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Monk

Actual Monks Everywhere there are gods and temples and


everywhere there are those who pass themselves over
into the service of their gods, dedicating their lives
as much if not more than their prayers or deeds.
Their whole existence is turned over to the worship of
Introduction their god, they are cloistered away from society, they
take vows that bring hardship upon themselves, they
Fantasy games are full of medieval and pseudo-
spend all their time in prayer and study, self-sufficient
medieval imagery from the clash of chivalrous knights
and asking for little.
on horseback to the wily thieves making their way
through cobbled streets, risking their necks to thieve
Some monks might wander. If they search for riches
a coin or two or a loaf of bread. The fantasy world
it is likely they search for their temple. Many monks
is one of fields, villages, Robin Hood, King Arthur,
become personal confessors and spiritual tenders
Dragons and renaissance fair costume and pomp.
to nobles and commoners alike, separate and more
down to earth in many ways than the high priests of
Quite where ninjas fit into that I am not sure.
the usual temples. Others become wandering monks,
living on alms and taking the message of their faith
When I think of Monks and of your usual fantasy fare
quietly out into the world.
I do not think of the 36 chambers of Shaolin, I think of
Friar Tuck, I think of the chanting Monks from Monty Adventures: At first glance Monks are not the best
Python & The Holy Grail. These are the images that choice for an adventuring career. Many of them
come to mind, not a Jackie Chan time travel comedy. are cloistered away in monasteries away from the
world, living lives of quiet devotion and religious
This is not to say that martial arts arent cool or enquiry. However there are exceptions. Wandering
appealing, which is likely the reason that the kung Monks go from place to place, begging for alms and
fu Monk was chosen for the fantasy games, but the helping people where they can with their magic and
Monks that I remember could be pretty cool too. Friar knowledge. Other monks also travel, seeking greater
Tuck was handy with a quarterstaff and a brewing kit understanding of their god, seeking wealth with which
after all; add some magic and clerical powers into that to enrich their monastery or seeking out relics along
and youre on to a winner. with lost or hidden lore of their faith and their god.
Still others act as confessors and spiritual advisors to
The existing Cleric class is good, but it is something important nobles, merchants and other individuals
of a hybrid class and not entirely devoted to the who might beg their services in any number of
scholarship of divine magic in the way that a Wizard matters.
concentrates on arcane magic. The Cleric can look
after themselves in a fight, can wear armour and Monks are also fairly low in the religious hierarchy
can cast a reasonable amount of magic but there is and might be ordered by others of greater station
definitely room for tighter and more focussed divine to perform certain tasks. Being somewhat lowly,
caster, more limited in other ways. If the Cleric humble and ascetic they often fall beneath the sight
matches the Sorcerer somewhat in terms of versatility of potential enemies making them better spies than
then the Monk found here matches the Wizard, a glittering Paladins or forthright Clerics.
more scholarly and knowledgeable approach.

Postmortem Studios (James Desborough) 2006


Characteristics: Monks are devoted and faithful, Class Skills: The Monks class skills (and the key
strong practitioners of divine magic and scholars of ability for each skill) are Concentration (Con), Craft
religious lore and history. They know many secrets of (Int), Diplomacy (Cha), Heal (Wis), Knowledge
healing and have great knowledge of their faith and of (Arcana) (Int), Knowledge (History) (Int), Knowledge
a great many other matters. (Religion) (Int), Knowledge (The Planes) (Int),
Profession (Wis) and Spellcraft (Int).
Monks can be evil, turning their healing knowledge
and magic to evil ends, using their knowledge for Craft skills are likely to include Stoneworking,
wickedness rather than preserving it or using it for Calligraphy, Bookbinding, Brewing and other practical
good. skills from the monastery. Profession skills are likely
to be more practical ones such as farming, again from
Monks have no real combat training, save for a few work in the monastery.
martial orders or those who have come to being
Monks as an escape from their former life. Domains and Class Skills:
Female Monks are called Nuns and share the A monk gets to select two Domains attributed to
characteristics of other Monks. the god that they worship. These domains provide
additional spells which the Monk can cast and
Alignment: A Monks alignment must be within one may provide other bonuses associated with that
step of his deitys (that is it may be one step away on domain. Particular domains grant particular bonuses.
either the lawful-chaotic axis or the good-evil axis, Additionally a Monk who chooses the Animal or
but not both). A Monk may not be neutral unless his Plant domain adds Knowledge (Nature) (Int) to the
deitys alignment is also neutral. class skills listed above. A Monk who chooses the
Knowledge domain adds all Knowledge (Int) skills to
Alignment change beyond these bounds will strip a the list. A Monk who chooses the Travel domain adds
Monk of his supernatural powers, including Vows and Survival (Wis). A Monk who chooses the Trickery
Devotions, until they dedicate themselves to a new domain adds Bluff (Cha) Disguise (Cha) and Hide
god or manage to shift their alignment back to match (Dex) to the list.
their deity.
Skill Points at 1st Level: (2 + Int modifier) 4.
Abilities: Monks usually have a high Wisdom score,
indicating their understanding and thoughtful natures Skill Points at Each Additional Level: 2 + Int
as well as their devotion to their god and the mystic modifier.
and religious world. A high Intelligence is also likely
to reflect the Monks great amount of study and a high Class Features
Charisma helps with turning or rebuking undead. All of the following are class features of the Monk

To cast a spell the Monk must have a Wisdom score Weapon and Armor Proficiency: Monks are
of 10, plus the spells level. A Monk gets bonus spells proficient with simple weapons and light armour. A
based on Wisdom. The Difficulty Class of a Saving Monk who chooses the War domain receives the
Throw against a Monks spell is 10 + the spells level + Weapon Focus feat related to his deitys weapon as a
the Monks Wisdom modifier. bonus feat. He also receives the appropriate Martial
Weapon Proficiency feat as a bonus feat, if the
Hit Die: d4 weapon falls into that category.
Table: The Monk
Level BAB Fort Ref Will Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
In addition to the stated number of spells per day for 1st- through 9th-level spells, a Monk gets a domain spell for
each spell level, starting at 1st. The "+1" in the entries on this table represents that spell. Domain spells are in
addition to any bonus spells the Monk may receive for having a high Wisdom score.
1st +0 +0 +0 +2 Turn or rebuke undead 3 1+1
2nd +1 +0 +0 +3 Lay on Hands 4 2+1
3rd +1 +1 +1 +3 4 2+1 1+1
4th +2 +1 +1 +4 5 3+1 2+1
5th +2 +1 +1 +4 Vow/Devotion 5 3+1 2+1 1+1
6th +3 +2 +2 +5 5 3+1 3+1 2+1
7th +3 +2 +2 +5 6 4+1 3+1 2+1 1+1
8th +4 +2 +2 +6 6 4+1 3+1 3+1 2+1
9th +4 +3 +3 +6 6 4+1 4+1 3+1 2+1 1+1
10th +5 +3 +3 +7 Vow/Devotion 6 4+1 4+1 3+1 3+1 2+1
11th +5 +3 +3 +7 6 5+1 4+1 4+1 3+1 2+1 1+1
12th +6/+1 +4 +4 +8 6 5+1 4+1 4+1 3+1 3+1 2+1
13th +6/+1 +4 +4 +8 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1
14th +7/+2 +4 +4 +9 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1
15th +7/+2 +5 +5 +9 Vow/Devotion 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
16th +8/+3 +5 +5 +10 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
17th +8/+3 +5 +5 +10 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18th +9/+4 +6 +6 +11 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19th +9/+4 +6 +6 +11 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20th +10/+5 +6 +6 +12 Vow/Devotion 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1
Lay on Hands (Su): Beginning at 2nd level, a Spells: A Monk casts divine spells, which are drawn
Monk with a Charisma score of 12 or higher can from the Cleric spell list. However, his alignment may
heal wounds (his own or those of others) by touch. restrict him from casting certain spells opposed to
Each day he can heal a total number of hit points of his moral or ethical beliefs; see Chaotic, Evil, Good,
damage equal to his Monk level x his Charisma bonus. and Lawful Spells, below. A Monk must choose and
A Monk may choose to divide his healing among prepare his spells in advance (see below).
multiple recipients, and he doesnt have to use it all at
once. Using lay on hands is a standard action. To prepare or cast a spell, a Monk must have a
Wisdom score equal to at least 10 + the spell level.
Alternatively, a Monk can use any or all of this healing The Difficulty Class for a saving throw against a
power to deal damage to undead creatures. Using lay clerics spell is 10 + the spell level + the clerics
on hands in this way requires a successful melee touch Wisdom modifier.
attack and doesnt provoke an attack of opportunity.
The Monk decides how many of his daily allotment of Like other spellcasters, a Monk can cast only a certain
points to use as damage after successfully touching an number of spells of each spell level per day. In
undead creature. addition, he receives bonus spells per day if he has a
high Wisdom score. A Monk also gets one domain
Aura (Ex): A Monk of a chaotic, evil, good, or lawful spell of each spell level he can cast, starting at 1st
deity has a particularly powerful aura corresponding level. When a Monk prepares a spell in a domain spell
to the deitys alignment (see the Detect Evil spell for slot, it must come from one of his two domains.
details). Monks who dont worship a specific deity but
choose the Chaotic, Evil, Good, or Lawful domain Monks meditate or pray for their spells. Each Monk
have a similarly powerful aura of the corresponding must choose a time at which he must spend 1 hour
alignment. each day in quiet contemplation or supplication to
regain his daily allotment of spells. Time spent resting
has no effect on whether a Monk can prepare spells.
A Monk may prepare and cast any spell on the cleric
spell list, provided that he can cast spells of that level,
but he must choose which spells to prepare during his
daily meditation.
Deity, Domains, and Domain Spells: A Monks Turn or Rebuke Undead (Su): Any Monk,
deity influences his alignment, what magic he can regardless of alignment, has the power to affect
perform, his values, and how others see him. A Monk undead creatures by channelling the power of his faith
chooses two domains from among those belonging through his holy (or unholy) symbol.
to his deity. A Monk can select an alignment domain
(Chaos, Evil, Good, or Law) only if his alignment A good Monk (or a neutral cleric who worships a
matches that domain. good deity) can turn or destroy undead creatures. An
evil Monk (or a neutral Monk who worships an evil
Unlike Clerics, Monks must be devoted to a particular deity) instead rebukes or commands such creatures. A
deity. neutral Monk of a neutral deity must choose whether
his turning ability functions as that of a good Monk
Each domain gives the Monk access to a domain or an evil Monk. Once this choice is made, it cannot
spell at each spell level he can cast, from 1st on up, as be reversed. This decision also determines whether the
well as a granted power. The Monk gets the granted Monk can cast spontaneous cure or inflict spells.
powers of both the domains selected.
A Monk may attempt to turn undead a number of
With access to two domain spells at a given spell level, times per day equal to 3 + his Charisma modifier. A
a Monk prepares one or the other each day in his Monk with 5 or more ranks in Knowledge (religion)
domain spell slot. If a domain spell is not on the cleric gets a +2 bonus on turning checks against undead.
spell list, a Monk can prepare it only in his domain
spell slot. Bonus Languages: A Monks bonus language
options include Celestial, Abyssal, and Infernal
Spontaneous Casting: A good Monk (or a neutral (the languages of good, chaotic evil, and lawful evil
Monk of a good deity) can channel stored spell energy outsiders, respectively). These choices are in addition
into healing spells that the Monk did not prepare to the bonus languages available to the character
ahead of time. The Monk can lose any prepared spell because of his race.
that is not a domain spell in order to cast any cure
spell of the same spell level or lower (a cure spell is Ex-Monks: A Monk who grossly violates the code
any spell with cure in its name). of conduct required by his god loses all spells and
class features, except for armour proficiencies and
An evil Monk (or a neutral cleric of an evil deity), cant proficiency with simple weapons. He cannot thereafter
convert prepared spells to cure spells but can convert gain levels as a Monk of that god until he atones (see
them to inflict spells (an inflict spell is one with inflict the atonement spell description).
in its name).
Vows & Devotions (Ex): Monks make vows and
A Monk who is neither good nor evil and whose deity engage in devotions in order to draw closer to their
is neither good nor evil can convert spells to either god, but these Vows & Devotions have an impact
cure spells or inflict spells (players choice). Once the beyond the spiritual world. At 5th, 10th, 15th and 20th
player makes this choice, it cannot be reversed. This level the Monk gets to choose a Vow or a Devotion.
choice also determines whether the Monk turns or Vows may only be taken once, Devotions may be
commands undead. taken multiple times and their effects stack. Breaking
a Vow causes the Monk to lose all their powers as
Chaotic, Evil, Good, and Lawful Spells: A Monk listed under Ex-Monk below, requiring an atonement
cant cast spells of an alignment opposed to his own to overcome. Evil Monks may choose to take a Feat
or his deitys (if he has one). Spells associated with instead of a Vow, but may still take Devotions.
particular alignments are indicated by the chaos, evil,
good, and law descriptors in their spell descriptions.
Vow of Poverty: The Monk has vowed
never to take wealth for themselves beyond what they
simply need to get by. The monk is limited to having
a begging bowl, simple rags for clothes and nothing
more fancy than a quarterstaff that is used mostly as
a walking stick. Such a vow leads to a tough life and
confers a +3 Fortitude Bonus upon the Monk.

Vow of Chastity: The Monk has vowed to


never partake in carnal pleasures of the flesh and
resisting the temptation has given them a will of steel.
This vow confers a +3 Will Bonus upon the Monk.

Vow of Obedience: The Monk has vowed


to be humble and to obey those higher in station.
Clerics, Monks, Paladins or Aristocrats with a higher
total level than the Monk must be obeyed unless
the orders violate the Monks religion or Vows or
are suicidal. This humility makes the Monk much
more approachable to others and gives them a good
reputation, giving them a +1 Bonus to Charisma.

Vow of Silence: The Monk has vowed never


to speak again so that their mind is free of distraction
to contemplate spiritual matters. The Vow enables
them to cast magic without needing to fulfil any verbal
requirements.

Devotion Ars Martial: The Monk has


devoted themselves to bodily fitness and battle
readiness to defend their monastery or perhaps in
special devotion to their god. They receive a +1
bonus to their Base Attack.

Devotion Ars Mentis: The Monk has


devoted themselves to study and they receive a +2
bonus to all Knowledge Skill Checks.

Devotion Ars Spiritus: The Monk has


devoted themselves to prayer and religious study and
has developed the ability to cast an additional spell
from their second Domain list, as well as their normal
spells.

Devotion Flagellant: The Monk scourges


themselves with pain, seeking to surpass the body
and to elevate themselves to the spiritual plane.
They receive a +1 Hit Point bonus per level, applied
retroactively.
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System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce
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