Monk - Revised

Prime Attribute: Constitution
Overview
Rational:
No matter how you twist it, monks seem to appear as the far eastern ideal of the inscrutable kung-fu master. However, to me and many other GMs, such a class does not fit in with the other classes for many reasons - 1. it just doesn't culturally fit with the rest of the classes. 2. The class itself is based on 1970's martial arts films rather than actual eastern monasteries. 3. It just doesn't work in common sense - choosing fists against armour and swords… plus, the entire deflecting projectiles does not work (special arrows were used, not actual 'war' arrows in the videos). In all, it is a little too far-fetched for even a world with magic. However, there are opportunities to take features of the class, extensively renovate, and produce a class that fits in with the Old School Revival world….
While adventurers are used to thinking of wandering around in armour, carrying a vast assortment of weapons, and/or with mystical energies ready to deal with any potential problem; for the vast majority of the population that's just not possible. Farmers, foresters, craftspeople, servants, … cannot simply put down their tools, retrieve armour (if they have any), weapons (if they have any), and organize to fight. Unfortunately, in a fantasy world, there is a multitude of threats that would not be faced by similar people in the real medieval world. Likewise, such a population cannot support a vast population of guards, adventurers, knights, etc. that would be required to defend them constantly. So, it is quite possible that a religious organization would try to do something about this situation (government organizations might be hesitant about training the lower classes to fight, though it would require their acceptance at least). In the real western medieval world, orders of monks were established to help the common people. For instance, the Franciscans devoted themselves to the poor, the Cistercians to improving agriculture, the Jesuits to educating promising poorer students…. Thus, an order devoted to the lower classes in a fantasy world is entirely possible and has some interesting possibilities. It also opens the door to a religious organization that does not share the same values and organization as their fellow good aligned religious brethren.
Revised Monk Overview:
Most people in a fantasy world do not have magic skills nor wander around constantly ready to battle monsters and other threats. It is impossible to farm, cut trees, practice a craft, etc. even if the armour and weapons were available. Likewise, these people do not have the time nor resources to learn new techniques, try new crops, etc.; even if there is a good possibility that such experimentation would improve their lifestyle and/or craft. In short, there are few supports for the common person out there.
The monk class provides that support. The monk limits himself to the resources available to the typical commoner and strives to improve their lives in the key areas of defense, learning, and economy.
Monks train to fight with both no weapons and with improvised weapons. The monk is a master with stick fighting, especially quarterstaffs. Monks are not only proficient with the weapons available to the common folk, but they are also masterful teachers of how to make and use those weapons. Monks use a combination of brawling and wrestling to subdue their opponents - though armed opponents are usually disarmed or subdued with a sharp rap from a quarterstaff. Monks pride themselves on only needing the same weapons that are available to the craftsmen and farmers that make up the bulk of the population.
Monks, both individually and through their order, provide education. Talented children are mentored by the local monk and her order. Some may become monks while others follow their talents in jobs connected to the order. The goal is to make the best use of the talents available.
The order's connections are interwoven through the economy. While the order has made many great discoveries in breeding, architecture, mills, manufacturing, crafting…., the order freely spreads that information among the populace - rather than just profiting from the new discoveries. Combined with the other aspects of monks and their orders, it is no wonder they are very popular among some parts of society and very unpopular among other parts of society.
In some areas, lords and other leaders ban monks and hunt them down. To justify these actions, these groups spread rumours and wild accusations against monks. Likewise, others who benefit from a cowed or less powerful lower class that cannot defend itself are enemies of the monks. But, in other jurisdictions they are welcome and sponsored.
Monks do not have the warmest relations with other religious organizations. Partly this tension is due to the competition the monks represent. Once established in an area, the monks are very popular with the common folk. Most of the tension is due to the different mindset of the monkish orders. Other religious organizations view the world as minutely set out by the gods with faith as the key instrument to understanding the world and a person's role in it. Things happen because the gods will it. Understanding the gods better will help a person understand the world. Monks, on the other hand, view the world in a very different way. The gods created everything and are involved in the world. However, a person's faith is not enough, he must act within the world. The gods may provide opportunities, but it is the person's free choice that determines what happens next. Thus, how people interact with the world will determine their status with the gods. To understand the gods, it is imperative to understand the world first and to do actions that benefit that world. So, a monk will honour a paladin who kills an evil priest; but, she will honour a craftsman more who takes in several poor children and trains them so they no longer face poverty. To the monk it is obvious, the paladin removed an evil influence; but, the craftsman prevented that influence (or others like it) from having a chance of turning desperately poor people to evil. It is a temporary good versus a lifetime good.
As a result of this belief system and their constant experimenting to improve life for the multitude of craftspeople and farmers, monks are very analytical and questioning with their thinking. They believe in both a strong mind and body. A monk believes in striving for mental perfection and understanding. However, they are as deeply respectful of the gods as other religious figure; it's just they are far less respectful of religion. Monks believe that each person should have a direct relationship with the gods, rather than through a religious hierarchy. Monks believe such a relationship and the tools to have a good livelihood and the ability to defend it will create a world that truly banishes evil once and for all.
ABILITIES
CRAFT/SKILL MASTERY(INTELLIGENCE):
The monk is a master of one craft/skill of the player's choice. However, this skill must be one open to a human peasant or craftsperson. Thus, blacksmith or farmer are obvious choices while more exotic crafts - such as alchemist or weaponsmith may not be possible. Not only is the monk a master in the skill, but she is also an avid researcher engaged in finding new techniques. Thus, an adventuring 'farmer' monk forced to choose between gold or greatly improved bean seeds will choose the seeds.
HEAL (WISDOM):
Monks are skilled in tending to the ailments of others. They are able to provide first aid, treating a wound as a standard action which stops the bleeding. Treating a disease or poison takes 10 minutes of work. If the monk succeeds on his heal check, the patient gets a +4 to his saving throw versus disease or poison. Providing long-term care requires 8 hours of light activity and a monk is able to care for up to 6 patients. These patients heal at twice the normal rate. Monks are able to find and create herbal remedies. Monks are also knowledgeable about the conditions that both encourage good health and those factors that can cause poor health.
FAST MOVEMENT (CONSTITUTION):
A monk moves faster than normal. Being unarmoured, a monk moves at 10'/round faster. A monk carrying a medium or heavy load loses this extra speed and moves at 30’.
HAND-TO-HAND COMBAT:
A monk specializes in hand-to-hand combat, be it boxing, brawling, or wrestling. This martial skill imparts the unique ability to attack with hand, foot, other body part, or the whole body, and aids in defense.
The monk’s hand-to-hand attacks and damage are shown in the Monk Special Abilities table. A monk begins with a single hand-to- hand attack, and at 6th level gains an additional off-hand, secondary attack. The amount of damage theses attacks inflict is shown in the table. A monk character may choose whether damage inflicted by a successful hand-to-hand attack inflicts normal damage or subdual damage as described in the Damage entry of The Castle Keeper & The Game section of this book.
A monk’s martial skill and body control allows him to use his body for defense. A monk’s base armor class increases with experience as indicated on the table.
The monk adds +2 to all overbearing and grappling attacks.
IMPROVISED WEAPON MASTERY (INTELLIGENCE):
A monk can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour. The monk does not suffer any penalties for using an improvised weapon. In addition, due to the monk's medical knowledge, the amount of damage dealt by the improvised weapon is increased by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.
Improvised Weapons are defined as:
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee Attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
IRON BODY:
A monk’s training and knowledge creates a toughness and lifestyle awareness that makes the monk more resistant than normal to harmful toxins and diseases as well as effects that control, paralyze, or kill. At 1st level, the character gains a +1 bonus to saving throws versus disease, poison, paralysis, polymorph, petrification and death attack. The bonus increases to +2 at 3rd level, +3 at 6th level, +4 at 10th level, and +5 at 15th level.
QUARTERSTAFF MASTERY:
A monk is a master at staff fighting, especially quarterstaffs. A quarterstaff is a double weapon. Anyone can fight with it as if fighting with two weapons, but he incurs all the normal attack penalties associated with fighting with two weapons, just as if he was using a one-handed weapon and a light weapon. However, a monk ignores these penalties. Anyone can wield a quarterstaff in one hand, but for only one attack per round. A monk may also do so plus make an unarmed attack with his other hand.
Quarterstaff - monk designed.
Medium sized weapon. Weight 4 lbs. Two attacks: 1d6/1d6. One attack with two hands: 1d8. One attack with one hand: 1d4. A monk may also choose to attempt to disarm an opponent when using a quarterstaff.
STUN ATTACK:
Monks can focus a hand-to-hand or quarterstaff attack so as to stun an opponent. The monk must declare use of the stun attack before making the attack roll. A foe successfully struck by the attack must make a constitution saving throw or be stunned and unable to act for 1d4 rounds. Those struck by a stun attack take normal unarmed attack damage. The monk can use this ability once per round, but no more than once per level per day. A missed attack counts against the monk’s daily limitation of use of the ability. The first stun attack must be a primary attack (be it by hand or weapon).
FAST HEALING:
At 7th level, a monk’s body naturally heals faster than normal. Each day, a monk heals 1d4+1 hit point per level as long as rest, sleep and herbal treatment is possible. The monk must be in a calm environment, under no physical duress or mental stress, able to sleep undisturbed for 12 hours, and generally rest without exertion for another 6 hours. Food, water, and herbal remedies must be readily available.
IRON MIND:
At 9th level, a monk gains a +3 bonus to saving throws against confusion, charm, fear, and spells that affect the mind. The bonus increases to +4 at 11th level, and +5 at 14th level
DEATH STRIKE:
At 10th level, a monk gains a fearsome attack capable of dealing death with a single blow. The monk can use this attack once per week. The attack must be announced before an attack roll is made. The monk must be of higher level than the target, or have more levels than the target’s hit dice. If the monk successfully deals damage with the attack, the death strike succeeds and unless the victim makes a constitution check, the victim is immediately slain.
The death strike has no effect on undead, oozes, elementals or creatures that can only be struck by magic weapons.
VOWS:
Monks are required to take vows . These vows will depend upon the order the monk belongs in. Usually the vows revolve around the key concepts of: service to the lower classes, devotion to the gods, physical and mental excellence, the acquisition and spread of knowledge useful to the classes that 'work with their hands'.
PRIME ATTRIBUTE: Constitution
HIT DIE: d12
ALIGNMENT: Any
WEAPONS: axe, bows (short or longbow - no composites), cleaver, club, dagger, hatchet, hammer, knife, light flail, mace, pole arms, quarter staff, rock, sap, sickle, scythe, sling, spear, staff,
ARMOR: None
ABILITIES: Craft/skill mastery, Heal, Fast movement, Hand-to-hand combat, Improvised weapon mastery, Iron body, Quarterstaff mastery, Stun attack, Fast healing, Iron mind, Death strike
Lvl HD BTh EPP
1 d12 +0 0
2 d12 +1 1,751
3 d12 +2 4,001
4 d12 +3 8,501
5 d12 +4 20,001
6 d12 +5 40,001
7 d12 +6 80,001
8 d12 +7 160,001
9 d12 +8 325,001
10 d12 +9 550,001
11 +5 HP +10 750,001
12 +5 HP +11 1,250,001
13+ 250,000 per level
MONK SPECIAL ABILITIES - ARMOUR CLASS, UNARMED ATTACKS
Lvl AC PRIMARY ATTACK SECONDARY ATTACK
1 11 1d4
2 12 1d6
3 12 1d6
4 13 1d8
5 13 1d8
6 13 1d8 1d4
7 14 1d10 1d4
8 14 1d10 1d4
9 14 1d10 1d6
10 14 1d10 1d6
11 15 1d10 1d6
12 15 1d10 1d6
Overview
Rational:
No matter how you twist it, monks seem to appear as the far eastern ideal of the inscrutable kung-fu master. However, to me and many other GMs, such a class does not fit in with the other classes for many reasons - 1. it just doesn't culturally fit with the rest of the classes. 2. The class itself is based on 1970's martial arts films rather than actual eastern monasteries. 3. It just doesn't work in common sense - choosing fists against armour and swords… plus, the entire deflecting projectiles does not work (special arrows were used, not actual 'war' arrows in the videos). In all, it is a little too far-fetched for even a world with magic. However, there are opportunities to take features of the class, extensively renovate, and produce a class that fits in with the Old School Revival world….
While adventurers are used to thinking of wandering around in armour, carrying a vast assortment of weapons, and/or with mystical energies ready to deal with any potential problem; for the vast majority of the population that's just not possible. Farmers, foresters, craftspeople, servants, … cannot simply put down their tools, retrieve armour (if they have any), weapons (if they have any), and organize to fight. Unfortunately, in a fantasy world, there is a multitude of threats that would not be faced by similar people in the real medieval world. Likewise, such a population cannot support a vast population of guards, adventurers, knights, etc. that would be required to defend them constantly. So, it is quite possible that a religious organization would try to do something about this situation (government organizations might be hesitant about training the lower classes to fight, though it would require their acceptance at least). In the real western medieval world, orders of monks were established to help the common people. For instance, the Franciscans devoted themselves to the poor, the Cistercians to improving agriculture, the Jesuits to educating promising poorer students…. Thus, an order devoted to the lower classes in a fantasy world is entirely possible and has some interesting possibilities. It also opens the door to a religious organization that does not share the same values and organization as their fellow good aligned religious brethren.
Revised Monk Overview:
Most people in a fantasy world do not have magic skills nor wander around constantly ready to battle monsters and other threats. It is impossible to farm, cut trees, practice a craft, etc. even if the armour and weapons were available. Likewise, these people do not have the time nor resources to learn new techniques, try new crops, etc.; even if there is a good possibility that such experimentation would improve their lifestyle and/or craft. In short, there are few supports for the common person out there.
The monk class provides that support. The monk limits himself to the resources available to the typical commoner and strives to improve their lives in the key areas of defense, learning, and economy.
Monks train to fight with both no weapons and with improvised weapons. The monk is a master with stick fighting, especially quarterstaffs. Monks are not only proficient with the weapons available to the common folk, but they are also masterful teachers of how to make and use those weapons. Monks use a combination of brawling and wrestling to subdue their opponents - though armed opponents are usually disarmed or subdued with a sharp rap from a quarterstaff. Monks pride themselves on only needing the same weapons that are available to the craftsmen and farmers that make up the bulk of the population.
Monks, both individually and through their order, provide education. Talented children are mentored by the local monk and her order. Some may become monks while others follow their talents in jobs connected to the order. The goal is to make the best use of the talents available.
The order's connections are interwoven through the economy. While the order has made many great discoveries in breeding, architecture, mills, manufacturing, crafting…., the order freely spreads that information among the populace - rather than just profiting from the new discoveries. Combined with the other aspects of monks and their orders, it is no wonder they are very popular among some parts of society and very unpopular among other parts of society.
In some areas, lords and other leaders ban monks and hunt them down. To justify these actions, these groups spread rumours and wild accusations against monks. Likewise, others who benefit from a cowed or less powerful lower class that cannot defend itself are enemies of the monks. But, in other jurisdictions they are welcome and sponsored.
Monks do not have the warmest relations with other religious organizations. Partly this tension is due to the competition the monks represent. Once established in an area, the monks are very popular with the common folk. Most of the tension is due to the different mindset of the monkish orders. Other religious organizations view the world as minutely set out by the gods with faith as the key instrument to understanding the world and a person's role in it. Things happen because the gods will it. Understanding the gods better will help a person understand the world. Monks, on the other hand, view the world in a very different way. The gods created everything and are involved in the world. However, a person's faith is not enough, he must act within the world. The gods may provide opportunities, but it is the person's free choice that determines what happens next. Thus, how people interact with the world will determine their status with the gods. To understand the gods, it is imperative to understand the world first and to do actions that benefit that world. So, a monk will honour a paladin who kills an evil priest; but, she will honour a craftsman more who takes in several poor children and trains them so they no longer face poverty. To the monk it is obvious, the paladin removed an evil influence; but, the craftsman prevented that influence (or others like it) from having a chance of turning desperately poor people to evil. It is a temporary good versus a lifetime good.
As a result of this belief system and their constant experimenting to improve life for the multitude of craftspeople and farmers, monks are very analytical and questioning with their thinking. They believe in both a strong mind and body. A monk believes in striving for mental perfection and understanding. However, they are as deeply respectful of the gods as other religious figure; it's just they are far less respectful of religion. Monks believe that each person should have a direct relationship with the gods, rather than through a religious hierarchy. Monks believe such a relationship and the tools to have a good livelihood and the ability to defend it will create a world that truly banishes evil once and for all.
ABILITIES
CRAFT/SKILL MASTERY(INTELLIGENCE):
The monk is a master of one craft/skill of the player's choice. However, this skill must be one open to a human peasant or craftsperson. Thus, blacksmith or farmer are obvious choices while more exotic crafts - such as alchemist or weaponsmith may not be possible. Not only is the monk a master in the skill, but she is also an avid researcher engaged in finding new techniques. Thus, an adventuring 'farmer' monk forced to choose between gold or greatly improved bean seeds will choose the seeds.
HEAL (WISDOM):
Monks are skilled in tending to the ailments of others. They are able to provide first aid, treating a wound as a standard action which stops the bleeding. Treating a disease or poison takes 10 minutes of work. If the monk succeeds on his heal check, the patient gets a +4 to his saving throw versus disease or poison. Providing long-term care requires 8 hours of light activity and a monk is able to care for up to 6 patients. These patients heal at twice the normal rate. Monks are able to find and create herbal remedies. Monks are also knowledgeable about the conditions that both encourage good health and those factors that can cause poor health.
FAST MOVEMENT (CONSTITUTION):
A monk moves faster than normal. Being unarmoured, a monk moves at 10'/round faster. A monk carrying a medium or heavy load loses this extra speed and moves at 30’.
HAND-TO-HAND COMBAT:
A monk specializes in hand-to-hand combat, be it boxing, brawling, or wrestling. This martial skill imparts the unique ability to attack with hand, foot, other body part, or the whole body, and aids in defense.
The monk’s hand-to-hand attacks and damage are shown in the Monk Special Abilities table. A monk begins with a single hand-to- hand attack, and at 6th level gains an additional off-hand, secondary attack. The amount of damage theses attacks inflict is shown in the table. A monk character may choose whether damage inflicted by a successful hand-to-hand attack inflicts normal damage or subdual damage as described in the Damage entry of The Castle Keeper & The Game section of this book.
A monk’s martial skill and body control allows him to use his body for defense. A monk’s base armor class increases with experience as indicated on the table.
The monk adds +2 to all overbearing and grappling attacks.
IMPROVISED WEAPON MASTERY (INTELLIGENCE):
A monk can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour. The monk does not suffer any penalties for using an improvised weapon. In addition, due to the monk's medical knowledge, the amount of damage dealt by the improvised weapon is increased by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.
Improvised Weapons are defined as:
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee Attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
IRON BODY:
A monk’s training and knowledge creates a toughness and lifestyle awareness that makes the monk more resistant than normal to harmful toxins and diseases as well as effects that control, paralyze, or kill. At 1st level, the character gains a +1 bonus to saving throws versus disease, poison, paralysis, polymorph, petrification and death attack. The bonus increases to +2 at 3rd level, +3 at 6th level, +4 at 10th level, and +5 at 15th level.
QUARTERSTAFF MASTERY:
A monk is a master at staff fighting, especially quarterstaffs. A quarterstaff is a double weapon. Anyone can fight with it as if fighting with two weapons, but he incurs all the normal attack penalties associated with fighting with two weapons, just as if he was using a one-handed weapon and a light weapon. However, a monk ignores these penalties. Anyone can wield a quarterstaff in one hand, but for only one attack per round. A monk may also do so plus make an unarmed attack with his other hand.
Quarterstaff - monk designed.
Medium sized weapon. Weight 4 lbs. Two attacks: 1d6/1d6. One attack with two hands: 1d8. One attack with one hand: 1d4. A monk may also choose to attempt to disarm an opponent when using a quarterstaff.
STUN ATTACK:
Monks can focus a hand-to-hand or quarterstaff attack so as to stun an opponent. The monk must declare use of the stun attack before making the attack roll. A foe successfully struck by the attack must make a constitution saving throw or be stunned and unable to act for 1d4 rounds. Those struck by a stun attack take normal unarmed attack damage. The monk can use this ability once per round, but no more than once per level per day. A missed attack counts against the monk’s daily limitation of use of the ability. The first stun attack must be a primary attack (be it by hand or weapon).
FAST HEALING:
At 7th level, a monk’s body naturally heals faster than normal. Each day, a monk heals 1d4+1 hit point per level as long as rest, sleep and herbal treatment is possible. The monk must be in a calm environment, under no physical duress or mental stress, able to sleep undisturbed for 12 hours, and generally rest without exertion for another 6 hours. Food, water, and herbal remedies must be readily available.
IRON MIND:
At 9th level, a monk gains a +3 bonus to saving throws against confusion, charm, fear, and spells that affect the mind. The bonus increases to +4 at 11th level, and +5 at 14th level
DEATH STRIKE:
At 10th level, a monk gains a fearsome attack capable of dealing death with a single blow. The monk can use this attack once per week. The attack must be announced before an attack roll is made. The monk must be of higher level than the target, or have more levels than the target’s hit dice. If the monk successfully deals damage with the attack, the death strike succeeds and unless the victim makes a constitution check, the victim is immediately slain.
The death strike has no effect on undead, oozes, elementals or creatures that can only be struck by magic weapons.
VOWS:
Monks are required to take vows . These vows will depend upon the order the monk belongs in. Usually the vows revolve around the key concepts of: service to the lower classes, devotion to the gods, physical and mental excellence, the acquisition and spread of knowledge useful to the classes that 'work with their hands'.
PRIME ATTRIBUTE: Constitution
HIT DIE: d12
ALIGNMENT: Any
WEAPONS: axe, bows (short or longbow - no composites), cleaver, club, dagger, hatchet, hammer, knife, light flail, mace, pole arms, quarter staff, rock, sap, sickle, scythe, sling, spear, staff,
ARMOR: None
ABILITIES: Craft/skill mastery, Heal, Fast movement, Hand-to-hand combat, Improvised weapon mastery, Iron body, Quarterstaff mastery, Stun attack, Fast healing, Iron mind, Death strike
Lvl HD BTh EPP
1 d12 +0 0
2 d12 +1 1,751
3 d12 +2 4,001
4 d12 +3 8,501
5 d12 +4 20,001
6 d12 +5 40,001
7 d12 +6 80,001
8 d12 +7 160,001
9 d12 +8 325,001
10 d12 +9 550,001
11 +5 HP +10 750,001
12 +5 HP +11 1,250,001
13+ 250,000 per level
MONK SPECIAL ABILITIES - ARMOUR CLASS, UNARMED ATTACKS
Lvl AC PRIMARY ATTACK SECONDARY ATTACK
1 11 1d4
2 12 1d6
3 12 1d6
4 13 1d8
5 13 1d8
6 13 1d8 1d4
7 14 1d10 1d4
8 14 1d10 1d4
9 14 1d10 1d6
10 14 1d10 1d6
11 15 1d10 1d6
12 15 1d10 1d6