
I'm starting to feel a little left out being a monk! We have only had a single skill added to our guild in my time at sloth, a chance to don the spandex and use our muscular bodies to crush our opponents! All I need now is a t-shirt with a WWF slogan that gives +2 to bodyslam! Erm, feel free to give me the book too btw

So I've decided to do a little research in the hope I can persuade the powers that be to add a little to the monk class. Maybe not in the way you expect, so imms, please have an open mind!
I understand the monk class to roughly be centered around these skills...
1) Unarmed Combat
2) Mental/Physical Immunites and Mental Strength
3) Experts In Movement
Unarmed Combat
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blindfight - Lvl: 4, Learned 85%
strike - Lvl: 8, Learned 85%
stun - Lvl: 12, Learned 85%
dodge - Lvl: 15, Learned 85%
deathgrip - Lvl: 25, Learned 95%
flurry - Lvl: 30, Learned 85%
counterattack - Lvl: 33, Learned 85%
wraithtouch - Lvl: 33, Learned 85%
bodyslam - Lvl: 35, Unlearned
Immunities/Strength
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kensai - Lvl: 26, Learned 95%
focus - Lvl: 23, Learned 85%
purity - Lvl: 18, Mana: 60, Learned 95%
feign death - Lvl: 20, Unlearned
Movement
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presage - Lvl: 31, Unlearned
windrun - Lvl: 36, Learned 85%
slowfall - Lvl: 1, Learned 95%
waterwalk - Lvl: 11, Learned 95%
stalk - Lvl: 17, Learned 50%
Our combat skills are pretty nicely done, and are pretty balanced in the game I feel. Thx!
Our movement skills are also not to bad... but I think flurry should be max 20mvs... because most of us grip and flurry thats like 40mvs straight out! Try doing that with n00b mvs!

Now our immunities and mental stratum I think is a little underdone in sloth. This is where I reckon most of the improvement's could be made without upseting Mud balance and other classes etc. Dam reduction is one of those "unreachable" abilities you get just at avatar, I'd like to see that a little more accessible at earlier levels. I mean why do clerics get shield of faith? That should be the kind of skill a monk gets. Monk's should have more skills around saves... I mean a monk getting paralysed should be nearly impossible... and it still happens to me killing ghouls in cata's when I am fixing align! To be honest I haven't checked if having purity up would stop this (60mana! You ever seen a monk with mana?). Maybe purity should be broken down into cheaper sub spells? There are only about 4 or 5 dam reduct items in game of which most are quest. Only one piece accessable to n00b's in the autoquest. I think there has to be more resistant and save type skills for monks.
Here is an ability sheet I found on the net for monks. I include it as part of this post as I think it balances out the monk skills nicely... not just a nice array of combat skills but a lot of skills with a monk mental type edge.
Open Hand Attack
The monk may attack with nothing but their bare hands, according to the chart above. Open hand attacks carrying the serious limitation that the monk must touch the foe in order to do damage. However, they may forego touching them and deal pure stun if they so desire, by clobbering their foes with nearby items.
Increased Movement
The monk steadily increases their base movement every level. This increased speed affects other things such as acrobatic jumping, combat determinations, etc.
Stun Mastery
All attacks, both Open Hand and weapon, deal extra segments of stun by the chart above. Furthermore, this value is the base Stun Reduction of the monk (superceding the cleric progression). Stun does not do damage, but does count toward subdual and shock death.
Awareness
The monk becomes hyper-sensitive to events occurring around him, giving a bonus of –1/2L to their BSM, truncated up.
Level Keyed Abilities
1st - Prone Fighting
The monk is able to effectively fight from any position, even bound, as long as one limb is free.
2nd - Immune to Falling
The monk can negate the damage associated with falling. They can fall Lx10 feet if they are within L/2 feet of a surface which can be used to slow their descent. If the fall is greater than their limit, but they are near a surface, then subtract their limit from the total fall length.
3rd - Missile Snare
The monk can pluck non-magical missiles from the air, preventing damage from being done. One base attack may be spent each round to affect up to L missiles; each missile requires a successful save vs. SC to neutralise. Any size missile can be snared: an arrow "costs" 1L, a heavy quarrel 2L, a ballista shot 3L+, a boulder 5L+, etc. Dodging is done "at cost"; deflecting is double cost; snaring is triple.
4th - Immune to Asphyxiation
The monk can hold his breath for Lx2 rounds without difficulty or impairment. This gives him immunity to gas, as long as he is aware of and prepared for the attack. Note that the monk must ‘recharge’ this ability an equal number of minutes as used.
5th - Disarm
The monk can disarm an armed opponent when fighting open handed.
6th - Immune to Disease
The monk becomes totally immune to all normal diseases. Magical diseases incur a save vs. SC.
7th - Blind Fighting
The penalties involved with any impaired sense are reduced by up to 8. If the primary sense (sight) is lost, then each secondary sense impaired reduces this bonus by 2. Thus, a monk fighting in the dark under a silence could only reduce penalties by up to 6.
8th - Immune to Persuasion
The monk is less susceptible to natural and magical charms, with a (17 - L) x 10% chance of being affected by them. This includes spells like beguiling, charms, hypnosis, and suggestions. Also included are nereid’s sight-love, etc.
9th - Heal Self
Once per day the monk is able to heal damage on his own body, akin to the paladin’s lay on hand’s ability. This will account for (1d4 + L -

10th - Immune to Paralysis
The monk becomes immune to all forms of paralysis, whether from natural or magical causes. Note that this does not include Haste and Slow, nor does it confer a free action-like ability.
11th - Feign Death
Once per day the monk is able to enter a comatose state resembling death. The charade can be maintained for a maximum of (L - 10) x 2 turns in one try. The monk remains fully aware during this time, and may choose to end it at any time.
12th - Immune To Toxins
The monk becomes totally immune to any natural toxin, such as poisons, drugs, hallucinogens, etc. Moreover, the monk gains a saving throw vs. SC for magical toxins (such as Stinking Cloud, Cloudkill, Poison, etc.) in addition to any other saves he might get against the magic.
13th - Reduced Damage
The monk takes half damage from any spell that causes damage, even if they fail their save. Furthermore, the monk takes no damage from a spell for which they make their save.
14th - Immune To Compulsion
The monk becomes impervious to exterior compulsions, whether magical or otherwise, phrased in a verbal form. This includes but is not limited to Command, Geas, and Quest.
15th - Mind Over Body
The monk is able to go (L-12) days without food, water, and/or sleep without difficulty or impairment. Note that the monk must ‘recharge’ this ability an equal number of days used, with double food, water, and/or sleep.
16th - Immune To Detection
The monk’s passage becomes undetectable by conventional means (i.e. anything involving the five senses), as if under a Pass Without Trace. This is applicable wherever he travels (ground, mud, walls, snow, etc.) Note that this ability is well complemented by the next two.
17th - Body Equilibrium
The monk can effectively ‘tune’ his body to various surfaces. This allows him to move on such surfaces as mud, water, ice, etc. Thus, a monk with this ability could not only walk on water but also climb an ice-wall with no penalties.
18th - Immune To Divination
The monk is able to partially cloak himself from indirect observations not relying on the five senses, the searcher only having a (24-L) x 15% chance of success. This includes: ESP, Know Alignment, etc. but Clairaudience, Wizard Eye, etc. would still work.
19th - Gentle Tap = Charm Touch
This is the first of the dreaded Quivering Palm abilities. It can be used to charm the creature touched almost totally, causing them to do even inadvisable things.
20th - Immune To Possession
The monk becomes immune to exterior control, whether by magic or otherwise. This includes but is not limited to Domination, Magic Jar, voodoo, etc.
21st - Pressure Pinch = Paralysis Touch
This is the second of the dreaded Quivering Palm abilities. It can paralyze the creature totally, with no adverse effects accruing during the time of paralysis.
22nd - Immune to Life Draining
The monk becomes less susceptible to level draining and un-natural aging. The monk gains a saving throw vs. SC against any spell or attack which would incur either of the above two effects (in addition to any other saves he might receive).
23rd - Compulsive Caress = Quest Touch
This is the third of the dreaded Quivering Palm abilities. It has the effect of a Quest spell, with 1/20th of the victims’ hit points being temporarily lost every day that the Quest is ignored.
24th - Immune To Instant Death
The monk becomes less susceptible to life threatening effects. Any non-mundane effect which would kill the monk instantly is allowed a save vs. SC, in addition to any other applicable saves. This includes: banshee’s wail, touching the wand of Orcus, Death Spell, etc. but not 100hp from a spell or attack, being turned into a rock and dropped, etc.
25th - Death Stroke = Killing Touch
This is the fourth of the dreaded Quivering Palm abilities. It kills the creature outright at any time before the time limit expires. (Note that this can be used effectively as a quest compulsion...)