Monk
Monks are “monastic” aesthetics who practice rigorous physical training and mental discipline in their efforts to become superior individuals in both mind and body. While a Monk follows a strict regimen dictated by their order, they may also be found living as a hermit or traveling the world seeking wisdom of the varied experiences. A Monk (as a quasi-class) combines their rigorous training with another class, so one might find monastic warriors (the most common), but also Monks that study magic or divine powers, or even clans with a focus on stealth and assassination (ninja-like Monk-Thief). Certain clans or orders may or may not have individuals of differing base-classes, depending on the nature of the organization.
Monastic characters receive a +2 bonus on any saves associated with mental influence, whether by spell or by a creature's special ability (charms, suggestions, ESP, bard songs, siren's song, mental attacks, or similar effects). At 10th-level this resistance increases to +4, and at 20th-level a Monk is effectively immune to such attempts.
All Monk attacks become Martial Arts attacks whether unarmed, with weapon, or even with melee or touch spells, and the attacks are infused with their chi. The attacks are done with power and flourish, all very particular to that Monk's fighting style. Their damage is increased according to their level, up to +2d4 damage (see table). Most monastic orders prefer utilizing Unarmed Attacks (Brawling), and the Monk may deal fully lethal damage or subduing damage as desired. Unlike most other individuals, the Monk may attack an armored foe normally without fear of damaging themself. A Monk character gets a bonus of +2 for any rolls or checks involving Wrestling. When a Monk achieves 6th-level, they acquire an additional brawling attack. A 12th-level Monk acquires a second bonus brawling attack and a final 3rd such brawling attack at 18th-level.
A large part of Martial Arts training is defensive and movement-oriented. A Monk gets a Martial Arts Armor Class bonus according to their level (see chart). An unencumbered or lightly encumbered Monk character adds their level to their movement rate. A Monk that has been hasted (or slowed) adds this movement bonus after calculating the adjusted movement rate (the bonus amount is not doubled along with the normal rate).
Monks train extensively in acrobatic maneuvers associated with their martial arts style, allowing one to Tumble and Evade quite well. When subjected to falling damage, area-affecting spells, or similar situations, the Monk takes 1/2 damage if successful with their Tumble check; 1/4 damage if the relevant Save is also successful. The Tumble ability may also spare the Monk from situations such as parting shots by opponents when retreating. A Monk character may Tumble through an opponents space or reach with a successful check so long as the character has enough movement left in their turn to travel the distance. The Game Master may reference this ability for other such situations as they see fit.
Subduing damage, brawling (unarmed attacks), and wrestling are otherwise described in the Encounter section of the Basic Fantasy RPG Core Rules, and Monk characters are likely to utilize additional advanced combat techniques like Defensive Movement (Basic Fantasy RPG Core Rules) or other optional rules such as those found in the Combat Options Supplement or elsewhere (Light Weapons, Defending, Specialization, Two-Weapon use, among others). If specialization rules are used (such as those found in the Combat Options Supplement), each appropriate attack has this Martial Arts bonus added. Brawling (unarmed combat) can likewise be chosen as if a "weapon choice" in such specialization, when available (and generally only for Fighter-Monks).
A Monk's control over their body allows them to heal naturally at a faster rate; 2 points per day with normal rest or 4 points with full bed rest. With regards to sleep requirements (under Healing and Rest in the Encounter section of Basic Fantasy RPG Core Rules), the Monk needs only half the indicated amount of sleep and is generally alert during this time period as well because they spend that time in meditative trances.
A Monk that has spell casting abilities (such as Monastic Magic-Users or Monastic Clerics) has the unique ability to incorporate their martial arts into their spell casting. The magical words are incorporated into ki-shouts and the somatic gestures are incorporated into their martial movements, even while still equipped with a martial arts weapon. This allows such a Monk to choose to cast spells as necessary without dropping their weapon. Such casting is just as easily recognizable as any other sort of spell casting; a Monk has no special talent for hiding spell casting through their martial arts. The Monk-caster does, however, have the extraordinary ability to add their martial arts bonus damage to spells delivered by melee or touch means (ranged spell attacks may still be cast while holding weapon but do not receive this martial arts bonus damage).
Career
Qualifications
In addition to any requirements of their base class, a monastic character must have a minimum Strength score of 11, Wisdom score of 15, Dexterity score of 13, and a Constitution score of 11. In addition, the experience point requirements are generally greater for a Monk (more than other quasi-classes), as they receive many benefits.
A Monk is limited to weapons of those available to their base-class, although one will often prefer exotic weaponry peculiar to the order they belong to. While they may technically use the ranged weapons of their base class, a Monk often forgoes these choices as one may not combine martial arts bonuses with such weaponry. Likewise, a Monk may use armor and shields if their base-class allows, but loses their martial arts bonuses while so equipped. There are a few sorts of special “martial arts oriented” protective items that a Monk may be able to utilize normally or even with specific bonuses. A Monk can utilize magical items according to their base-class and may use certain magical items with a martial arts focus or special relevance to their style or order at increased proficiency (as determined by the Game Master).
Note that an armored Monk character loses all Martial Arts bonuses (extra damage, extra attacks, movement bonus, tumbling, and AC bonus). However, there are a few rare items providing protection that a Monk may utilize with their abilities. These include rings, bracers, robes/clothes, and a few exotic weapons that have dual use as defensive items or specifically martial arts oriented.
Note that many specific Monastic Orders insist on strict adherence to weapon and armor restrictions; disobedience often means expulsion from the order (and inability to further gain Monk experience levels), but may even mean being targeted as a traitor.