Sage Advice Collection

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 161DR052 Dragon #52 The Wand of Orcus is said to cause death upon touch, except to those of “like status” such as saints. What level does a cleric have to attain to be considered a saint?  The AD&D game rules do not define conditions which must be met for a character to attain “sainthood.” Specifics like this will vary depending on the pantheon of deities a DM employs in the campaign, and is entirely a matter for the DM to decide. Perhaps “sainthood” as the term generally applies might not even be possible in a certain mythos; in another, it may take the form of divine ascension. In yet another, sainthood might be a status which is attainable by a cleric of sufficiently high level. In such a situation, it seems reasonable that no cleric (or druid) should be considered for sainthood unless and until the character has the ability to cast seventh-level spells. For a cleric to be awarded sainthood would be a great honor for the character. It would give the cleric many more powers, not the least of which would be the ability to survive a swat from the Wand of Orcus. (Note that the wand only causes death “upon touch” when that touch is in the form of a hit in combat, and only when the wand is wielded by Orcus himself.) But achieving sainthood might not be preferable to the player, if the DM rules that the sanctified cleric must become a non-player character instead of continuing to be a player character. Are you sure you want your 20th-level cleric to be a saint after all? 
 162DR053 Dragon #53 My character is a lawful neutral monk in a party with two neutral evil characters and two neutral goods. The DM says that if our party runs into a party of lawful neutral monks and fighting breaks out, my monk would join the other monks in fighting, against my party. I think the DM is full of it. What do you think? There is a lawful evil high-level NPC monk in our campaign. What will happen when my lawful good player-character monk gains enough experience to challenge this monk for position? There seem to be many ways in which an evil character could avoid such a challenger. How can such an opponent be made to “fight fair”?  The key to properly determining a monk’s course of action in each of these examples has to do with understanding the conceptof lawfulness. Monks must always be lawful, and for very good reason, because a monkish hierarchy and advancement within that hierarchy would be valueless if so much as a single nonlawful element was allowed to “contaminate” it. The purpose and goal of lawfulness, from the definition of lawful neutral in the Players Handbook, is “bringing all to predictability and regulation.” Lawful characters must always be predictable in their actions and motives. The Dungeon Masters Guide adds that it is vital for all lawful neutral characters to have “regimentation and strict definition” in their lives and their outlook on life. How is this applied to the first situation? Simply this: A monk’s lawfulness will cause him to always honor the prior commitment he made to the members of the party he’s with. His allegiance is to his comrades first, because that’s the lawful thing to do. Of course, if the party members treat the monk in a less than lawful fashion themselves, they must be willing to suffer the consequences of that action if the monk elects to “desert.” No lawful character will remain allied to a party which treats him unfairly, regardless of previous commitments — and may get rather fervent in his objections to such treatment. if the concept of lawfulness is correctly interpreted and properly integrated into an adventure or a campaign, no “desertion” of this sort will occur without extenuating circumstances—and in no event should a DM ever feel justified in decreeing that such an event must take place. It is the character’s (and player’s) right and responsibility to decide what to do. After that decision is made and carried out, it is the DM’s right and responsibility to evaluate the “correctness” of the decision in light of the character’s professed alignment. A lawful player character cannot be forced (by the DM directly) to do something unlawful, but should always be held accountable if it happens involuntarily as the result of a game activity, or if the character does it of his own free will. The guidelines in the definitions of lawful neutral similarly apply to lawful evil characters, who must also respect “the system.” A lawful evil monk will “fight fair” with, respect to lawfulness — that is, he will recognize and accept the challenge of an up-and-coming monk. He will respect the challenger’s right to face him in hand-to-hand combat, because that’s the foundation of the system which all monks are bound to uphold. It is not lawful, for instance, for an evil monk to sequester himself in a stronghold while a mob of monsters stand guard to make sure no other monk can get to him. In such a situation, the lawful thing to do would be to allow the challenger to pass freely past all wards and obstacles — and then ambush the challenger from the shadows as soon as he’s within striking range. A lawful evil monk should have to “fight fair” in making it possible for the hand-to-hand combat to take place — but once the battle is joined (in most cases, begun by an evil sneak attack), it’s every monk for himself. By contrast, a pair of lawful good monks competing for the same position would probably square off with great ceremony, like prizefighters or sumo wrestlers do, and conduct the whole matter as “fairly” as possible, including the presence of a referee. And the two kinds of challenging don’t mix easily. Only a very powerful or very self-confident evil monk would agree to an elaborate ceremonial combat against a good monk —and if he does consent to fight in this fashion, he’s going to have something up his sleeve anyway. 
 163DR053 Dragon #53 If a monk’s alignment changes from lawful to neutral or chaotic, does he become a thief?  Not necessarily. A monk whose alignment changes with respect to law and chaos “loses all monk abilities and must begin again as a first-level character,” according to the Players Handbook. The character’s new class can be anything else. It stands to reason that most “defrocked” monks would choose to be a fighter, cleric or thief, because the prime requisites for those classes are the abilities for which a monk must always have above-average scores. But it’s not impossible for a monk character to have a high intelligence as well as the other high scores, in which case that character might decide to begin again as a magic-user. 
 164DR053 Dragon #53 Can a human fighter split class into a monk if he has the required abilities?  Even though the answer to this question can easily be found in the AD&D rules, it gives the sage an opportunity to emphasize some points which a lot of players and DMs seem to have misinterpreted. Assuming that “split class” means “become multi-classed,” the answer is NO. Humans cannot be multiclassed characters, period. And, since only humans can become monks, no character can be a multi-classed monk. If “split class” instead means “become a character with two classes,” the answer is a qualified yes. Nothing in the rule books specifically prohibits a character from taking up the monk class as a second class, or temporarily abandoning monkish pursuits to gain experience in a new class. However, a monk (or would-be monk) who travels this path would effectively forsake all chance of advancement to the higher levels of the monk class — and it should probably be stipulated that no upper-level monk (8th or higher) can decide to stop being a monk and take up a new class in any event, because an unlawful act of that sort would seriously harm the monkish organizational structure. The Players Handbook says that “nearly any combination of, classes” is possible, but points out that alignment restrictions will make some switches impossible without being disqualified from the former class; for instance, a monk (must be lawful) can never decide to study as a druid (must be true neutral) without changing alignment and losing his right to be a monk, or vice versa. 
 165DR053 Dragon #53 The Players Handbook says that monks fight on the table used by thieves and assassins, but the DMG puts monks on the same combat table as clerics and druids. Which is correct?  The Dungeon Masters Guide is the right source. Monks were placed on the thief’s attack matrix when the Players Handbook was being compiled, but by the time the DMG was released, the decision had been made (in the interest of game balance) to have monks attack on the more favorable table for clerics and druids. In most cases where the Players Handbook and Dungeon Masters Guide disagree on a specific subject, it is safe to assume that the ruling in the DMG is to be given preference, since that book was released after the Players Handbook. 
 166DR053 Dragon #53 My monk with a dexterity of 15 was hit in the leg by an arrow. The DM said there would be a temporary loss of 3 dexterity points, and later he said that one of those points would be lost permanently. He took away half of my experience points (the character was first level) and said I’d have to change classes because the character no longer met the minimum requirements for being a monk.. Is this proper? If I change, would I keep any of the abilities of the former class?  It sounds like you’ve willingly accepted the “fact” that you have permanently lost a point of dexterity from a relatively minor wound — yet that’s really the heart of your problem. It seems as though your DM was determined to find a way to keep you from playing that character as a monk. This sage doesn’t have ESP, of course, and it’s impossible to know the details of this incident, but any DM who decides to have such a tragedy befall a firstlevel character had better have a very good reason for acting that way. There is nothing in the AD&D rules to suggest that a character has to abandon his or her chosen class because of a drop in an ability score anyway. Ability scores are not infrequently raised or lowered by various magical means, and by certain types of psionic attacks. The life of a character or a long-running campaign would be thrown into disorder if characters were forced to change classes every time an ability score fell below the minimum number originally needed to qualify for membership in that class. If it were mandatory for a character to change class whenever an important ability score was lowered during the course of an adventure, what would be the fate of, for instance, a character rendered feebleminded by a psionic blast attack? Such a character, with (by definition) a combined intelligence and wisdom score of 0-5 for the duration of the feeblemind effect, technically doesn’t qualify for any class of adventurer. There are certain types of magical attacks which cause the loss of a point of strength or some other attribute. Losses of this kind are sometimes only temporary (the strength drain of a shadow, for instance), and even so-called “permanent” changes can be counteracted by different magical means at a later time. There may be occasions when a character has lost so much of his original attribute score that it is not practical or healthy to continue in the same class: A human fighter who has his strength reduced to, say, 6 points is risking ruin if he sets out on an adventure in that condition, and the character might stand a better chance of survival in the long run if he decided to take up magic-using (assuming a sufficiently high intelligence to do that). But the choice should belong to the character and player, not to the DM. In the descriptions of the fighter, paladin and thief player character classes in the Players Handbook, the rules state that certain minimum ability scores are needed to “become” a member of that class. The same reasoning should be applied to those classes where the same wording is not used. In other words, minimum requirements have to be met when a character begins a career in a class, but not necessarily at all times thereafter while that profession is being pursued. 
 167DR053 Dragon #53 When a player character monk attains 8th level or higher, will there be non-player character monks seeking to defeat him in combat so as to attain his level? Will be always have to combat higher-level NPCs when this is necessary to attain the next level?  In a well structured campaign, there will be a monkish hierarchy even if there is only one monk player character of sufficiently high level to challenge for another monk’s position. In the extreme, this hierarchy would be delineated all the way up to the Grand Master of Flowers—a total of 12 positions (from 8th level through 17th) which would all be filled by NPCs if no player character has yet advanced beyond 7th level. At the least, the DM should provide opposition for a player character as it becomes necessary: Be sure there is an 8th-level monk for the upstart player character to battle, when the time comes, and have other “titleholders” prepared and ready to play if the player character rises even higher. The rules about advancement for monks are specific: A monk must meet a higher-level monk in hand-to-hand combat when the lower-level monk obtains enough experience points to qualify for ascension to the next level. This presumes the existence of higher-level monks, which the DM must provide if player characters do not already fill those positions. Otherwise, the lower-level PC monk’s efforts to rise in level, obtain experience points and strive for greater prowess and superiority become meaningless. It doesn’t necessarily work the same way when a player character is in a position to be challenged by a lower-level monk. It is not mandatory for higher-level PC monks to face challenges from lower-level aspirants, but such challenges will certainly come about in a campaign where the DM actively employs NPC monks, charting their advancement up the experience-point ladder just as for player characters. Challenges to a player character monk do not ever have to occur, but it would be ridiculous for a player character to make it all the way to Grand Master of Flowers without ever facing a bid for his position from a lower-level contender. 
 168DR053 Dragon #53 Will a monk’s open hand attack affect creatures which can be hit only by magical weapons?  The sage says no. It doesn’t specifically say in the rules that a monk can hit in this fashion, so the only possible ruling to make is that a monk cannot. As soon as we start giving characters and creatures attributes that aren’t specifically prohibited to them, the ruination of the campaign is not far behind. There is some justification for this ruling to be found in the way certain other rules are worded. The PH does specifically say that a monk can’t use his special dodging ability on magical missiles, and that the quivering palm — “perhaps the most terrible power” a monk has (in the words of the Players Handbook), is not usable against creatures which are only vulnerable to magic weapons. In that light, there is no rationale for allowing an open hand attack, certainly not as “terrible” a power, to be useful in the same circumstances. The Dungeon Masters Guide sums it up with the statement, “...monks are not supermen or superwomen.” Monks have a number of special abilities which set them apart — but not that far apart. 
 169DR054 Dragon #54 A character with a vorpal sword decapitated an iron golem. This would negate the golem’s special attack of poisonous gas, wouldn’t it? Or can the golem still see and use its breath weapon after it is decapitated?  Decapitating a golem does not necessarily render the creature helpless or harmless. In essence, it turns the golem into two separate monsters. The body is still able to function, and will continue to attempt to carry out the wishes of its creator. Whether or not the body can “see” after the head is severed depends on your interpretation of how a golem “sees” in the first place. It is possible that the golem is magically empowered to detect the presence of a threat, and doesn’t really need the “eyes” in its head to find its way around. It is also reasonable to treat a headless golem as a creature which has been blinded, and apply the appropriate penalties on the monster’s “to hit,” saving throw, and armor class figures. And what about the head? It, too, remains “alive” and functional, although it is immobile and the effectiveness of its breath weapon is drastically reduced. To determine the position and placement of the fallen head, the DM can roll d4 or d6 for the direction in which the top of the head points, and d4 again to determine which surface (face, back, either side) is pointing down. The breath weapon will continue to function once every 7 rounds, and the cloud of gas will still expand to fill a 1” x 1” x 1” volume directly in front of the source. But since the head is not capable of independent movement, it should be a simple matter to keep away from it when it’s about to discharge. In a case such as this, DM’s must decide how to apportion hit points between the two parts. The iron golem’s head must still be “defeated” to stop the expulsion of the poisonous gas; it will retain a certain fraction of the golem’s current hit points when it is severed, and it will still have all the general properties (+3 or better to hit, etc.) the creature normally has. 
 170DR054 Dragon #54 A lich is said to use a combination of will power, enchantments, arcane magic, a phylactery and larva essence to maintain undead status. What exactly are the processes involved in becoming a lich and maintaining that status?  There is no “ultimate recipe” for becoming a lich, just as there is no universal way of making a chocolate cake. Only those things which are generally true are stated in the AD&D rules-a magic-user or cleric gains undead status through “force of will” (the desire to be a lich, coupled with magical assistance) and thereafter has to maintain that status by special effort, employing “conjurations, enchantments and a phylactery” (from the lich description in the Monster Manual). The essence of larvae, mentioned as one of the ingredients in the process (in the MM description of larvae) might be used as a spell component, or might be an integral part of the phylactery: Exactly what it is, and what it is used for, is left to be defined by characters and the DM, if it becomes necessary to have specific rules for making a lich. Several combinations of spells might trigger or release the energy needed to transform a magic-user or m-u/cleric into a lich; exactly which combination of magic is required or preferred in a certain campaign is entirely up to the participants. The subject has been addressed in an article in DRAGON magazine (“Blueprint for a Lich,” by Len Lakofka, in #26), but that “recipe” was offered only as a suggestion and not as a flat statement of the way it’s supposed to be done. No matter what ingredients and procedures are defined in any “recipe” for a lich, it should be virtually (if not completely) impossible for a player character to perform the process on himself — and if the attempt at becoming a lich does succeed, the character should no longer be allowed to operate as a player character. A character might have a long and prosperous existence as a lich, but would not be able to be considered an adventuring character — in fact, there would be no reason or incentive for a player-character lich to be an adventurer, because experience points are meaningless to a character who can’t rise in levels and gain new abilities. Besides, who knows how much time it takes to maintain lich status? Maybe a lich player character would have to spend all his time working to maintain lich-hood, with no time left to “enjoy” the fruits of his labor. 
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