher' saves across the board. This means that while
other classes usually get one save that's twice that of one of the others, a
monks are uniformly high. Thus, I felt no need to list the same stat for both
Reflex, Will, and Fortitude, just one big universal saving throw.

*NOTE 2* In case you haven't read the manual at all, or are still having
trouble spelling the word "rogue" the 'Base Attack Bonus' is what the monk
uses when he's using a weapon other then a kama or his bare hands. The
'Unarmed Attack Bonus' is what the monk uses when he's ready to tear the
streets up with his fists (or a kama).

*NOTE 3* in the 'Unarmed Damage' column, the first number represents damage
done by a medium or larger monk. The second number is by those small gnome and
Halfling monks.

*NOTE 4* Experience tables are not listed, because I honestly think they
shouldn't need to be. To determine the amount of experience you need to advance
in level, simply multiply your current level by 1000 experience. Easy,
no?


Monk  |Saving |   Base     |     Unarmed      |   Unarmed   |  AC   | Run
Level |Throws |   Attack   |     Attack       |   Damage    | Bonus | Speed
     |       |   Bonus    |     Bonus        |             |       |
------+-------+------------+------------------+-------------+-------+-------
  1  |   +2  | +0         | +0               |  1d6 / 1d4  |  +0   | 100%
  2  |   +3  | +1         | +1               |  1d6 / 1d4  |  +0   | 100%
  3  |   +3  | +2         | +2               |  1d6 / 1d4  |  +0   | 110%
  4  |   +4  | +3         | +3               |  1d8 / 1d6  |  +0   | 110%
  5  |   +4  | +3         | +3               |  1d8 / 1d6  |  +1   | 110%
------+-------+------------+------------------+-------------+-------+-------
  6  |   +5  | +4         | +4/+1            |  1d8 / 1d6  |  +1   | 120%
  7  |   +5  | +5         | +5/+2            |  1d8 / 1d6  |  +1   | 120%
  8  |   +6  | +6/+1      | +6/+3            | 1d10 / 1d8  |  +1   | 120%
  9  |   +6  | +6/+1      | +6/+3            | 1d10 / 1d8  |  +1   | 130%
 10  |   +7  | +7/+2      | +7/+4/+1         | 1d10 / 1d8  |  +2   | 130%
------+-------+------------+------------------+-------------+-------+-----
 11  |   +7  | +8/+3      | +8/+5/+2         | 1d10 / 1d8  |  +2   | 130%
 12  |   +8  | +9/+4      | +9/+6/+3         | 1d12 / 1d10 |  +2   | 140%
 13  |   +8  | +9/+4      | +9/+6/+3         | 1d12 / 1d10 |  +2   | 140%
 14  |   +9  | +10/+5     | +10/+7/+4/+1     | 1d12 / 1d10 |  +2   | 140%
 15  |   +9  | +11/+6/+1  | +11/+8/+5/+2     | 1d12 / 1d10 |  +3   | 145%
------+-------+------------+------------------+-------------+-------+-------
 16  |  +10  | +12/+7/+2  | +12/+9/+6/+3     | 1d20 / 2d6  |  +3   | 145%
 17  |  +10  | +12/+7/+2  | +12/+9/+6/+3     | 1d20 / 2d6  |  +3   | 145%
 18  |  +11  | +13/+8/+3  | +13/+10/+7/+4/+1 | 1d20 / 2d6  |  +3   | 150%
 19  |  +11  | +14/+9/+4  | +14/+11/+8/+5/+2 | 1d20 / 2d6  |  +3   | 150%
 20  |  +12  | +15/+10/+5 | +15/+12/+9/+6/+3 | 1d20 / 2d6  |  +4   | 150%


===============================================================================
SECTION 6 - Monk Items
===============================================================================

Monk specific items are what turn your average monk, into a powerhouse. Monks
get GREAT armor to use, especially later in the game.

*NOTE*: You won't find all of these weapons/armour in one play through of a
game. You can buy the majority of them, but as with such items as Gloves of the
Hin Fist, you'll have to be lucky enough to find them, and they're randomly
given. (Gin Won reports finding a +5 Hin Fist gloves in Chapter 2; I didn't
Find above a +3 throughout the entire game)

6.1 Monk Weapons
----------------
Kama            1d6, critical x2                Useable by classes other then
                                               monks, kama's are still unique
                                               in that they work with several
                                               other monk skills, the most
                                               notable being the monk's
                                               unarmed attack bonus. Kama's
                                               come in +1, +2, and +3
                                               varieties.

Peasant Dynasty 1d6, critical x2                Nothing special here,
               Enchantment Bonus: +1           basically a +1 kama with some
               Acid Resist 5 / -               elemental resistances.
               Cold Resist 5 / -
               Elec Resist 5 / -
               Fire Resist 5 / -

Thread of Life  1d6, critical x2                An extremely useful item for
               Enchantment Bonus: +1           any class to have. It's a poor
               Regeneration: +1                weapon, but allows you to cast
               Charges: 50                     Cure Minor, Moderate, Serious,
               Use: Cure Minor Wounds (1)      and Critical Wounds. It
                       (0 charges per use)     unfortunately has charges, but
               Use: Cure Moderate Wounds (3)   'Cure Minor Wounds' requires
                       (2 charges per use)     zero charges, thus you can use
               Use: Cure Serious Wounds (5)    it as many times as you'd
                       (4 charges per use)     like. Obviously Cure Minor
               Use: Cure Critical Wounds (7)   wounds isn't very effective
                       (5 charges per use)     in the heat of combat, but
                                               Cure Critical isn't too
                                               shabby.

Empty Fields    1d6, critical x2                Too bad the enchantment bonus
               Enchantment Bonus: +1           wasn't higher. Still, possibly
               On Hit: Doom (DC 14)            a very good item switch; If you
                Duration: 50%/2 rounds         tag your opponent with this and
                                               have the 'Doom' effect work
                                               (DC 14, it's a Level 1 Cleric
                                               spell) you're flying sweet for
                                               2 rounds.

Imaskari Kama   1d6, critical x2                Not great, but the added acid
               Enchantment Bonus: +1           damage could be pretty good
               Damage Bonus: +1d4 acid         since few enemies are
               Discipline skill +1             resistant to acid.

6.2 Monk Specific Armor
-----------------------
Robes of the Shining Hand                       Like all robes, they basically
                                               act like clothing. This means
                                               that they don't count as
                                               armor, thus you get your
                                               Wisdom bonus and unarmed
                                               attack bonus, etc. etc. Robes
                                               of the Shining hand are there
                                               to help increase your AC early
                                               in the game, and give either a
                                               +1, +2, +3, +4 or +5 to your
                                               AC while you wear them. You
                                               also gain a slight negative to
                                               your Listen skill while walking
                                               around in these (Listen -1)
                                               but who paying attention? Get
                                               it? Get it?

Robes of the Old Order                          Slightly better then Robes of
                                               the Shining Hand +1 and +2,
                                               Robes of the Old Order give
                                               you Damage Reduction: 5 / +1.
                                               This means non-enchanted
                                               weapons that hit you have
                                               their damage reduced by 5
                                               points. Very useful early on,
                                               effectively negating the
                                               damage from weak enemies, and
                                               halving the damage from strong
                                               ones. Made obsolete by...

Improved Robes of the Old Order                 Exactly the same as Robes of
                                               the Old Order, but with an
                                               additional +2 AC bonus for
                                               your teeth to sink into.

Robes of the Dark Moon                          These not only give your monk
                                               an extra attack, the haste
                                               effect also serves to give
                                               your monk a fat +4 bonus to AC.
                                               Oh, your Concentration skill
                                               goes down a point (Concentration
                                               -1). Guess that's the end of
                                               your monk's spell-lobbing days.
                                               The best robes in the game by
                                               far.

6.3 Monk Specific Gloves
------------------------
Gloves of the Yellow Rose                       Like all monk gloves, the
  +1 - +1 to unarmed strike                    number that comes after the
       +1 electrical damage                    name indicates the bonus to
                                               strike. I.E. Gloves of the
  +2 - +2 to unarmed strike                    Yellow Rose +3 will give your
       +1 electrical damage                    monk a +3 bonus to strike in
                                               combat UNARMED (kama's do not
  +3 - +3 to unarmed strike                    work). Gloves of the Yellow
       +1 electrical damage                    Rose have the distinction of
                                               adding an extra point of
  +4 - +4 to unarmed strike                    electrical damage when they
       +1 electrical damage                    strike. (+1 Electrical
                                               Damage). These are the worst
  +5 - +5 to unarmed strike                    monk gloves, but the most
       +1 electrical damage                    common.

Gloves of the Hin Fist                          Like, Gloves of the Yellow
  +1 - +1 to unarmed strike                    Rose, only with sonic damage
       +1 sonic damage                         applied. +1 Hin Fist gloves
                                               apply +1 sonic damage, +2 and
  +2 - +2 to unarmed strike                    +3 Hin Fist gloves apply +2
       +2 sonic damage                         sonic damage, +4 applies +1d4,
                                               and +5 apply +1d6 sonic damage.
  +3 - +3 to unarmed strike                    The best monk gloves, due to
       +2 sonic damage                         the inability of most
                                               creatures/players to absorb
  +4 - +4 to unarmed strike                    sonic damage.
       +1d4 sonic damage

  +5 - +5 to unarmed strike
       +1d6 sonic damage

Gloves of the Long Death                        Useless Trivia: Grimgnaw,
  +1 - +1 to unarmed strike                    everyone's favourite evil
       +1 cold damage                          Dwarven monk, comes from the
                                               'Long Death Clan.' the second
  +2 - +2 to unarmed strike                    best monk gloves. They mirror
       +2 cold damage                          the ability of the Hin Fist
                                               gloves, except they apply
  +3 - +3 to unarmed strike                    cold damage instead of sonic,
       +2 cold damage                          thus making them easier to
                                               absorb.
  +4 - +4 to unarmed strike
       +1d4 cold damage

  +5 - +5 to unarmed strike
       +1d6 cold damage

6.4 Monk Specific Boots
-----------------------
Boots of the Sun Soul                           The only monk specific boot
  +1 - +1 AC (dodge)                           type, they are none-the-less
                                               awesome, granting a bonus to
  +2 - +2 AC (dodge)                           AC (dodge) while equipped.
                                               They come in +1, +2, +3, +4
  +3 - +3 AC (dodge)                           and +5 varieties. The +4 boots
                                               are notable because they add
  +4 - +4 AC (dodge)                           +2 to your Dexterity, and the
       +2 Dexterity                            Boots of the Sun Soul +5 add
                                               an cool +3 dexterity to your
  +5 - +5 AC (dodge)                           Dexterity! For those doing the
       +3 Dexterity                            math, yes, you can get +6 - +7
                                               AC from a pair of shoes as a
                                               monk (or a thief with a
                                               high Use Magic Device skill)!

6.5 Handy Items for a Monk
--------------------------
Belt of Giant Strength                          These belts come in various
                                               sizes, the best being the Belt
                                               of Fire Giant Strength (+5
                                               Strength). The reason to keep
                                               your base Strength a odd
                                               number. Belts of Hill Giant
                                               Strength provide +3 to
                                               Strength, and Belts of Frost
                                               Giant Strength provide +4 to
                                               Strength.

Amulet of Natural Armor                         Coming in +1 to +5 varieties,
                                               Amulets of Natural Armor
                                               provide a 'Natural' AC bonus,
                                               which is notable because you
                                               can only use one type of
                                               Natural and Deflection bonus
                                               on your character at a time.
                                               'Natural' AC bonuses are
                                               pretty rare, so you'll always
                                               usually get the full bonus
                                               from wearing one of these.

Ring of Resistance                              These rings add whatever
                                               numerical suffix they have to
                                               all your saving throws. Handy
                                               for all situations. They come
                                               in +1, +2, and +3 styles.

Ring of Power                                   An incredible item, a Lesser
                                               Ring of Power provides Cold,
                                               Fire, and Electrical
                                               Resistance ( 5 / - ) and
                                               Regeneration +1. The mightier
                                               Ring of Power provides Cold,
                                               Fire, and Electrical
                                               Resistance at a higher
                                               strength ( 15 / - ) keeps the
                                               Regeneration + 1, and adds
                                               Freedom, so you'll never
                                               have to worry about wearing
                                               briefs again.

Cloak of Fortification                          It really comes down to
                                               whether you want one of these,
                                               or a Ring of Protection. I
                                               prefer Cloaks of Fortification
                                               due to the added bonus of
                                               increasing your saving throws.
                                               These paired with a Ring of
                                               Resistance can grant +6 to all
                                               your saving throws, and that
                                               ain't bad. These cloaks
                                               increase both AC and as
                                               mentioned, saving throws. They
                                               come ready to wear in +1, +2,
                                               and +3 sizes.

Boots of Hardiness +3                           Until you get Boots of the Sun
                                               Soul +5, these are usually
                                               better then Boots of the Sun
                                               Soul. Adding +3 to your AC,
                                               they also add +3 to your
                                               Constitution, giving you more
                                               Hit Points to play with.

Hastsezini's Shield                             Thanks to Gundam Deathscythe,
                                               if you want to use a shield
                                               for your monk, there's no
                                               better then this +5 tower
                                               shield, useable only by lawful
                                               characters.

Periapt of Wisdom                               Not as useful (in my opinion)
                                               as an Amulet of Natural armor,
                                               but the +4 and +5 periapts
                                               will add two to your AC, and
                                               give you more 'insight'
                                               options in conversation. Also,
                                               if you're looking into using
                                               Stunning Fist successfully,
                                               there isn't an item in the
                                               game that'll benefit you more
                                               then this amulet.

Amulet of the Uthgardt                          A quest item you can receive
                                               from Daelen with enough
                                               persistence, you'll get a fat
                                               +4 to strength, and immunity
                                               to fear. This can be a trade
                                               off with a +5 to AC, but
                                               sometimes +2 to strike and
                                               damage is tempting, especially
                                               against accursed Ancient Red
                                               Dragons. Yes, I was absolutely
                                               beaming after defeating that
                                               mother of a tough enemy. You
                                               can get this in chapter 3 if
                                               you got his item in chapters
                                               1 and 2.


===============================================================================
SECTION 7 - Other Monk Stuff
===============================================================================

7.1 Monk Henchmen
-----------------
Since this is sure to come up, I'd just like to briefly comment on the various
Henchmen you can acquire through the Neverwinter Nights single player game.

Linu La'neral           Elven Cleric            Great personality, and pretty
                                               interesting to listen to. Her
                                               clerical abilities can come in
                                               handy, but she's strictly
                                               average in combat. You should
                                               be able to gain more of a
                                               benefit from some of your
                                               other helpers.

Sharwyn                 Human Bard              So beautiful, but so useless.
                                               Her low AC WILL get her killed
                                               in combat (and quickly), she
                                               has terrible AI with regards
                                               to her spells and abilities
                                               (i.e. she'll use her bard song
                                               ability on the first enemy you
                                               fight after resting, and it's
                                               usually always a lone dire
                                               wolf or something). Her high
                                               charisma isn't getting her any
                                               points in my party I'm afraid.

Daelan Red Tiger        Half-Orc Barbarian      A great helper, simply because
                                               he's a tank, and can dish out
                                               grievous amounts of damage
                                               (like you can!). Useful on
                                               some of the harder bosses (A
                                               certain Ancient Red Dragon
                                               comes to mind...).

Tomi Undergallows       Halfling Thief          A terrific helper, Tomi does
                                               it all. Detects Traps,
                                               Disables traps, Picks Locks,
                                               Sneak Attacks for fantastic
                                               damage, and all the while with
                                               a great accent! My first
                                               choice for a monk Henchman.

Grimgnaw                Dwarven Monk            A great character in melee
                                               combat (In fact, he'll usually
                                               be only slightly worse then
                                               you due to henchmen level
                                               progression.) Grimgnaw
                                               unfortunately doesn't
                                               compliment you in the least.
                                               But you know what the Japanese
                                               say. "Why kick ass with one
                                               monk, when you can ass kick
                                               twice as much, with two
                                               monks." Okay, I'm honestly not
                                               sure if the Japanese ever said
                                               that. In fact, I might just be
                                               badly transformed quote I heard
                                               in a movie.

Boodyknock Glinckle     Gnome Sorcerer          Kinda funny to talk to, but
                                               his bad hair cut goes with his
                                               bad AI. You'll constantly find
                                               him casting powerful spells on
                                               weak enemies. Ugh.

7.2 Monk Multiclass 'Unarmed' Attack Bonus Bug
----------------------------------------------

*NOTE:* The following attack bonus is a bug, and will (hopefully) be fixed in
later patches. Beware. There (as mentioned) is a bug when multiclassing as a
monk. When unarmed/using a kama, you add the other classes Base Attack Bonus
to the monk's unarmed base attack bonus, and then calculate the number of
'unarmed' attacks from there. This doesn't sound too useful, but remember that
a monk's unarmed attack bonus is calculated by subtracting 3 instead of 5 from
the highest attack. A brief explanation on how 'Attacks' are calculated, and the
bug, courtesy of Sherwin Tam:

    "I'm not sure how much you know of 3rd Edition rules, but the way
    multiclass attack bonuses work in the official rules, you take your
    highest normal attack bonus for all your classes and add them together,
    and you keep subtracting 5 to get your next attacks.  So, for a monk
    10/fighter 10, a monk's normal highest attack bonus at level 10 is 7,
    while a fighter's highest attack bonus at 10 is 10.  So, 10+7 is 17,
    equivalent to a 17th-level fighter, with attack bonuses of 17/12/7/2.
    Now, in the official rules, the monk attack bonuses for unarmed attacks
    is a separate set based only on monk level, so the M10/F10 character
    would have a separate attack bonus set for unarmed attacks of 7/4/1 for
    a 10th-level monk, and the character would choose which set to use for
    unarmed attacks (obviously the normal set is better in this case).

    What the game is doing, however, is just setting a flag between subtracting
    5 and subtracting 3 for the attacks, since monk unarmed attack bonuses
    normally go down by only 3.  The game is incorrectly adding the monk
    unarmed attack bonus set to the fighter normal set and only subtracting
    three, so in this case it's 10+7, then subtract 3 for 17/14/11/8/5/2.
    Essentially the programmers took the lazy way out; rather than keeping two
    sets of attack bonuses for monks, they keep one and just subtract 3 instead
    of 5 to calculate extra attacks when monks are unarmed or with a kama.
    Works fine with a single-class monk, but breaks when multiclassing."

This means that a 19th level fighter/1st level monk would have the following
'unarmed' attack bonus:

+19/+16/+13/+10/+7/+4/

Note: Yes, it should read +19/+16/+13/+10/+7/+4 but the game sets a cut-off
point of 6 attacks. Thanks to Sherwin again for pointing this out as well.

That isn't even counting Haste, or Furry of Blows. That 'Unarmed Attack' will
work for Ranger and Paladins as well. It works for other classes too, but not
as effectively as a 'fighter' class uses it (A 19th level Thief/1st level monk
would use +14/+11/+8/+5/+2... the exact same 'unarmed' attack bonus a level 19
monk would get.)

Some more commentary from Mr.Tam, on how to further exploit the bug:

    Rangers and Paladins can get the same number of attacks with the same
    attack bonus set.  Rangers are especially evil (figuratively speaking)
    because they get all the two-weapon feats for free by level 9, and the
    light armor restriction is not a problem.  A Ra19/M1 with dual kamas gets
    up to 10 attacks, has a good animal companion, and can polymorph into an
    Umber Hulk for kicks (and still retains 7 attacks with the unarmed bonus
    and Flurry of Blows), along with summoning other animals and other fun
    stuff with spells.  Yep, some buggy monk stuff here.  Get it before they
    fix it. ;)

But how to best abuse this bug? Well, if you don't want to go the kama route,
how would you like to still have 6 attacks, and have your fists dealing 1d20
damage as well?

Thanks to Parker Newman, you can. He mentioned to me (I believe, unaware of the
bug) that a level 16 monk / 4 fighter will give you a base attack bonus of
16 for your first attack. Using the bug, that gives you +16/+13/+10/+7/+4/+1,
which jsut squeezes you past the cut-off limit. The best thing however? Well,
you still gain the majority of the monk's 'special' feats including spell
resistance, +3 to your AC, and fists that count as +3 weapons when calculating
damage reduction. But it gets better. As a fighter you get the 'Shield' feat
for free, giving you some more AC to work with, and the kicker: Weapon
Specialization: Unarmed Strike. Go out and have some fun kids.


===============================================================================
SECTION 8 - Credits and Contact Information
===============================================================================

8.1 Credits!
------------
*NOTE* I save all my e-mails, so if I tell you I'll give you credit, and you
don't appear below here, just e-mail me and I'll be sure to throw you on the
list.

Manish, Neal, and Mark Lauer for re-affirming my trust in humanity, and telling
me that haste gives a +4 to AC.

Makurayami Ittou on the GameFAQs NWN message board for mentioning the fact that
version 1.0 completely neglected Half-Elves! D'oh!

Gundam Deathscythe for pointing out the best shield an awkward monk can use, and
pointing me towards the NWN toolset to find out that each monk glove has a +1 -
+5 bonus.

Gin Won for re-afirming that there is +5 Hin Fist gloves. Wish I had a pair.

Kaisergeist for his Monk/Fighter/Thief build.

Donny Chan for pointing out that I should finish some of my sentences, and to
not say one thing and show another when it's about a Thread of Life.

Berch for proving that shields are gerrrrrrrrrrrrEAAT for a monk.

Jake Wolff for also mentioning about +5 Hin Fist gloves and reminding me to
mention about periapt's while I'm at it.

Steve Honeywell for some more glove info.

Sherwin Tam for various suggestions, and pointing out the monk multiclass bug.
Also, some ways to exploit said bug! Woot!

Mark Lauer on various comments, including the heal skill, giving more strength
to dwarves, skills, feats, and a kitchen sink. I had to edit the latter out
due to space constrictions. Sorry, Mark.

James N. Daniel, III for mentioning that Furry of Blows and Power Attack are
mutually exclusive. Also some other comments which are in the FAQ about
why Strength is more important to a monk then I said it is.

Tom (or, tkcheng as his e-mail likes to call him) for giving an arguement to
use Disarm.

Wetwork for mentioning the Amulet of Uthgardt as a possible item to use with
a monk.

Parker Newman for telling me the best way to exploit that bug. Big thumbs up
to you dude.

Matthew Allen for various comments on what to add, and mentioning how the
'Shield Bug' might not be a bug at all.

John LaRusic, friend, brother, and countryman, who is the reason I got to play
this game in the first place. I raise an Alexander Keiths to you man.

8.2 Contact Information!
------------------------
I've heard horror stories about FAQ writers getting bombarded with e-mails
from people who obviously have NOT read the FAQ in it's entirety. That'd be
okay if the FAQ was long and unstrung, but those FAQs (and this one) have
CLEARLY labelled sections. I hope I'm not too arrogant to say that my Table of
Contents should point you in the direction of any information I can provide,
so please. Make sure you check the FAQ to be sure the information you're
looking for is there first, before e-mailing me. I'd even appreciate if you
check twice.

Next thing I'd like to mention, is that this FAQ (currently) is only to be
found on  one of the following:

GameFAQs (http://www.gamefaqs.com)
Neverwinter Haven (http://www.neverwinterhaven.com)
Sorcerer's Place (http://www.sorcerers.net/index.shtml)
Neverwinter Nights Character Gallery (http://nwncg.netfirms.com)

If you are reading this now from a different site, PLEASE check one of the
above sites to make sure you are reading the latest, my current version of
this FAQ.

Finally, please. Some internet etiquette. I would GREATLY appreciate it if you
took the time to change all of your "u"'s into "you"'s and to take the time to
make sure your "i"'s are capitalized when they stand alone. Nothing turns me
off more then when I'm reading something on the internet, and see poor
grammar. It would only take a minute, and not only would I not trash the e-
mail right away, I might actually give you credit for any useful information
your e-mail might contain! Don't you want that?

So, in conclusion, please, follow ALL three of the above steps. This is vital
for me not trashing your e-mail. VITAL. Then, you can drop me a line at
[email protected] and tell me what you have to say about my FAQ. I don't
normally use a hotmail account, but it's right now on a probationary period so
I can find out if I get too many idiots e-mailing me or not.

Progress report: No idiots so far! Still going to use Hotmail tho, as it
keeps my personal and FAQ stuff quite separate.

8.3 Legal Stuff!
----------------
This FAQ, or Monk Character Guide, if you prefer, is copyright (c) 2002 Edward
LaRusic. It's for personal and private use only. It may not be reprinted in
part or in whole, or reproduced in any way or in any form (written or </pre><pre id="faqspan-3">
otherwise). This document is free, and thus cannot be used in any commercial
transaction. You must get my express written consent to reference, alter or
post FAQ.

To quote the Meligrove Band, "Illegal copying of this recording just ain't
rock and roll."

Neverwinter Nights is copyright (c) 2002 Infogrames Entertainment, S.A. All
Rights Reserved.

Dungeons and Dragons is copyright (c) 2002 Wizards of the Coast. All Rights
Reserved.


                                               - Eddie 'Um Jammer' LaRusic