Call To Arms - Monk (v3)
Call To Arms - Monk (v3)
Call To Arms - Monk (v3)
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CALL TO ARMS:
MONK
WRITING Introduction . . . . . . . . . . . . . . . . . . . 3
Alex Flagg
Monk (Expert Class) . . . . . . . . . . . . . . 3
ILLUSTRATION CLICKTHE
Ben McSweeney, Octographics DUDETO Building the Monk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
HIDE Playing the Monk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
GRAPHIC DESIGN PAGEFRAMES
Steve Hough Paths . . . . . . . . . . . . . . . . . . . . . . . . 5
Path of Discipline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
EDITING & LAYOUT Path of Harmony . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Patrick Kapera Path of Purity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Path of Righteousness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
PLAYTESTERS
Jon Andersen, Alex Andersson, Jacob Collins, Joshua Unarmed Combat Feats . . . . . . . . . . . . 5
Crisp, Loren Dean, Charles Etheridge-Nunn, Travis Qi Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Herron, Tyler Johnson, Evan McLeod, Steve Mileham, Mark Qi Mastery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Newman, Andy Normansell, Lee Reeves, Kevin Ripka, Qi Supremacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Shaun Washington, Jimmy Taylor
New Class Ability NPC Qualities . . . . . . 6
OGL/OGC . . . . . . . . . . . . . . . . . . . . . . 7
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MONK
MONK (EXPERT) If the condition has multiple grades (i.e. shaken II, fatigued III,
etc.), you may spend up to three action dice, removing the same
number of grades.
Fantasy tales abound of men and women whose faith drives
them from cloistered halls and remote sanctuaries, who believe CLASS ABILITIES
their devotion can only be validated through decisive action. The Sacred Vow: You walk a higher path. At Level 1, select a Path
Monk takes this ideal to the next level, championing his beliefs from the following list: Discipline, Harmony, Righteousness,
through mastery and commitment to a core set of ideals. In a or Purity. You take one Step along this Path, along with the
world of compromise and pragmatism, the Monk is a paragon of corresponding Vow.
virtue — and his fidelity is rewarded with supernatural powers
well beyond his mortal ken. • Vow of Discipline: You must never fail a Resolve check or
Depending on the campaign, a Monk could be... Will save.
• Vow of Harmony: You may never attack a character that has
• An acolyte of an ancient order, harnessing spiritual energy not first attacked you or who is helpless, unconscious or
from within and without dying.
• A high-flying wuxia hero, sworn to protect the weak and • Vow of Purity: You may never keep more than 50s worth
defenseless of gear or keep Holdings or Magic Items as Prizes. Also,
• A patriotic champion whose devotion to country fuels your Coin in Hand and Stake must be 0s by the end of each
battlefield miracles adventure.
• A spiritual scholar whose meditations on the nature of reality • Vow of Righteousness: You may never make or cooperate in
help him bend it to his will Ambush, Bluff, or Coerce checks.
• A wandering pauper ministering to those suffering the yoke
of oppression So long as you comply with your Vow, your Wisdom is
• A combat-trained philosopher compelled to correct the considered 2 higher. Should you violate your Vow for any reason,
world’s many flaws you lose this benefit for the rest of the adventure.
• An ideological peacemaker, out to resolve the ancient feuds At Levels 4 and 8, your Wisdom is considered an additional
dividing his people 1 higher while you comply with your Vow (total 3 and 4,
• An exemplar of faith, whose purity of body and spirit are an respectively).
example to all Path of the Enlightened: At Levels 3, 5, 7, and 9, you take
an additional Step along the Path corresponding to your Sacred
Party Role: Wildcard/Combatant. The Monk’s role is largely Vow. If you’ve completed this Path, you may instead take a Step
defined by his Sacred Vow and the Path he walks: he may become along one of your Alignment’s Paths.
a righteous defender, a healer, or something else entirely. Like all Iron Soul: Your devotion is your shield in times of crisis. At
of his kind, however, the Monk is a strong unarmed combatant Level 2, during Dramatic scenes, you gain a bonus with saves
wielding incredible power so long as he remains true to his equal to your Wisdom modifier.
convictions. Diamond Soul: Your spiritual integrity deflects the unnatural
and arcane. At Level 7, you gain Spell Resistance equal to 10 +
CLASS FEATURES your Wisdom score.
Requirements: Miracles campaign quality, Wisdom 15+, Spirit Fist: At Level 4, you may convert your unarmed
Martial Arts, Alignment attack damage to force damage without penalty (see Fantasy
Favored Attributes: Wisdom, Strength Craft, pages 209 and 210).
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CALL TO ARMS
Wuxia I: At Level 6, your Jump results are no longer limited PLAYING THE MONK
by your height and the distance you Jump increases by 50% In Fantasy Craft, you may have to put aside some of your
(rounded up). Monk assumptions. Here, mystical devotees aren’t just unarmed
Heavenly Fist: At Level 8, you may convert your unarmed pugilists dressed up with hodgepodge powers cribbed from
attack damage to divine damage without penalty (see Fantasy kung-fu movies (for that, go check out the Martial Artist, on
Craft, page 210). sale now!). Rather, the Monk is a living expression of discipline,
Ascendant: You’ve achieved true enlightenment. At Level commitment, and sacrifice, exemplifying the archetype prevalent
10, you gain the Outsider Type, the contagion immunity NPC in fantasy literature.
quality, and Damage Reduction 5/opposing Alignment. The very first (and most important) choice a new Monk
makes is his sacred vow, which defines his path to enlightenment.
BUILDING THE MONK Those seeking perfection beyond the mundane trappings of our
As a wildcard, the Monk can be a challenge to adapt and world walk the Path of Purity; those hoping to make the world
build. He embodies the mysticism of classical Eastern philosophy, safe and fair belong to the Path of Righteousness; those seeking
however, and so it can be helpful to look there for inspiration. to mend the wounds dividing man from nature, and each other,
Human is perhaps the best place to start when planning for this follow the Path of Harmony; and those looking inward for truth
class, thanks to their many different walks of life, but Elf (with its are on the Path of Discipline. Each Vow changes the way the
high Wisdom bonus) and Unborn (with its choice of attribute Monk performs mechanically and stylistically: “fighting Monks”
bonus and the tremendous toughness of the Construct Type) are are best served by the Path of Righteousness, particularly
equally fitting choices. Also worth noting is Pech, whose extra in campaigns featuring opposing Alignments; the Paths of
Resolve ranks and lack of vulnerabilities can be a real asset. Discipline and Purity turn out “tank Monks,” and the Path of
The Monk benefits most from a Specialty that enhances Harmony makes an excellent team-oriented Monk. While there’s
his all-important Wisdom score, increases his mobility, and/ no true “penalty” for breaking a Vow, the Monk is wise to do so
or furthers his excellent saves. Fist is a great place to start for only in the most dire circumstances, as it negates a rich Wisdom
a brawler Monk, but Cleric, Nomad, Warden, and especially bonus — the fuel for many of his most important class skills, as
Shaman are all excellent options depending on the Vow taken. well as powerful abilities like iron soul and diamond soul, and
Thanks to their unarmed combat focus and Alignment-based most likely his Martial Arts feat.
abilities, most Monks naturally hail from the Martial Artist and Much of the Monk’s theme involves defense and reflection
Priest base classes, though the scholarly and generous tradition but he’s no slouch in combat — even if he follows the Path of
of classic monks make Sages and Keepers interesting seeds as Harmony! He has medium base attack, Defense, and Initiative
well. bonuses, backed up by good to excellent saves and that’s only
Suggested Species: Elf, Human, Pech, Unborn the beginning — iron soul grants him huge save bonuses when
Suggested Human Talents: Crusading, Methodical, Vigilant, the chips are down, and diamond soul lets him shrug off many
Wise troublesome spells that might deter his quest.
Suggested Specialties: Cleric, Fist, Nomad, Shaman, A Monk generally eschews weapons thanks to Martial Arts,
Warden and this is especially true when he gains spirit fist and heavenly fist.
Suggested Entry Classes: Keeper, Martial Artist, Priest, The flexibility of inflicting divine or force damage is a combatant’s
Sage dream, doing so with one’s bare hands even more so.
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MONK
Because the Monk doesn’t receive bonus feats from his PATH OF PURITY
class (though some Paths may grant specific ones), he’s best Purity I: You gain a +5 bonus with Medicine checks.
off focusing narrowly on what he wants to accomplish based Purity II: You may cast Consecrate and Restoration I once
on his concept. Fighting Monks can take the shortest route to per scene.
unarmed mastery via Master’s Art, Two-Hit Combo, and the Qi Purity III: When you make a saving throw, you may roll
Basics feat chain (see below), and Monks following the Paths of twice, keeping the result you prefer.
Harmony or Purity may benefit from group-oriented feats like Purity IV: You may cast Heal and Lift Curse II once per
Bandage and Misdirection Basics, or any feats that round out scene.
defenses or mobility. Purity V: You gain the take heart class ability (see Fantasy
Monks get off easy in the gear category (particularly those on Craft, page 48).
the Path of Purity), rarely keeping much beyond what’s critical to
survival, skill checks, and assisting the party. Light, non-impeding PATH OF RIGHTEOUSNESS
armor (such as padded) is favored, as are medical supplies, elixirs, Righteousness I: You gain a bonus with attack and opposed
kits, and goods. When a Monk keeps a weapon, it’s commonly checks against characters with an opposing Alignment equal to
simple and features useful qualities like reach. Hurled weapons your Righteousness Step.
are also seen, offering a combat option at greater range. Righteousness II: You may cast Protection from Alignment
Suggested Feats: Bandage, Basic Skill Mastery (Athlete), and Righteous Aura once per scene.
Elusive, Guts, Master’s Art, Qi Basics (see below), Surge of Speed, Righteousness III: You may roll twice when making a Sense
Two-Hit Combo Motive check, keeping the result you prefer.
Starting Adventuring Equipment (250s): Moderate Righteousness IV: You may Turn characters with an
padded armor with the blessed upgrade, doctor’s bag, holy book, opposing Alignment and cast Mark of Justice once per scene.
50 ft. silk rope, salve, smelling salts, 10 bandages, 7 days’ rations, Righteousness V: It costs you 1 fewer action dice to activate
5 torches threats with attack and skill checks targeting characters with an
opposing Alignment (minimum 0).
PATHS UNARMED
For more about Paths, see Fantasy Craft, page 310.
COMBAT FEATS
PATH OF DISCIPLINE
Discipline I: You gain a +5 bonus with Resolve checks. For more about Unarmed Combat feats, see Fantasy Craft,
Discipline II: You gain the honorable NPC quality (see Fantasy page 95.
Craft, page 233) and may cast Divine Favor once per scene.
Discipline III: You gain the Iron Will feat. QI BASICS
Discipline IV: You can never be baffled and you may cast You draw from a deep well of inner power to fortify your
True Seeing once per scene. body in ways that defy reason.
Discipline V: The error ranges of unarmed attack and class Prerequisites: Unarmed forte
skill checks you make decrease by 1 (minimum 0). Benefit: When you benefit from a Mend check or Refresh
action, you gain 1 Edge. Also, you gain a stance.
PATH OF HARMONY Rooted Stance (Stance): You ignore Size modifiers when
Harmony I: When you’re a helper in a cooperative check, making Bull Rush, Grapple, and Trip actions, and may not
the leader’s threat range increases by your Harmony Step. Only become sprawled. You may not move while in this stance (though
one character with Steps along the Path of Harmony may affect you may take Bonus 5-Foot Steps as normal).
each cooperative check.
Harmony II: You may cast Charm Person I and Calm QI MASTERY
Emotions once per scene. You project your qi through your strikes, shattering stone
Harmony III: You gain the best of the best (1/scene) class and blasting foes off their feet… even from paces away.
ability (see Fantasy Craft, page 47). Prerequisites: Qi Basics
Harmony IV: You may cast Mass Status and Natural Benefit: You inflict double damage with unarmed attacks
Attunement once per scene. made against objects or scenery. Also, you gain a trick.
Harmony V: Characters with a Disposition of Neutral or Qi Blast (Unarmed Attack Trick): You may spend 2 Edge to
better will not attack you. make this attack against a target within Close Quarters.
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CALL TO ARMS
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CALL TO ARMS