I am on Mouseferatu's side on this one. Different fluff = non-Oriental class. Case in point (from the Fiery Dragon website article I wrote in 2004):
The Rise
of the
Monastic Dragons
by Claudio Pozas
1,200 years ago, the realms of Eastern Thalesia were embroiled in a centuries-long battle against the Shadow King and his dread minions. Never had civilization stood on the brink of such utter destruction. The Shadow King's furnaces spewed forth a seemingly endless supply of abominations to battle the kingdoms of Kalendia, Tendaria and Pelagus. Squads of war golems, hordes of skeletal warriors and flights of evil dragons swept down upon the unsuspecting nations that bordered Malus. For five centuries the battles raged, scarring the countryside and establishing a warrior mindset on generations of humans, elves, dwarves and others.
Of all the despicable lieutenants of the Shadow King, few were more cruel than Creomesh. Turning his back on the gnomish legacy for light-hearted wisdom and quick-witted remarks, Creomesh established himself as the main developer for Malus' war machine. His war golems could bring down dozens of knights, while his Doom Furnace created undead by the thousands, and his apprentices rained fire and thunder upon their desperate opponents.
When the Shadow Wars ended, 700 years ago, it was time for the human nations to assess the damage and lick their wounds. But a small cadre of warriors realized that they were ill-prepared for the rise of evil wizards and their mystical creations. They relied upon weapons that failed to cut through a golem's body, and relied upon armor that did nothing to protect them from fireballs and other magical attacks. They had to be prepared for the worst. Agreeing that spellcasters were too dangerous to run around unchecked, these warriors took it upon themselves to keep tabs on those magic-wielders that rose to enough power to become a threat. The general consensus was that stealth and subterfuge was paramount to such an endeavour, so they couldn't depend on large weapons and heavy armor. Inspired by the most powerful of Karathis' native creatures - the dragons - they developed skills that allowed them to shed those warrior trappings.
Hard discipline and an almost sadistic threshold for pain turned their bodies and minds into veritable fortresses, for mind control was a danger they had to account for. Eventually, they were able to shed the effect of even the most powerful spells, and could focus their inner power into sidestepping even space itself. With training, their hands were able to punch holes into even the hardest golem shell, and they developed exotic weapons inspired by the natural arsenal of the dragons. When the first of the Monastic Dragons managed to elude age itself, they knew they were ready.
The martial training of the Monastic Dragons appealed to the young residents of the Free Nations. Those with the right ammount of dedication, fitness and discipline joined the recently-built monasteries. If the acolyte managed to turn his unarmed strikes into magical weaponry - a test of true worthiness - the master of the monastery shared the true purpose of their order, and the apprentice could finally call himself a Monastic Dragon.
Monastic Dragon Weapons
(Note: In the descriptions below, the word "monk" is used here in place of "monastic dragon" to keep in line with the core rules. all weapons are exotic, except for the quarterstaff, which is simple)
Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
Light Melee Weapons
Club, Dragontail 2 gp 1d4 1d6 x2 — 2 lb. Bludgeoning
Dagger, Dragonhorn 1 gp 1d3 1d4 x2 10 ft. 1 lb. Piercing
Dragonfang 3 gp 1d4 1d6 x2 — 1 lb. Piercing
Sword, Dragontongue 2 gp 1d4 1d6 x2 — 2 lb. Slashing
Two-Handed Melee Weapon
Quarterstaff — 1d4/1d4 1d6/1d6 x2 — 4 lb. Bludgeoning
Ranged Weapon
Dart, Dragonscale (5) 1 gp 1 1d2 x2 10 ft. 1/2 lb. Piercing
Club, Dragontail: The dragontail club is a special monk weapon. This designation gives a monk wielding a dragontail club special options. You can use a dragontail club to make trip attacks. If you are tripped during your own trip attempt, you can drop the dragontail club to avoid being tripped.
Dagger, Dragonhorn: With a dragonhorn dagger, you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). The dragonhorn dagger is a special monk weapon. This designation gives a monk wielding a dragonhorn dagger special options.
Dart, Dragonscale: A dragonscale dart is a special monk weapon. This designation gives a monk wielding dragonscale darts special options. A dragonscale dart can’t be used as a melee weapon. Although they are thrown weapons, dragonscale darts are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.
Dragonfang: With a dragonfang, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). The dragonfang is a special monk weapon. This designation gives a monk wielding a dragonfang special options.
Quarterstaff: A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a quarterstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
The quarterstaff is a special monk weapon. This designation gives a monk wielding a quarterstaff special options.
Sword, Dragontongue: This blade is very flexible and must be used in darting motions to be effective. The dragontongue sword is a special monk weapon. This designation gives a monk wielding a dragontongue special options. With a dragontongue sword, you get a +2 bonus on Bluff checks made to feint in combat.