TEXT: TM
  
  
  CALL TO ARMS: 
  MONK
  CREDITS
  WRITING
  Alex Flagg
  ILLUSTRATION
  Ben McSweeney, Octographics
  GRAPHIC DESIGN
  Steve Hough
  EDITING & LAYOUT
  Patrick Kapera
  PLAYTESTERS
  Jon Andersen, Alex Andersson, Jacob Collins, Joshua 
  Crisp, Loren Dean, Charles Etheridge-Nunn, Travis 
  Herron, Tyler Johnson, Evan McLeod, Steve Mileham, Mark 
  Newman, Andy Normansell, Lee Reeves, Kevin Ripka, 
  Shaun Washington, Jimmy Taylor
  TABLE OF  
  CONTENTS
  Introduction  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
  Monk (Expert Class)  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
  Building the Monk .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4
  Playing the Monk .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4
  Paths  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  Path of Discipline .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5
  Path of Harmony  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5
  Path of Purity  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5
  Path of Righteousness  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5
  Unarmed Combat Feats  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  Qi Basics  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5
  Qi Mastery  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5
  Qi Supremacy .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .6
  New Class Ability NPC Qualities .  .  .  .  .  .  . 6
  OGL/OGC  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 7
  CRAFTY GAMES PRODUCT 0608
  Fantasy Craft and all related marks are ™ and © 2009 Crafty Games LLC. 
  All rights reserved.
  All characters, names, places, and text herein is copyrighted by Crafty Games. 
  Reproduction without Crafty Games’ express permission is expressly forbidden,  
  except for the purpose of reviews and when permission to photocopy is clearly stated.
  The mention of or reference to any company or product in this release is not a  
  challenge to the trademark or copyright concerned.
  WWW .CRAFTY-GAMES .COM
  FANTASY CRAFT CREATED BY SCOTT GEARIN, 
  ALEX FLAGG, AND PATRICK KAPERA
  
  
  MONK
  INTRODUCTION
  Welcome to Call to Arms, a series of character expansions for 
  Fantasy Craft . In each installment we offer a new class, appropriate 
  for any fantasy setting . Some, like this volume’s Monk, come with 
  additional character options and other supporting material . For 
  more information on this and many other great products, visit 
  the Crafty Games website at www.crafty-games.com, your 
  home for all things Fantasy Craft .
  MONK (EXPERT)
  Fantasy tales abound of men and women whose faith drives 
  them from cloistered halls and remote sanctuaries, who believe 
  their devotion can only be validated through decisive action . The 
  Monk takes this ideal to the next level, championing his beliefs 
  through mastery and commitment to a core set of ideals . In a 
  world of compromise and pragmatism, the Monk is a paragon of 
  virtue — and his fidelity is rewarded with supernatural powers 
  well beyond his mortal ken . 
  Depending on the campaign, a Monk could be . . .
  • 
  An acolyte of an ancient order, harnessing spiritual energy 
  from within and without
  • 
  A high-flying wuxia hero, sworn to protect the weak and 
  defenseless
  • 
  A patriotic champion whose devotion to country fuels 
  battlefield miracles
  • 
  A spiritual scholar whose meditations on the nature of reality 
  help him bend it to his will
  • 
  A wandering pauper ministering to those suffering the yoke 
  of oppression
  • 
  A combat-trained philosopher compelled to correct the 
  world’s many flaws
  • 
  An ideological peacemaker, out to resolve the ancient feuds 
  dividing his people
  • 
  An exemplar of faith, whose purity of body and spirit are an 
  example to all
  Party Role: Wildcard/Combatant . The Monk’s role is largely 
  defined by his Sacred Vow and the Path he walks: he may become 
  a righteous defender, a healer, or something else entirely . Like all 
  of his kind, however, the Monk is a strong unarmed combatant 
  wielding incredible power so long as he remains true to his 
  convictions . 
  CLASS FEATURES
  Requirements: Miracles campaign quality, Wisdom 15+, 
  Martial Arts, Alignment
  Favored Attributes: Wisdom, Strength
  Class Skills: Acrobatics, Athletics, Blend, Impress, Intimidate, 
  Medicine, Notice, Resolve, Sense Motive, Sneak
  Caster Level: 1 per level
  Skill Points: 6 + Int modifier per level
  Vitality: 9 + Con modifier per level
  CORE ABILITY
  Centered: Your control of your body and mind is so great 
  you can bring yourself back into balance through sheer force of 
  will . Once per round, you may spend one action die to remove 
  a condition you currently suffer (see Fantasy Craft, page 212) . 
  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 .
  CLASS ABILITIES
  Sacred Vow: You walk a higher path . At Level 1, select a Path 
  from the following list: Discipline, Harmony, Justice, or Purity . 
  You take one Step along this Path, along with the corresponding 
  Vow .
  • 
  Vow of Discipline: You must never fail a Resolve check or 
  Will save . 
  • 
  Vow of Harmony: You may never attack a character that has 
  not first attacked you or who is helpless, unconscious or 
  dying .
  • 
  Vow of Purity: You may never keep more than 50s worth 
  of gear or keep Holdings or Magic Items as Prizes . Also, 
  your Coin in Hand and Stake must be 0s by the end of each 
  adventure . 
  • 
  Vow of Righteousness: You may never make or cooperate in 
  Ambush, Bluff, or Coerce checks . 
  So long as you comply with your Vow, your Wisdom is 
  considered 2 higher . Should you violate your Vow for any reason, 
  you lose this benefit for the rest of the adventure . 
  At Levels 4 and 8, your Wisdom is considered an additional 
  1 higher while you comply with your Vow (total 3 and 4, 
  respectively) . 
  Path of the Enlightened: At Levels 3, 5, 7, and 9, you take 
  an additional Step along the Path corresponding to your Sacred 
  Vow . If you’ve completed this Path, you may instead take a Step 
  along one of your Alignment’s Paths .
  Iron Soul: Your devotion is your shield in times of crisis . At 
  Level 2, during Dramatic scenes, you gain a bonus with saves 
  equal to your Wisdom modifier .
  Diamond Soul: Your spiritual integrity deflects the unnatural 
  and arcane . At Level 7, you gain Spell Resistance equal to 10 + 
  your Wisdom score .
  Spirit Fist: At Level 4, you may convert your unarmed 
  attack damage to force damage without penalty (see Fantasy 
  Craft, pages 209 and 210) . 
  
  
  CALL TO ARMS
  Wuxia I: At Level 6, your Jump results are no longer limited 
  by your height and the distance you Jump increases by 50% 
  (rounded up) .
  Heavenly Fist: At Level 8, you may convert your unarmed 
  attack damage to divine damage without penalty (see Fantasy 
  Craft, page 210) . 
  Ascendant: You’ve achieved true enlightenment . At Level 
  10, you gain the Outsider Type, the contagion immunity NPC 
  quality, and Damage Reduction 5/opposing Alignment .
  BUILDING THE MONK
  As a wildcard, the Monk can be a challenge to adapt and 
  build . He embodies the mysticism of classical Eastern philosophy, 
  however, and so it can be helpful to look there for inspiration . 
  Human is perhaps the best place to start when planning for this 
  class, thanks to their many different walks of life, but Elf (with its 
  high Wisdom bonus) and Unborn (with its choice of attribute 
  bonus and the tremendous toughness of the Construct Type) are 
  equally fitting choices . Also worth noting is Pech, whose extra 
  Resolve ranks and lack of vulnerabilities can be a real asset . 
  The Monk benefits most from a Specialty that enhances 
  his all-important Wisdom score, increases his mobility, and/
  or furthers his excellent saves . Fist is a great place to start for 
  a brawler Monk, but Cleric, Nomad, Warden, and especially 
  Shaman are all excellent options depending on the Vow taken . 
  Thanks to their unarmed combat focus and Alignment-based 
  abilities, most Monks naturally hail from the Martial Artist and 
  Priest base classes, though the scholarly and generous tradition 
  of classic monks make Sages and Keepers interesting seeds as 
  well . 
  Suggested Species: Elf, Human, Pech, Unborn
  Suggested Human Talents: Crusading, Methodical, Vigilant, 
  Wise
  Suggested Specialties: Cleric, Fist, Nomad, Shaman, 
  Warden 
  Suggested Entry Classes: Keeper, Martial Artist, Priest, 
  Sage
  PLAYING THE MONK
  In Fantasy Craft, you may have to put aside some of your 
  Monk assumptions . Here, mystical devotees aren’t just unarmed 
  pugilists dressed up with hodgepodge powers cribbed from 
  kung-fu movies (for that, go check out the Martial Artist, on 
  sale now!) . Rather, the Monk is a living expression of discipline, 
  commitment, and sacrifice, exemplifying the archetype prevalent 
  in fantasy literature . 
  The very first (and most important) choice a new Monk 
  makes is his sacred vow, which defines his path to enlightenment . 
  Those seeking perfection beyond the mundane trappings of our 
  world walk the Path of Purity; those hoping to make the world 
  safe and fair belong to the Path of Righteousness; those seeking 
  to mend the wounds dividing man from nature, and each other, 
  follow the Path of Harmony; and those looking inward for truth 
  are on the Path of Discipline . Each Vow changes the way the 
  Monk performs mechanically and stylistically: “fighting Monks” 
  are best served by the Path of Righteousness, particularly 
  in campaigns featuring opposing Alignments; the Paths of 
  Discipline and Purity turn out “tank Monks,” and the Path of 
  Harmony makes an excellent team-oriented Monk . While there’s 
  no true “penalty” for breaking a Vow, the Monk is wise to do so 
  only in the most dire circumstances, as it negates a rich Wisdom 
  bonus — the fuel for many of his most important class skills, as 
  well as powerful abilities like iron soul and diamond soul, and 
  most likely his Martial Arts feat . 
  Much of the Monk’s theme involves defense and reflection 
  but he’s no slouch in combat — even if he follows the Path of 
  Harmony! He has medium base attack, Defense, and Initiative 
  bonuses, backed up by good to excellent saves and that’s only 
  the beginning — iron soul grants him huge save bonuses when 
  the chips are down, and diamond soul lets him shrug off many 
  troublesome spells that might deter his quest . 
  A Monk generally eschews weapons thanks to Martial Arts, 
  and this is especially true when he gains spirit fist and heavenly fist . 
  The flexibility of inflicting divine or force damage is a combatant’s 
  dream, doing so with one’s bare hands even more so . 
  Table 1: The Monk
  Level	
  BAB	
  Fort	
  Ref	
  Will	
  Def	
  Init	
  Lifestyle	
  Legend	
  Special
  1	
  +0	
  +1	
  +2	
  +2	
  +1	
  +1	
  +0	
  +0	
  Centered,	sacred	vow	+2
  2	
  +1	
  +2	
  +3	
  +3	
  +1	
  +1	
  +0	
  +1	
  Iron	soul
  3	
  +2	
  +2	
  +3	
  +3	
  +2	
  +2	
  +1	
  +1	
  Path	of	the	enlightened	(1	Step)
  4	
  +3	
  +2	
  +4	
  +4	
  +2	
  +2	
  +1	
  +1	
  sacred	vow	+3,	spirit	fist
  5	
  +3	
  +3	
  +4	
  +4	
  +3	
  +3	
  +1	
  +1	
  Path	of	the	enlightened	(1	Step)
  6	
  +4	
  +3	
  +5	
  +5	
  +4	
  +4	
  +2	
  +2	
  Wuxia	I
  7	
  +5	
  +4	
  +5	
  +5	
  +4	
  +4	
  +2	
  +2	
  Diamond	soul,	path	of	the	enlightened	(1	Step)
  8	
  +6	
  +4	
  +6	
  +6	
  +5	
  +5	
  +2	
  +2	
  Heavenly	fist,	sacred	vow	+4
  9	
  +6	
  +4	
  +6	
  +6	
  +5	
  +5	
  +3	
  +2	
  Path	of	the	enlightened	(1	Step)
  10	
  +7	
  +5	
  +7	
  +7	
  +6	
  +6	
  +3	
  +3	
  Ascendant
  
  
  MONK
  Because the Monk doesn’t receive bonus feats from his 
  class (though some Paths may grant specific ones), he’s best 
  off focusing narrowly on what he wants to accomplish based 
  on his concept . Fighting Monks can take the shortest route to 
  unarmed mastery via Master’s Art, Two-Hit Combo, and the Qi 
  Basics feat chain (see below), and Monks following the Paths of 
  Harmony or Purity may benefit from group-oriented feats like 
  Bandage and Misdirection Basics, or any feats that round out 
  defenses or mobility . 
  Monks get off easy in the gear category (particularly those on 
  the Path of Purity), rarely keeping much beyond what’s critical to 
  survival, skill checks, and assisting the party . Light, non-impeding 
  armor (such as padded) is favored, as are medical supplies, elixirs, 
  kits, and goods . When a Monk keeps a weapon, it’s commonly 
  simple and features useful qualities like reach . Hurled weapons 
  are also seen, offering a combat option at greater range . 
  Suggested Feats: Bandage, Basic Skill Mastery (Athlete), 
  Elusive, Guts, Master’s Art, Qi Basics (see below), Surge of Speed, 
  Two-Hit Combo
  Starting Adventuring Equipment (0s): Moderate 
  padded armor with the blessed upgrade, doctor’s bag, holy book, 
  50 ft . silk rope, salve, smelling salts, 10 bandages, 7 days’ rations, 
  5 torches
  PATHS
  For more about Paths, see Fantasy Craft, page 310.
  PATH OF DISCIPLINE
  Discipline I: You gain a +5 bonus with Resolve checks . 
  Discipline II: You gain the honorable NPC quality (see Fantasy 
  Craft, page 233) and may cast Divine Favor once per scene .
  Discipline III: You gain the Iron Will feat .
  Discipline IV: You can never be baffled and you may cast 
  True Seeing once per scene . 
  Discipline V: The error ranges of unarmed attack and class 
  skill checks you make decrease by 1 (minimum 0) . 
  PATH OF HARMONY
  Harmony I: When you’re a helper in a cooperative check, 
  the leader’s threat range increases by your Harmony Step . Only 
  one character with Steps along the Path of Harmony may affect 
  each cooperative check .
  Harmony II: You may cast Charm Person I and Calm 
  Emotions once per scene . 
  Harmony III: You gain the best of the best (1/scene) class 
  ability (see Fantasy Craft, page 47) .
  Harmony IV: You may cast Mass Status and Natural 
  Attunement once per scene . 
  Harmony V: Characters with a Disposition of Neutral or 
  better will not attack you . 
  PATH OF PURITY
  Purity I: You gain a +5 bonus with Medicine checks . 
  Purity II: You may cast Consecrate and Restoration I once 
  per scene .
  Purity III: When you make a saving throw, you may roll 
  twice, keeping the result you prefer . 
  Purity IV: You may cast Heal and Remove Curse II once per 
  scene .
  Purity V: You gain the take heart class ability (see Fantasy 
  Craft, page 48) . 
  PATH OF RIGHTEOUSNESS
  Justice I: You gain a bonus with attack and opposed checks 
  against characters with an opposing Alignment equal to your 
  Justice Step . 
  Justice II: You may cast Protection from Alignment and 
  Righteous Aura once per scene . 
  Justice III: You may roll twice when making a Sense Motive 
  check, keeping the result you prefer . 
  Justice IV: You may Turn characters with an opposing 
  Alignment and cast Mark of Justice once per scene .
  Justice V: It costs you 1 fewer action dice to activate threats 
  with attack and skill checks targeting characters with an opposing 
  Alignment (minimum 0) . 
  UNARMED 
  COMBAT FEATS
  For more about Unarmed Combat feats, see Fantasy Craft, 
  page 95.
  QI BASICS
  You draw from a deep well of inner power to fortify your 
  body in ways that defy reason . 
  Prerequisites: Unarmed forte
  Benefit: When you benefit from a Mend check or Refresh 
  action, you gain 1 Edge . Also, you gain a stance .
  Rooted Stance (Stance): You ignore Size modifiers when 
  making Bull Rush, Grapple, and Trip actions, and may not 
  become sprawled . You may not move while in this stance (though 
  you may take Bonus 5-Foot Steps as normal) . 
  QI MASTERY
  You project your qi through your strikes, shattering stone 
  and blasting foes off their feet… even from paces away . 
  Prerequisites: Qi Basics
  Benefit: You inflict double damage with unarmed attacks 
  made against objects or scenery . Also, you gain a trick .
  Qi Blast (Unarmed Attack Trick): You may spend 2 Edge to 
  make this attack against a target within Close Quarters . 
  
  6
  CALL TO ARMS
  QI SUPREMACY
  All foes — no matter how large or strong — are as insects 
  when facing you and your qi .
  Prerequisites: Qi Mastery
  Benefit: Each time you hit with two or more unarmed attacks 
  in a single round, you gain 1 Edge . Also, you gain a trick .
  Kiai (Unarmed Attack Trick): If you hit, you may immediately 
  spend 5 Edge to double the damage inflicted and move the 
  target a number of squares directly away from you equal to your 
  Wisdom modifier + 2 (minimum 1 square) . The target becomes 
  sprawled at the end of this movement . 
  NEW CLASS ABILITY 
  NPC QUALITIES
  The following Monk abilities are available to NPCs using the 
  class ability NPC quality (see Fantasy Craft, page 231) .
  Class Ability 
  XP Value
  Heavenly fist 
  4
  Iron soul 
  2
  Spirit fist 
  2
  
  
  CALL TO ARMS
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  DESIGNATION OF OPEN CONTENT: Subject to the Product Identity designation above,  
  all portions of Call to Arms: Monk are designated as Open Game Content .
  USE OF MATERIAL AS OPEN GAME CONTENT: It is the clear and expressed intent of 
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  Some of the portions of this product which are delineated OGC originate from the System 
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  the COPYRIGHT NOTICE: “Fantasy Craft Copyright 2009, Crafty Games .”
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SOURCE: textdata/thevault/FantasyCraft/Call to Arms - classes/FantasyCraft - Call to Arms - Monk.pdf