Player's Guide to Monks and Paladins

The Dedicated & the Devoted
There are those who pursue adventuring as a means to glory
and riches… then there are those who battle chaos and evil in
dedication to a higher cause. Whether they take up sword and
shield in the name of what is righteous and just, or master physical
arts in the eternal quest for perfection of mind, body and spirit,
these champions are anything but ordinary.
 

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Ah, it seems like only yesterday that reviewed the Player's Guide to Fighters and Paladins. And here we are reviewing (hopefully) the last book in the series, The Player's Guide to Monks and Paladins, or as I like to call it No Multi-classing Madness.

The Player's Guide to Monks and Paladins (yes paladins,not Barbarians as I may have suggest via Typo earlier >_> ) is 134 page perfect bound splat book for SSS's Scarred Lands setting. The cover depicts an armored paladin of Corean; my guess would be the famous Mithril Knight Barconius and a female monk, and guessing from her total lack of hair I'd guess she was an Exemplar of Onn.

Introduction
Ah yet another one of these introductions trying to tell us how to run a generic campaign in several different "genres" of fantasy. Of course since this book is entirely dedicated to the Scarred Lands setting the entire thing is out of place. This is why I dislike introductions, they seldom accomplish much.

Book One: Monks

Chapter I: Tale of the Perfected One
This chapter gives us a basic outline of the history of the monk, from the view of Exemplars who tell the story of the first of their number, the so-called perfected one. This turns into one of the best "history" chapters in any of the scarred lands players guides and reads like a novel. Whoever wrote this section needs to take a bow, I thoroughly enjoyed this. However the chapter rounds out with a page and a half quick and dirty "second theory" of how monks spread learning how to harness their own natural energy from dragons. In comparison to the grand fable of the perfected one it was bound to suffer.

Chapter II: The Seekers of Ki
Within this chapter we're exposed to several different flavors of monkdom. What they stand for, notable personages, and how they view Ki energy. Here's a list of a few of my favorites.

The Annoth-Uri: Formerly dedicated to the snake Titan Mormo, after their death they dedicated themselves to Denev and are despised by current Mormo worshippers.
The Blades of Belsameth: Because what goddess of death doesn't want her own army of religious zealots/assassins/chorines who can kill with their bare hands?
Brotherhood of the Four Winds: Aside from the somewhat generic name this turns out to be one of the gems of the chapter. This martial art was created by a slave in the Charduni Empire and is disguised as folk dancing. When the slaves do revolt they may be surprised to see how effective their slaves fight without weapons.
The Brothers of Steel: The monastic arm of Corean's church. This group support their paladin brothers and can use long swords as monk weapons (with the aid of a feat anyway).
The Dawn Spear: The church of Madirel's monastic arm these monks learn to use the long spear to non-lethal effect, that's right they don't like killing people (always a nice wrinkle).

This chapter finishes up with a discussion of multi-classing, which isn't as impossible as I originally made it out to be. Different groups can multi-class depending on the foundations of their teachings for example the scholarly monks of the Order of the Closed book may multi-class as wizards, clerics, and Loremaster. Finally we get descriptions of famous monks throughout the scarred lands, unlike previous player's guides they don't give you the one sentence blurb about their stats as all but one of them appear under each order's notable personages section.

Chapter III: The Way of the Warring Hand
This chapter discusses various martial arts styles used in the scarred lands. And at first this appeared to be a rehash of the stuff I had just read in the chapter before. But this serves as a history of each style, which uses it, and what kinds of feats one is expected to take to be considered a master or the style. This chapter has a lot of the pseudo-hidden crunch that I like in this series of books. You read the descriptive text and can see a list of feats each style uses. It helps put things in perspective from a rules standpoint.

Book 2: Paladins

Chapter IV: Scions of Corean
This chapter gives us the grand creation myth for paladins. In short the need for great warriors arose during the divine war prompted Corean to ask each god for their best warriors, not to mention some of their more useful traits, to create warriors for the cause. The Evil gods were less than forth coming, which is supposedly why paladins are so good. What really sparked my imagination were the hints at a sort of proto-paladin that existed before the divine war. And a special treat was the inferences that one of these proto-paladins was in fact the god Goran when he was still a mortal. And of course what dissertation on paladins would be complete without an explanation of why they fall?

Chapter V: The Holy Orders
This chapter deals with the religious aspect of Paladins. First we get a listing of the virtues a paladin is supposed to have, and which orders favor which virtues. Then we're treated to the Orders of Corean's paladins (which don't get expanded too much by this, but they're put into perspective.) Then we get orders of paladins serving other gods, a lot of these are well known to people familiar with the Scarred Lands. However we also have orders dedicated to Scarred Lands gods so obscure even I needed to look them up. (What's more amazing is that I admitted that.) This was probably the slowest chapter of the book it rehashed a lot of information I already knew or was bewildered by (seriously....who is Imal Wheatsheaf and why is he horning in on Denev's territory?)

Chapter VI: Knights Errant
If the previous chapter dealt with paladins in a religious context this one dealt with them from a civic standpoint. Meaning while paladins have religious responsibilities many of them affiliate themselves with a state as well. Here we're shown paladins who serve the nation of Vesh, a Paladin's take on the Order of the Four Winds (which paladins who can multi-class as monks!!!), Insurgents in Calastia, and Paladins sensitive to the spirits of the dead within the city of Hollowfaust.

Next they discuss orders of fallen paladins, new to us here are the Tarnished blades, ex-paladins who believe that to fight evil you need to be ready to fight fire with fire. And The order of the dark moon, wolf riding blackguards to Belsameth who seek to topple the duke of Lageni and restore her church to that country. I was somewhat disappointed not to see a prestige class based on the Tarnished blades though the idea behind them is classic for a fallen paladin.

Appendix One: The Ways of Devotion
Once again we make it to the end of a player's guide where the majority of the crunch lives. This chapter is dedicated to feats, we get a great wealth of feats available to characters of various classes, but we also get martial arts feats, and paragon feats (for those of you who want your monks to go Chow Yung Fat on someone). Next are Virtue feats where a paladin's strong beliefs let them use their turn undead attempts in different ways. My only complaint with these feats is that they require you to role play a certain way, that part itself doesn't bother me, but the DM gets final say on when you've violated the virtue of your feat. I could see these sparking hour-long arguments over the gaming table.

Appendix Two: The Masters of Devotion
And behold on the 8th day he said LET THERE BE PRESTIGE CLASSES!!!!

Acolyte of Justice (6): Paladins of Hedrada dedicated to bringing justice to those places where it doesn't exist. I would have scored it lower but I got a Judge Dread kind of vibe from it... and I liked that.
Brother of Steel (5): Monks of Corean who master their long sword swinging martial arts style.
Dawn Spear Adept (8) Monks of Madriel's faith who draw power from the sun and outstrip all other in combat, as long as the aim is to subdue your foe and not kill them.
Exemplar (6): The famed monks, made tough by virtue of the fact they get all sorts of bonuses to their Ki-strike and 5 bonus paragon feats.
Hearthguardian (7): Dwarven Paladins, both tied to the mountain fortress of Burok Torn, but also a tradition of nomadic wandering.
Initiate of the Forge (7): Monks who take their bodies to its limits and in the process become constructs.
Knight of Tears (6): Paladins of Hollowfaust perfectly equipped for laying troubled spirits to rest.
Knight of the Silver Heart (5): Elven Paladins specially trained to use a flying mount.
Mithril Knight (7): Back and updated to 3.5 trading in their uber-paladinhood for their Mithril Holy swords and a mastery at battlefield command.
Nightblade (4): Belsameth's Monastic Assassins. The class seems to struggle with comparisons to the Assassin PrC, as well as various ones I've seen for Ninja.
Swan Knight (6): Vow of chastity aside she looks awfully good in that armor. The class is dedicated to defending the weak, and you can't take the 10th level in the class until the current "high" Swan Knight is no longer in service.
Waverider (7): Monks who learn to fight onboard ships, and are masters of fancy footwork.

Average Score: 5.6 Nothing really broken, but nothing spectacular either.

Appendix Three: The Tools of Devotion
This chapter is the standard grab bag of items, magical and mundane, and new spells. The new Iron Legion armor is simply insane (every player in the world will want some, especially if they haven't seen exotic armor from Arcana Unearthed yet). Aside from that nothing leapt out at me.

Final Verdict:
Once again the Player's guide puts lots of useful information at the fingertips of scarred lands fans. This time around both paladins and monks benefit greatly having the spotlight turned on them. Of course monks get a lot more out of the process than the paladins. Paladins become a bit more interesting, but at the same time I find them wanting. Another thing that irked me was white space. There was lots of white space in the prestige class chapter, nearly the entire first page, and most of the prestige classes had a full half page of white space at their end as well. That's a lot of wasted space when you're paying $23.95 for a book. However this book is going to be very useful to anyone trying to come up with ideas, or simply background for a scarred lands game and you'll be glad you bought it.
 

"The Player's Guide to Monks and Barbarians"

Think you need to fix that part of your review.

Again MD nice review. I'm point your reviews in the direction of those wanting to know what the heck is going on.
 

Oppsie, fixed that little hicup.

I'm glad you like the reviews Nightfall, now if I could only stand to read all the way through Throne of the Black Dragon I'd probablly write another bad review that would cause mankind in general to despise me (see my review of the Complete Warrior, I took some serious heat over that)

I'm going to revise my review of Fighters and Barbarians soon to put it more in line with my recent reivews and then I'll complete the series by doing that review for Bards/Sorcerers/Wizards I never got around to writing.
 


I'm sure it'll be useful if I steer some players in that direction, but that book is very dry, where as I had no problem reading through Holllowfaust.
::shrugs::
 

The Player’s Guide to Monks and Paladins is the last entry from Sword and Sorcery for their class sourcebooks. Like previous ones, this book’s main focus is not on these classes as generic resource like Sword and Fist from Wizards of the Coast, but rather, a sourcebook for the Scarred Lands setting.

I love the classic if corny martial art movies that I watched as a child in the 70s. In that I love the crazy maneuvers of the martial artists from those movies, I love monks. Having read a lot of history, I hate how the monk fits in standard D&D. It fits like a sore thumb even in the custom made Forgotten Realms and Greyhawk Campaigns.

The Scarred Lands setting is different though. The reason these two classes were paired up is that both are religious orders that follow different martial paths. The monks often line up along the lines of Hedrada, the Lawgiver. It makes sense as the monk has always had a lawful alignment restriction. This isn’t to say that all monks follow Hedrada however. Take for example the monks who are members of the Adamantine Church. While Paladins are its main strength, the members known as the brothers of steel wield longswords in their efforts to battle chaos and evil.

By giving the monk serious historical impact, ranging from the emergence of the Perfect One, a monk whose skills were supreme, and noting where monks have followed the “Warring Path”, the Scarred Lands gives the monk a distinct flavor. While originally from another land, the monk fits in more with this campaign model than others I’ve seen or played in.

Some of the nice ways it does this is by providing numerous organizations and methodologies. The organizations are found under chapter two, The Seekers of Ki. These start off with name, location, alignment, philosophy, allies and enemies, notable personages, signs of the order, and what those monks do. These aren’t highly detail orders with pages of maps and NPCs, but quick glances at different groups like the Blades of Belsameth, monks who practice the arts of murder, or the Exemplars of Onn, a former monster from the original Creature Collection, now a organization and a PrC.

In terms of methods, chapter three, The Way of the Warring Hand, gives the reader an idea about other martial art styles like the Bladed Hand, where these masters are found, what their favored feats are and what organization they belong to. For example, most masters of the Bladed Hand are members of the Brothers of Steel. It provides a quick solid foundation on which to base a monk character. Combined with the orders, a player can quickly fill out his background information. One thing I’ve been playing with is taking different organizations than the standard ones so that I’ve got monks who are members of Belsameth’s order, but have mastered a different style. It gives the players a little surprise every now and again.

The second part of the book covers paladins. Paladins fit the D&D system and have been a huge part of the Scarred Lands setting since one of it’s first books, Mithril, City of the Golem, hit the book shelves. The book provides some quick discussion on proto-paladins and how the dwarves had champions that followed this method as well as how the Great General, Chardun, brought free will to man even as Corean forged them from ‘a hard core of silver’.

Holy orders help detail the different organizations and virtues that the paladins follow. For virtues, we have; Gold (Chasity and Mercy), Iron (Industriousness and Tenacity), Mitrhil (Compassion and Courage), and Silver (Purity and Wisdom). Churches are broken up into the same four different chapters; gold, iron, mithril, and silver. Each one with a different specialty and in most cases, a PrC, detailed in various books.

The book does a good job insuring that if your player doesn’t want to be a priest of Corean however, that he has options. For example, Madriel has the Swan Knights, and Sisters of the Sun, even as Hedrada has Holy Templars. The most interesting note is that of the knights of the demigods with Knights of the Blossom, servants of Syhana who merged with Aspharal, to the Knights of the Sirocco, those who pay homage to Tamul, the Old Man of the Desert and D’Shan, the Desert Wind. Good role-playing opportunities.

As in previous appendices, the crunch of the book awaits the patient reader. These start off with feats like Divine Focus, providing a character with weapon focus and the ability to cast divine spells with a +1 sacred (or profane) bonus to attack rolls made with the deity’s favored weapon in addition to a few mount specific feats meant for a paladin. The new types of feats introduced are martial arts, paragon and virtue. Martial art feats are meant to capture the unique fighting styles of martial artists and include the over powered Ten Animal Praya, a feat that increases a martial artists critical threat range by 2 with unarmed attacks and attacks made with special monk weapons to merciful palm technique, that allows you to add your Wisdom modifier to unarmed damage when it’s nonlethal.

The paragon feats are monk feats that can be selected as their bonus feats. My favorite is Ironbone and its follow up, Ironskin. Ironbone provides a +1 unarmed damage bonus and a +2 AC bonus against nonlethal attacks. Ironskin provides a +1 Fortitude saving throw bonus and +2 AC against nonlethal attacks but the part I like is the +4 AC against rolls to confirm a critical hit. There are some other classics like Ki Projection, allowing you to make an unarmed attack at 5 feet per level in the monk class as a standard action. Others like Mantis and Peregrine should’ve been combined as they do the same thing. The former allows you to inflict slashing damage, the latter piercing. Heck, one option might be to allow the player to select a style at 1st level and determine what he does since it’s a visual in 90% of the cases (skeletons notwithstanding.)

The virtue feats are for paladins, but I’d let any holy warrior take them. These cover the eight virtues I mentioned earlier; Chastity, Compassion, Courage, Industriousness, Mercy, Purity, as well as some others like Tenacity, Gold, Iron, Mithril, Silver, Wisdom. Each has a restriction based on its tenants. For example, Purity requires the paladin to maintain faith in his cause, granting them to add his Charisma modifier to an attack roll against an evil opponent at first level, but gaining more bonuses as the paladin gains in levels. The Virtue of Iron gains more bonuses to the abilities gained from the Industriousness and Tenacity feats. This is a good way to chain the new feats together without making them too powerful.

The section on unique paladin mounts is a nice little table with creatures ranging from griffons and nightmares to war ponies and wyverns. Each includes character level, requirement, patron, and level adjustment. Also included is riding tricks, a little table with name of the trick and DC. This includes calming a runaway mount as well as standing upright in the saddle.

The parts most will want to look over are the PrCs. My personal favorite is the brother of steel, a monk that wields a longsword and gains gifts of devotion to reflect their mastery of ki. An old favorite, the exemplar, the ‘root’ or core Scarred Lands monk, also gets updated, and the original Mithril Knight PrC gets revised as well.

Other goodies help round out the book. For instance, the priests of Hedrada often wield the old Greathammer, a huge two-handed melee weapon that does 1d10 with a x3 critial modifier. The magic item section is a little weak, especially for monks who could really benefit from a wider range of monk specific items and in term of blades and armor where paladins could reinforce their character archetype. The new spells are a lot level lot for the most part as these are paladin spells, but provide the paladin a bit more unique flavor. Celestial Mount grants the paladin’s mount the celestial template while armor of light creates a +2 breastplate to protect the paladin. The history of the spell is separated from the spell effect making easy reading.

The things I don’t like are still here but don’t seem as bad in all cases. Advertising is down to two pages. The white space issue with the PrCs is still here, but not as severe. The massive amount of white space in the appendices is still presence and the repeat of the cover for the two sections, monk and paladin, also wastes space. The layout is nice simple two columns for the most part with some variants thrown in to showcase individual letters or other ancient documents. Tim Truman handles the Prestige Classes and does a great job on it while David Day, Jim Nelson and Nate Pride fill out the rest of the book.

While the book doesn’t break ground in the manner that Mongoose’s Quintessential Monk did, it does solidly ground the monk into the Scarred Lands setting. The paladin, long an archetype of fantasy, gets a solid measure of new goods in terms of feats, PrCs and spells to round it out. While the book is a Scarred Lands resource first and foremost, I’ll be borrowing heavily from it for my Forgotten Realms campaign. Others not running a SL campaign may want to look through the organizations first and see what they can glean for their own campaigns because almost the entire crunch is easily transferable.

In short, a Player’s Guide to Monks and Paladins rounds out both character classes with Scarred Lands background, organizations and styles, but all purpose feats and prestige classes making it a worthy purchase for fans of the two classes.
 

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