Free-er by the Dozen: The GGGames Dozen
Monkey Pit Fighting
By Kris Havlak and Rick Heggie
March 8, 2002
The first of Green
Goblin Games' new d20 series, the Gamemaster's Library of Love, is
Monkey Pit Fighting, the game of buying and fighting monkeys.
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THE PREMISE:

As the cartoon above demonstrates,
gamemasters can often run out of ideas. They
can often grow tired of EXTREMELY HIGH LEVEL,
MUNCHKIN, PLAYER CHARACTERS WHO BLENDERIZE
EVERYTHING SENT AT THEM. Or perhaps the
classic tale is just gotten a little boring
(gasp). Thus, players give up the
live of the adventurer for a more rewarding
pastime: throwing monkeys in pits and making
them fight. Of course this isnt really
humane, but then again neither was the
standard gladiatorial bout in Rome.
MONKEY CREATION
Monkeys are created like any ordinary PC,
with a handful of obvious and not-so-obvious
changes: RACE
Monkeys can be of one of seven primate
races. Only the barest details are given,
since all theyre doing is fighting
anyway. Look up photographs yourself.
Spider Monkey- Imported from the New
World, these relatively small monkeys are
quite agile and have a fully prehensile tail
which can be used to grasp an extra weapon or
shield. Special: This tail functions
effectively as a third arm. It does, however,
receive the standard offhand penalties if used
in conjunction with another attack.
Chimpanzee- This ape is the smartest
monkey as well as the most versatile. Can wear
some human armor and wield standard
weapons. Gorilla- The largest
monkey, this fearsome ape is best known for
its exceptional strength. Special: +4 to
Intimidation checks. Orangoutang-
Beaten in funny-lookingness only by the
proboscis, this long armed ape is larger than
the chimp, although more expensive.
Proboscis- A long nosed monkey of
moderate size. Has remarkable proficiency in
swimming. Baboon- A strong plains
based monkey which comes in just behind the
orangoutang in goofy appearance. If you
havent heard of a baboon, you are
one. Howler- A New World monkey
named for its piercing howls. Very nimble in
the trees, but lacks the fully prehensile tail
of the spider monkey. Special: A howler
monkey can howl for a round. Opposing monkeys
in a 30 radius must make a saving throw
vs. will or become distracted and inactive for
one round. This action is allowed once per
combat.
 Statistics:
| RACE | STR |
DEX | CON |
INT | WIS |
CHA | Size |
Nat. AC | Base
Price | | Spider M. |
-4 | +6 | -2 |
=2 | +2 | -4 | T |
0 | 100 gp |
| Chimp | +0 | +2 |
0 | =3 | +2 | -4 |
M | +1 | 150 gp |
| Gorilla | +8 | 0 |
+4 | =2 | +2 |
-4 | L | +3 | 500
gp | | Orangoutang |
+4 | +2 | +2 |
=2 | +2 | -6 | M |
+2 | 250 gp |
| Proboscis M. | -2 | +4 |
-2 | =2 | +2 |
-6 | T | 0 | 100
gp | | Baboon | +2 |
+4 | +2 | =2 |
+2 | -6 | S | +1 |
250 gp | | Howler M. |
-4 | +4 | +0 |
=2 | +2 | -4 | T |
0 | 100 gp |
All monkeys have a movement of 30/Climb 30,
with the exception of the baboon which has a
base move of 40 and the proboscis which can
swim at 20. CLASSES:
Monkeys choose from the following
classes: Barbarian Cleric
Druid Fighter Monk Ranger
Rogue The Barbarian, Druid, Fighter,
and Monk classes remain are the standard d20
classes. The others have a few
modifications: Cleric
Monkey clerics can worship any human deity
present in the campaign world for which they
meet the requirements. However, most monkey
clerics will worship one of the following two
monkey gods: Oo, the guardian of
monkeys. Neutral. Domains: Animal, Earth,
Plant, Water, Luck Rru, protector of
the apes. Neutral. Domains: Animal, Earth,
Plant, Strength
Monkey clerics of the two monkey gods do
not have the ability to turn undead, but
instead can attempt to turn animals (including
monkeys) in the same fashion other clerics
would turn undead. Ranger
Monkey rangers may choose a favorite enemy
of animal under the groupings of apes
(gorilla, chimp, orangoutang), New World
monkeys (spider, howler), or old-world monkeys
(baboon, proboscis). Instead of the tracking
feat, the ranger monkey receives a free feat
of its choice. Rogue The
Rogue monkey exchanges its sneak attack
ability for the dirty fighting ability. In
lieu of a standard attack, the monkey can opt
to make a dirty fighting attack. The monkey
and its target make competing attack rolls; if
the monkey wins, then the dirty fighting
succeeds. The monkey adds an amount of damage
to the attack equal to the sneak attack bonus
a monkey of that level would receive.
ALIGNMENT
Monkeys can be of any alignment suitable to
their class, but are generally neutral.
SKILLS
Many skills are not suitable for fighting
monkeys. The following skills can be
developed: Balance (all monkeys
receive a +8 racial bonus to this skill, with
the exception of gorillas who get a +4)
Climb Concentration Hide
Intimidate (STR is the relevant attribute)
Jump Listen Move Silently Pick
Pocket Ride Search Spot
Swim Tumble Use Rope Distract
(Class skill for rogues, cross class for
others. DEX based. If distract check beats
targets opposing will save target is
distracted and flat-footed for 1 round. Can be
used on multiple opponents but each opponent
receives a bonus to its save equal to the
number of targets) Disallowed skills
are those that, while a monkey might be
trained to perform them, are not suitable for
a pit fighting monkey. The GM may opt to allow
certain skills. Alchemy Animal
Empathy Appraise Bluff Craft
Decipher Script Diplomacy Disable
Device Disguise Escape artist
Forgery Gather Info Handle Animal
Heal Innuendo Intuit Direction
Knowledge Open Lock Perform
Profession Read Lips Scry Sense
Motive Speak Language Spellcraft
Use Magic Device Wilderness Lore
I am monkey.
FEATS
All feats are available to monkeys, with
the exception of leadership feats, item
creation feats, the whole expertise pathway
(due to INT), and spell mastery. In addition,
there are five new monkey feats [general]:
Death From Above: You can make
dangerous attacks from above.
Prerequisite: Dex 14+, Offensive Panther Leap,
Base attack bonus +3 or greater. Benefit:
When beginning your attack at a higher
altitude than your opponent, you may leap down
on them in conjunction with an attack. The
attack receives a +2 damage bonus, and if it
hits your opponent is knocked to the ground
unless he makes a reflex save (DC=damage
dealt). You must make a similar reflex save
(DC 15) or fall to the ground as well. The
maximum range jumped horizontally is based on
your jump skill (which can be used in
conjunction). If a large vertical distance is
involved you may take damage as per standard
rules, but if your opponent is struck they
absorb half the damage taken by you.
Offensive Panther Leap: You can make
leap attacks with deadly accuracy.
Prerequisite: Dex 14+, Base attack bonus +1 or
higher. Benefit: You may make a leaping
attack at your opponent that grants you a +2
bonus to hit as a charge would but does not
have to be in a straight line (you dont
change in midair, just jump at the last
minute). You receive the -2 AC penalty
associated with a charge and defensive weapons
set to receive a charge will apply to you.
Weapon in Tail: Lets a spider
monkey use a weapon in its tail without
penalty. Prerequisite: Race is spider
monkey. Benefit: This functions like
ambidexterity but applies to a spider
monkeys tail. The -2 offhand penalty for
the tail is eliminated, but two-weapon
fighting penalties still apply unless the
two-weapon fighting feat is taken.
Death Cartwheel: The monkey can do a
cartwheel of death, attacking multiple
opponents. Prerequisite: Dex 13+, Dodge,
Mobility Benefit: An unarmed monkey can
perform a death cartwheel and make an unarmed
attack on every opponent adjacent to the
monkeys pathway (a number of squares up
to the monkeys move). However, opponents
can make attacks of opportunity against the
death cartwheeling monkey if they are
armed. They do not get attacks of opportunity
against the cartwheeling monkey when the
monkey moves out of threat range during the
death cartwheel. Cannot be performed in medium
or heavy armor. Defensive
Backflip: The monkey can make an evasive
backflip, avoiding an enemys attack.
Prerequisites: Dex 15+, Dodge, Mobility, Base
attack bonus +4 or higher Benefit: When
you are attacked in melee combat you can make
a defensive backflip to avoid the attack
provided there is an empty square adjacent to
you in the opposite direction from you as the
attacker. You gain a +4 AC bonus against the
attack and move into the empty square when the
attack is complete. Cannot be performed in
medium or heavy armor.
Kris: Should we add any new weapons?
Rick: Yeah, probably. Kris: What should we
add? Rick: Poop-flinging! Kris:
Right. Rick: No, monkeys should fling
poop. Kris: Um, any other ideas? Rick:
Crap throwing? Kris: And what exactly
would be the point? Rick: It would blind
opponents. Kris: Uh huh, sure. You're some
help. Rick: Put it in! Kris: Uh, yeah,
I'll put it in there (blatant lie).
EQUIPMENT
Monkeys, when purchased, come with no
equipment. The owner can, however, equip his
monkey with any of the standard equipment.
Armor Special attention must
be paid to monkey size, as standard armor does
not fit all monkeys. Small and medium monkeys
can get armor that functions identically to
standard armor, but it costs 50% more than
standard armor due to strange
proportions. Chimps can buy armor for standard
cost. Tiny Monkeys wear armor that costs the
same amount as standard armor, but has half
the protection (round to the better value) and
has 1/10 the weight. Gorilla armor costs 250%
normal and weighs twice as much as standard
armor. Natural Attacks All
monkeys have a natural attacks that can be
made as attacks with normal weapons
(i.e. without attacks of opportunity). These
are as follows (add STR bonuses too):
| Monkey | Primary |
Secondary (-5 to hit 1/2 STR
bonus) | | Spider
Monkey | Bite 1 | Claw 1 |
| Chimp | Claw 1d2 |
Bite 1d2 | | Gorilla |
Claw 1d6 | Bite 1d6 |
| Orangoutang | Claw 1d3 |
Bite 1d3 |
| Proboscis | Claw 1d2 | Bite
1 | | Baboon | Bite
1d4 | Claw 1d4 |
| Howler | Bite 1d3-1 | Claw
1 |
Weapons Monkeys trained in a PC
or NPC class with weapon proficiencies may
implement weapons. Standard rules for
weapon/creature size should be closely
noted. Cost for smaller weapons is at least
the cost for standard weapons, range
increments and criticals and type are
identical as well. The damage values and
weights for some size variants of standard
weapons are below:
| Weapon | Size |
Damage | Weight |
| Mace | T |
1d4 | 2 lb. |
| Club | T | 1d3 | 1/2
lb. | | Club | S |
1d4 | 1 lb. |
| Morningstar | S | 1d6 |
3 lb. | | Dart |
T | 1d3 | 0 lb. |
| Javelin | S | 1d4 |
1/2 lb. | | Axe |
T | 1d4 | 2 lb. |
| Sword | T | 1d4 |
1 lb. | | Pick |
T | 1d3 | 1 lb. |
| Hammer | T | 1d3 |
1/2 lb. | | Bow,
Small | S | 1d4 | 1
lb. | | Dagger | D |
1d3 | 1/2 lb. |
In addition, stick-fighting is a popular
monkey fighting style. Sticks are two-handed
double weapons ideal for performing special
maneuvers. They are martial weapons.
| Weapon | Cost |
Damage |
Critical | Range
Increment | Weight |
Type | Size |
Special |
| Stick | -- | 1d4/1d4 |
x2 | -- | 2 lb. |
B | M | +1 to disarm,
trip | | Spike Stick |
2 gp | 1d4/1d4 | x3 |
20 ft. | 3 lb. | P |
M | +1 to disarm, trip |
| Star Stick | 10 gp |
1d6/1d6 | x3 | -- | 5
lb. | B/P | M | -- |
| Hook Stick | 5 gp |
1d4/1d4 | x2 | -- | 3
lb. | B | M | +2 to
disarm, trip | | Steel
Stick | 5 gp | 1d6/1d6 |
x2 | -- | 6 lb. |
B | M | +1 to disarm,
trip | | Stick |
-- | 1d3/1d3 | x2 |
-- | 1 lb. | B |
S | +1 to disarm, trip |
| Spike Stick | 2 gp |
1d3/1d3 | x3 | 20 ft. |
1 lb. | P | S | +1 to
disarm, trip | | Star
Stick | 10 gp | 1d4/1d4 |
x3 | -- | 2 lb. |
B/P | S | -- |
| Hook Stick | 5 gp |
1d3/1d3 | x2 | -- | 1
lb. | B | S | +2 to
disarm, trip | | Steel
Stick | 5 gp | 1d4/1d4 |
x2 | -- | 2 lb. |
B | S | +1 to disarm,
trip |

MONKEY COST AND
TRAINING
When first imported for foreign lands,
monkeys are untrained. Their raw value is the
base cost for the species listed in the race
section. These monkeys do not have a class,
and must be trained to the basic level in
order to gain skills, feats, and class
abilities. Training a monkey requires a
successful Handle Animal check (DC 20) by a
character of the class the monkey is to
become. The process takes 4 months for PC
classes and 3 months for NPC classes. Once
a monkey is of a class, levels are gained
normally based on experience gained in the
combat arena. Buying a monkey requires the
purchaser pay the base price based on race
plus an additional sum based on level. These
prices are just guidelines, which may vary
with supply and demand. Multclassing is
difficult for monkeys, however, and additional
training must be completed for each new class
a monkey is to learn (as above). Equipment
and Magical Items will, of course, cost
extra.
Monkey Cost by Level (divide by two for
NPC classes) 1 +500 2 +1000 3
+2000 4 +4000 5 +7000 6 +11000
7 +16000 8 +22000 9 +29000 10
+37000 11 +46000 12 +56000 13
+67000 14 +79000 15 +92000 16
+106000 17 +121000 18 +137000 19
+154000 20 +172000
ADVENTURE
AND STORY
Huh? Oh yeah, story. You should have
figured out from the premise that there isn't
much. What you do:
1. Have your GM design an arena to fight
in.
2. Select the type of fight (one on one,
melee only, ape only, monkey only, skirmish,
etc.)
3. Select opponents (PC monkeys or
GM-designed).
4. Bet (optional).
5. Make the monkey(s) fight!
6. Winner collects spoils (bets, items,
experience, etc.)
7. Buy new monkeys / gear (especially if
your monkey died).
8. Repeat steps 1-8 until normal
adventuring once again sounds fun.
Kris: Do we need any flavor
text? Rick: I don't know. It might be
cool. Kris: You want to type some up.
Rick: Hell no. Kris: I see.
©2002 Green Goblin Games in
association with RPGnet
"Monkey Pit Fighting", the
"MPF" Logo, "GM's Library of
Love" logo, and "Green Goblin
Games" logo are Trademarks owned by Green
Goblin Games.
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Trademarks owned by Wizards of the Coast and
are used according to the terms of the d20
System License version 1.0. A copy of this
License can be found at www.wizards.com.
*Non-official note: version 1.0a can also
be found below.
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Wizards of the Coast, and are used with
Permission."
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