Religious Monks Options
Mar 31, 2014 22:19:08 GMT
Post by Adele on Mar 31, 2014 22:19:08 GMT
A monk character may take tutelage of a specific religious school to influence their style. A school requires the selection of class abilities and bonus feats in accordance with their teachings. If a character continues to adopt the choices and growth appropriate to their school, they will continue to gain the benefit. if at any time a character selects a different option or choice, they will lose the benefit forever.
To adopt a school after time as a wanderer is possible, however may require some years of training (and DM discretion). A school will also lean towards the teachings of further lore, favoured in style, yet not essential to the core arts. A character must place a rank into each of the favoured class skills if possible – note some of these may be cross-class. Favoured feats are those most fitting to the teachings of the school, yet only a recommendation to character creation and development. They are not mandatory but highly recommended.
The Legion of Light (Galathas)
In the Heart of the Quarlen lies a single secret monk school run by Elves dedicated to the God of Knights. These fey worthies guard the oral and martial form of Galathas' own "Code of Conduct", passed on other forms to the followers of other Gods in his long absence. One of the few schools to urge teamwork as a primary virtue, the Legionnaires battle together whenever possible, knowing that the Darkness lurks and they are only as strong as their weakest link. Their belief in each other makes them difficult to defeat and inspires amazing shows of martial force to reinforce it.
Armour of Spirit: At 1st level, along with Wisdom, a Galathan Monk's training allows him to utilize his Charisma for the purpose of Monk AC. This benefit does not apply when wearing armour.
Weapon of Spirit: At 2nd level, the spiritual protection extends to the Galathan Monk's extremities, allowing them to attack in ways they normally wouldn't. The monk may select an additional damage type beyond bludgeoning for their unarmed strikes. [Piercing/bludgeoning or Slashing/bludgeoning]
Greater Weapon of Spirit: At 4th level, this grants them the equivalent of the Versatile Unarmed Strike (PHB2) feat and they are considered to have it even if they do not meet the requirements. Galathan monks must take the following progression of feats as a monk:
• Level 1 Benefit: Decisive Strike (As per PHB2 Variant)
• Level 1 Feat: Stunning Fist
• Level 2 Feat: Fiery Fist (PHB2)
• Level 3 Benefit: Still Mind
• Level 6 Feat: Fiery Ki Defence (PHB2)
Favoured Skills: Autohypnosis, Jump, Knowledge Religion, Sense Motive
Favoured Feats: Combat Focus (PHB2), Dream Reading (CUSTOM), Versatile Unarmed Strike (PHB2)
The Hands of Mercy (Suriel Monk)
In Asturia is located a single school for training under the Hands of Mercy. The school is heavy on moral teachings, and use of non-lethal force wherever possible. Students are advised heavily on the importance of understanding anatomy and emotion in how these can be a help, or hindrance in helping to heal or harm someone. Members of the order will often serve as negotiators to prevent violence, but with the ability to end any conflicts swiftly should there be no other options. There are rumours of an older Elven faction of monks from the Quarlen forest who venerate a more warlike aspect of Suriel.
Hammer Fist: At 1st level, the PC gains Martial Weapon Proficiency in Warhammer and Warhammer may be used as a monk special weapon. Heal is a Class Skill.
Merciful Body: At 7th level, PC May use Wholeness of Body on others as well as themselves.
Suriel monks must take the following progression of feats as a monk:
• Level 1 Benefit: Decisive Strike (As per PHB2 Variant)
• Level 1 Feat: Stunning Fist
• Level 2 Feat: Deflect Arrows
• Level 3 Benefit: Strong Soul*
• Level 6 Feat: Improved Disarm
Strong Soul is equivalent to Still Mind but grants a +2 bonus against necromancy spells and effects instead of enchantment.
Favoured Skills: Diplomacy, Heal, Knowledge: Religion, Sense Motive
Favoured Feats: Iron Will, Negotiator
The Order of Midnight (Severis Monk)
Originating in the Emirates of Zahif, these murderous sadists have perfected killing over many centuries. Their lessons are passed brutally on to those with the strength to survive the harsh teachings. Hapless victims are tortured to death to help students to learn the intricate secrets of pain and murder. When in use, the style of it's practitioners seems serpentine and smooth, with strikes almost too fast to see. There are no known schools of Severis in the area of Dol-Terias, and it's practitioners if present, selfishly cling to their secrets. There are rumours of members of them murderous higher levels of this art who can become like the midnight and command the very shadows to kill.
Scimitar of Pain: At 1st level, the PC gains Martial Weapon Proficiency in Scimitar. Scimitar may
be used as a monk special weapon.
Deceptive: Intimidation and bluff are class skills for the Severis Monk.
Poison Use: At 3rd level, the PC may use poison without a chance to poison themselves.
Severis monks must take the following progression of feats as a monk:
• Level 1 Benefit: Flurry of Blows
• Level 1 Feat: Stunning Fist
• Level 2 Feat: Combat Reflexes
• Level 3 Benefit: Still Mind
• Level 6 Feat: Improved Disarm
Favoured Skills: Hide, Move Silently, Perform: Dance, Tumble
Favoured Feats: Dodge, Versatile Unarmed Strike (PHB2)
The Academy of Martial Excellence (Anvarol Monk)
Decades ago a knight sought to train peasants with the wealth of his experience in battle, to protect them against the threats of the world. With simple weapons and tools they diligently formed and perfected the lethal and efficient style now used by many elite military personnel. The style is not flashy or exciting to watch, efficient direct moves, to end a fight quickly. In recent years the style has attracted some interest from the Eye of Anvarol for the embedded discipline and self control passed on by the elite group.
Its members have integrated theoretical training on the specifics of certain threats that must be watched for, and the cultists witch who underestimates a lightly armoured witch hunter will certainly have some lessons to learn.
Armoured Warriors: At 1st level, the PC gains the ability to use Monk Special Abilities as normal in light or no armour. Additionally they gain proficiency with Light Armour.
Greater Purity: At 5th level, the character's Purity of Body may even provide slight resistance to Nergull's taint (manifesting itself as a +2 Bonus to Fortitude Saves vs the Mark). Yet the profane is drawn to the pure, perhaps a mixed blessing.
Anvarol monks must take the following progression of feats as a monk:
• Level 1 Benefit: Decisive Strike (As per PHB2 Variant)
• Level 1 Feat: Improved Grapple
• Level 2 Feat: Deflect Arrows
• Level 3 Benefit: Unwavering Vigilance*
• Level 6 Feat: Improved Trip
Unwavering Vigilance is equivalent to Still Mind but grants a +2 bonus against illusion spells and effects instead of enchantment.
Favoured Skills: Knowledge: Arcana, Listen, Sense Motive, Spot,
Favoured Feats: Alertness, Martial Weapon Proficiency: Halberd
The Seekers of Eternity (Elynir Monk)
Perfection is no easy goal, yet many are unsatisfied by temporal gains of wealth or power, seeking something more. For those who seek it, in time they may find tutelage at a monastery of Elynir. The faithful monks of Elynir are wise and patient, and do not seek to wage war or destruction, simply to learn the limits they can stretch with their bodies and minds. In Dol-Terias, the Seekers do not differentiate themselves from other pilgrims and travellers, for although they may have power and skill to rival the greatest heroes of the city, instead they quietly seek enlightenment and truth. Those who would underestimate these humble scholars would soon find themselves reaching a more swift form of enlightenment.
Seeker of Knowledge: All knowledge skills are class skills for the Elynir monk.
Staff of Knowledge: At 1st level, the PC gains the ability to use Stunning Fist and Fiery Fist feats, Ki strike, and Quivering palm class abilities they have on attacks with a quarterstaff as well as unarmed attacks. Damage with a quarterstaff improves as per standard monk unarmed attack damage progression chart.
Elynir monks must take the following progression of feats as a monk:
• Level 1 Benefit: Flurry of Blows
• Level 1 Feat: Stunning Fist
• Level 2 Feat: Fiery Fist (PHB2)
• Level 3 Benefit: Lore of One*
• Level 6 Feat: Ki Blast (PHB2)
Lore of One is equivalent to Still Mind but grants a +2 bonus against transmutation spells and effects instead of enchantment.
Favoured Skills: Balance, Escape Artist, Knowledge: Any, Sense Motive
Favoured Feats: Ability Focus: Stunning Fist (MM), Improved Initiative
Shadow Walkers (Kor Monk)
The faithful soldiers of Kor do not congregate in large numbers, instead relying on an informal passing of knowledge from master to student. A student may travel with a teacher for a number of years, becoming worldly and confident, before venturing out on his own. A teacher will only have one student at a time, or none.
Little is known of the group, as with much of Kor's organisation, often seen as unaligned or unfocused, teachings broad, yet this is also to their strength, humility and simplicity often the best way of hiding what is truly important. Tales of older Shadow Walkers do not seem to ever end in them dying, simply continuing on... and eventually even stories are forgotten of the most capable of walking in shadows.
Swords and Fists: The Kor monk gains Martial weapon proficiency: Shortsword. Shortsword is considered a monk special weapon for the Kor monk.
Order of Freedom: Kor Monks can freely multiclass into Rogue or Cleric of Kor and still take later levels of monk.
Kor monks must take the following progression of feats as a monk:
• Level 1 Benefit: Flurry of Blows
• Level 1 Feat: Improved Grapple or Stunning Fist (Players choice)
• Level 2 Feat: Combat Reflexes or Deflect Arrows (Players choice)
• Level 3 Benefit: Still Mind
• Level 6 Feat: Improved Trip or Improved Disarm (Players choice)
Favoured Skills: Hide, Listen, Move Silently, Spot
Favoured Feats: Dodge, Two-Weapon Fighting
The Hands of Time (Ancients)
A mystic and forgotten form of deadly martial arts has given way over the years, making the remnants of such techniques almost impossible to find. With some luck, and the aid of some defiled creatures that can't accept a quiet and peaceful death, one might be able to acquire pieces of training to a dark art.
Life-draining Strike: An Ancient Monk is invigorated by the life force of another being. When a successful unarmed strike is made, he gains temporary hit points equal to half of his monk level. These hit points last a number of hours equal to his monk level. An Ancient Monk must be trained by an undead mentor in character, or supply a suitable background to begin play as one.
Cult of the Ancients monks must take the following progression of feats as a monk:
• Level 1 Benefit: Decisive Strike (As per PHB2 Variant)
• Level 1 Feat: Stunning Fist
• Level 2 Feat: Deflect Arrows
• Level 3 Benefit: Still Mind
• Level 6 Feat: Improved Disarm
Favoured Skills: Concentration, Hide, Knowledge: Religion, Sense Motive
Favoured Feats: Ability Focus: Stunning Fist (MM), Improved Initiative
To adopt a school after time as a wanderer is possible, however may require some years of training (and DM discretion). A school will also lean towards the teachings of further lore, favoured in style, yet not essential to the core arts. A character must place a rank into each of the favoured class skills if possible – note some of these may be cross-class. Favoured feats are those most fitting to the teachings of the school, yet only a recommendation to character creation and development. They are not mandatory but highly recommended.
The Legion of Light (Galathas)
In the Heart of the Quarlen lies a single secret monk school run by Elves dedicated to the God of Knights. These fey worthies guard the oral and martial form of Galathas' own "Code of Conduct", passed on other forms to the followers of other Gods in his long absence. One of the few schools to urge teamwork as a primary virtue, the Legionnaires battle together whenever possible, knowing that the Darkness lurks and they are only as strong as their weakest link. Their belief in each other makes them difficult to defeat and inspires amazing shows of martial force to reinforce it.
Armour of Spirit: At 1st level, along with Wisdom, a Galathan Monk's training allows him to utilize his Charisma for the purpose of Monk AC. This benefit does not apply when wearing armour.
Weapon of Spirit: At 2nd level, the spiritual protection extends to the Galathan Monk's extremities, allowing them to attack in ways they normally wouldn't. The monk may select an additional damage type beyond bludgeoning for their unarmed strikes. [Piercing/bludgeoning or Slashing/bludgeoning]
Greater Weapon of Spirit: At 4th level, this grants them the equivalent of the Versatile Unarmed Strike (PHB2) feat and they are considered to have it even if they do not meet the requirements. Galathan monks must take the following progression of feats as a monk:
• Level 1 Benefit: Decisive Strike (As per PHB2 Variant)
• Level 1 Feat: Stunning Fist
• Level 2 Feat: Fiery Fist (PHB2)
• Level 3 Benefit: Still Mind
• Level 6 Feat: Fiery Ki Defence (PHB2)
Favoured Skills: Autohypnosis, Jump, Knowledge Religion, Sense Motive
Favoured Feats: Combat Focus (PHB2), Dream Reading (CUSTOM), Versatile Unarmed Strike (PHB2)
The Hands of Mercy (Suriel Monk)
In Asturia is located a single school for training under the Hands of Mercy. The school is heavy on moral teachings, and use of non-lethal force wherever possible. Students are advised heavily on the importance of understanding anatomy and emotion in how these can be a help, or hindrance in helping to heal or harm someone. Members of the order will often serve as negotiators to prevent violence, but with the ability to end any conflicts swiftly should there be no other options. There are rumours of an older Elven faction of monks from the Quarlen forest who venerate a more warlike aspect of Suriel.
Hammer Fist: At 1st level, the PC gains Martial Weapon Proficiency in Warhammer and Warhammer may be used as a monk special weapon. Heal is a Class Skill.
Merciful Body: At 7th level, PC May use Wholeness of Body on others as well as themselves.
Suriel monks must take the following progression of feats as a monk:
• Level 1 Benefit: Decisive Strike (As per PHB2 Variant)
• Level 1 Feat: Stunning Fist
• Level 2 Feat: Deflect Arrows
• Level 3 Benefit: Strong Soul*
• Level 6 Feat: Improved Disarm
Strong Soul is equivalent to Still Mind but grants a +2 bonus against necromancy spells and effects instead of enchantment.
Favoured Skills: Diplomacy, Heal, Knowledge: Religion, Sense Motive
Favoured Feats: Iron Will, Negotiator
The Order of Midnight (Severis Monk)
Originating in the Emirates of Zahif, these murderous sadists have perfected killing over many centuries. Their lessons are passed brutally on to those with the strength to survive the harsh teachings. Hapless victims are tortured to death to help students to learn the intricate secrets of pain and murder. When in use, the style of it's practitioners seems serpentine and smooth, with strikes almost too fast to see. There are no known schools of Severis in the area of Dol-Terias, and it's practitioners if present, selfishly cling to their secrets. There are rumours of members of them murderous higher levels of this art who can become like the midnight and command the very shadows to kill.
Scimitar of Pain: At 1st level, the PC gains Martial Weapon Proficiency in Scimitar. Scimitar may
be used as a monk special weapon.
Deceptive: Intimidation and bluff are class skills for the Severis Monk.
Poison Use: At 3rd level, the PC may use poison without a chance to poison themselves.
Severis monks must take the following progression of feats as a monk:
• Level 1 Benefit: Flurry of Blows
• Level 1 Feat: Stunning Fist
• Level 2 Feat: Combat Reflexes
• Level 3 Benefit: Still Mind
• Level 6 Feat: Improved Disarm
Favoured Skills: Hide, Move Silently, Perform: Dance, Tumble
Favoured Feats: Dodge, Versatile Unarmed Strike (PHB2)
The Academy of Martial Excellence (Anvarol Monk)
Decades ago a knight sought to train peasants with the wealth of his experience in battle, to protect them against the threats of the world. With simple weapons and tools they diligently formed and perfected the lethal and efficient style now used by many elite military personnel. The style is not flashy or exciting to watch, efficient direct moves, to end a fight quickly. In recent years the style has attracted some interest from the Eye of Anvarol for the embedded discipline and self control passed on by the elite group.
Its members have integrated theoretical training on the specifics of certain threats that must be watched for, and the cultists witch who underestimates a lightly armoured witch hunter will certainly have some lessons to learn.
Armoured Warriors: At 1st level, the PC gains the ability to use Monk Special Abilities as normal in light or no armour. Additionally they gain proficiency with Light Armour.
Greater Purity: At 5th level, the character's Purity of Body may even provide slight resistance to Nergull's taint (manifesting itself as a +2 Bonus to Fortitude Saves vs the Mark). Yet the profane is drawn to the pure, perhaps a mixed blessing.
Anvarol monks must take the following progression of feats as a monk:
• Level 1 Benefit: Decisive Strike (As per PHB2 Variant)
• Level 1 Feat: Improved Grapple
• Level 2 Feat: Deflect Arrows
• Level 3 Benefit: Unwavering Vigilance*
• Level 6 Feat: Improved Trip
Unwavering Vigilance is equivalent to Still Mind but grants a +2 bonus against illusion spells and effects instead of enchantment.
Favoured Skills: Knowledge: Arcana, Listen, Sense Motive, Spot,
Favoured Feats: Alertness, Martial Weapon Proficiency: Halberd
The Seekers of Eternity (Elynir Monk)
Perfection is no easy goal, yet many are unsatisfied by temporal gains of wealth or power, seeking something more. For those who seek it, in time they may find tutelage at a monastery of Elynir. The faithful monks of Elynir are wise and patient, and do not seek to wage war or destruction, simply to learn the limits they can stretch with their bodies and minds. In Dol-Terias, the Seekers do not differentiate themselves from other pilgrims and travellers, for although they may have power and skill to rival the greatest heroes of the city, instead they quietly seek enlightenment and truth. Those who would underestimate these humble scholars would soon find themselves reaching a more swift form of enlightenment.
Seeker of Knowledge: All knowledge skills are class skills for the Elynir monk.
Staff of Knowledge: At 1st level, the PC gains the ability to use Stunning Fist and Fiery Fist feats, Ki strike, and Quivering palm class abilities they have on attacks with a quarterstaff as well as unarmed attacks. Damage with a quarterstaff improves as per standard monk unarmed attack damage progression chart.
Elynir monks must take the following progression of feats as a monk:
• Level 1 Benefit: Flurry of Blows
• Level 1 Feat: Stunning Fist
• Level 2 Feat: Fiery Fist (PHB2)
• Level 3 Benefit: Lore of One*
• Level 6 Feat: Ki Blast (PHB2)
Lore of One is equivalent to Still Mind but grants a +2 bonus against transmutation spells and effects instead of enchantment.
Favoured Skills: Balance, Escape Artist, Knowledge: Any, Sense Motive
Favoured Feats: Ability Focus: Stunning Fist (MM), Improved Initiative
Shadow Walkers (Kor Monk)
The faithful soldiers of Kor do not congregate in large numbers, instead relying on an informal passing of knowledge from master to student. A student may travel with a teacher for a number of years, becoming worldly and confident, before venturing out on his own. A teacher will only have one student at a time, or none.
Little is known of the group, as with much of Kor's organisation, often seen as unaligned or unfocused, teachings broad, yet this is also to their strength, humility and simplicity often the best way of hiding what is truly important. Tales of older Shadow Walkers do not seem to ever end in them dying, simply continuing on... and eventually even stories are forgotten of the most capable of walking in shadows.
Swords and Fists: The Kor monk gains Martial weapon proficiency: Shortsword. Shortsword is considered a monk special weapon for the Kor monk.
Order of Freedom: Kor Monks can freely multiclass into Rogue or Cleric of Kor and still take later levels of monk.
Kor monks must take the following progression of feats as a monk:
• Level 1 Benefit: Flurry of Blows
• Level 1 Feat: Improved Grapple or Stunning Fist (Players choice)
• Level 2 Feat: Combat Reflexes or Deflect Arrows (Players choice)
• Level 3 Benefit: Still Mind
• Level 6 Feat: Improved Trip or Improved Disarm (Players choice)
Favoured Skills: Hide, Listen, Move Silently, Spot
Favoured Feats: Dodge, Two-Weapon Fighting
The Hands of Time (Ancients)
A mystic and forgotten form of deadly martial arts has given way over the years, making the remnants of such techniques almost impossible to find. With some luck, and the aid of some defiled creatures that can't accept a quiet and peaceful death, one might be able to acquire pieces of training to a dark art.
Life-draining Strike: An Ancient Monk is invigorated by the life force of another being. When a successful unarmed strike is made, he gains temporary hit points equal to half of his monk level. These hit points last a number of hours equal to his monk level. An Ancient Monk must be trained by an undead mentor in character, or supply a suitable background to begin play as one.
Cult of the Ancients monks must take the following progression of feats as a monk:
• Level 1 Benefit: Decisive Strike (As per PHB2 Variant)
• Level 1 Feat: Stunning Fist
• Level 2 Feat: Deflect Arrows
• Level 3 Benefit: Still Mind
• Level 6 Feat: Improved Disarm
Favoured Skills: Concentration, Hide, Knowledge: Religion, Sense Motive
Favoured Feats: Ability Focus: Stunning Fist (MM), Improved Initiative