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    Monk by ELaRusic

    Version: 1.3 | Updated: 08/15/02 | Search Guide | Bookmark Guide

    Neverwinter Nights Monk Character Guide Version 1.3	
    Author: Eddie LaRusic August 15th, 2002
    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
         -  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
    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
    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 
    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 
    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 
    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 wonít) from taking a level or two of another 
    Also, the following combinations are impossible, due to alignment restrictions:
    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.
    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
    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 
    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 
    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 
    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
    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 
    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 
                                            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
    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 
                                            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
                                            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, 
                                            thatís 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 
                                            (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 
    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 
    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 
                                            (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:
    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 
    Skill Points                            You don't get many skill points, but 
    (Int Modifier * 4 at first level)       there arenít many skills that are 
    4 + Int Modifier.                       really worth maxing, so it works out. 
                                            Still, a negative Int Modifier is NOT 
    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, 
    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 
    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
    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 
    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
       +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
    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
    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:
    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 
    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 
    ashdate2@hotmail.com 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 
    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 
                                                    - Eddie 'Um Jammer' LaRusic

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