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The "friar" class

Merlion

First Post
Ok I am slowly mentaly working on ideas for a western european style religious monk type class. I'm thinking some spells(maybe only 6 levels like the bard), and quartstaff fighting. I know thats pretty general but I havent devoted a lot of time to it yet. Anyone have any ideas/suggestions?
Also suggestions for a good name? I dont actualy really like "friar" that much
 

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Western european monk....should have very limited self defense. We wouldn't be talking a shinto style martial artist here. I would focus on the channeling and spell abilties and give them a very limited range of weapons such as staff, dagger, club, knife, and maybe a highly defensive form of "martial art" style self defense.

Friar
blah blah

Abilities: Wisdom and Charisma are by far the most important ability for the friar as they affect their spell and channeling abilities. Constitution is also important, for the life of a monk is often a hard one born out of hardship, fasting, and spiritual enlightenment at the sacrifice of physical well being.
Alignment: Friars must share the alignment of their order.
Hit Dice: d6

Skills:
Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Wis), Heal (Wis), Knowledge (religion) (Int), Knowlegde (individual skills) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis)
Skill Points at 1st level: (4+int mod) *4
Skill Points at each level: 4 + int mod

Weapon and Armor Proficiency: A friar is not trained to use any armor but he does gain skill in the use of the club, dagger, knife, and quarterstaff. In addition, in deference to the knowledge that friars are often in the wilds alone, they learn a simple form of self defense. Their unarmed attacks do not invoke attacks of opportunity but they are only trained to subdue, not to harm. They still suffer a -4 penalty to their attacks if they attempt to cause real, rather than subdual damage. In addition, a friar can deal subdual damage with his quarterstaff or club without suffering a -4 to his attack rolls. Finally, a friar is trained to use his senses to avoid blows. He can add his wisdom modifier (if positive) to his dexterity modifier when determining armor class.
Spells: <not sure>
Channeling: <not sure but it should be stronger than the cleric's.

Just my thoughts.
DC
 

Most european monks were quite different from the monks in the PHB. They typically had little combat training but were at times fairly powerful in the church hierarchy (At least powerful enough that donations from nobles who wanted to escape the "purifying fire" (I don't know its exact name in english) after death made many monasteries exceedingly rich).

What I think is rather odd is that ALL clerics in D&D are so good at combat. I can see why clerics of more martial gods would be as good as the standard D&D cleric, but I think that not all clerics should be this way. I have therefore proposed an "alternative cleric" for my campaign. Which of these is used depends on the god worshipped and sometimes the preference of the player.

Alternative Cleric

Features

Armor proficiency: Light, Shield
Weapon proficiency: Simple
Hit dice: d6
Skills: 4 per level
Class Skills: Concentration (con), Craft (Int), Diplomacy (cha), Heal (wis), Knowledge (any) (int), profession (wis), scry (int), sense motive (wis), spellcraft (int).

Base Attack Bonus: Use wizard column
Saving Throws: As standard cleric
Spellcasting: As standard cleric
Turn Undead: As standard cleric
Bonus Feats: You gain a bonus feat at 6th, 12th and 18th level. This feat may be a metamagic feat, an item-creation feat, a divine feat, or extra turning.

-- Retan
 
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Very like my penitent class.

HD: d6
Att: As rogue
Skills: 4 (including Decipher Script)
Spellcasting: As Bard
--They also gain multiple domains- 1 every 5 levels.

Since I am not playing with the Paladin, and it fits, I also give a Divine Protection- Charisma bonus to saving throws and Lay on Hands.

On top of all that goodness, I add some bonuses to working in tandem. Haven't settled on what, but the name of the ability is Sacred Choir and is based on Perform.
 

Hmmm all very interesting ideas. Keep em coming...but mind I dont want to intergrate a pacifistic only-subduing kind of element.
I'm thinking light armor...or maybe even just leather...quarterstaff related styles...maybe the Wis mod to ac..spells focusing on healing and enhancement...
 

Anyone here ever play Dark Age of Camolot MMORPG?
Here is the basic Fluff from that class.

FRIAR
A religous zealot who joins the Defenders of Albion and fights alongside his arms-bearing Realmmates. Friars get healing prayers as well as quarterstaff combat styles.

A small number of Acolytes, extremely zealous in devotion to the Church and Realm, devote their lives to the Defenders of Albion and accompany their arms-wielding Realmmates in battle. These Friars eschew armor and traditional weapons, and instead rely on their incredible prowess with the Quarterstaff and evasive combat maneuvers.

Because of their official position in the Church, Friars are granted the ability to heal their friends (as well as themselves as needed, except that this power is granted only a few times per day. Friars can also cure poison and disease in their friends and themselves. They cannot heal or cure as effectively as their Priest church-mates, but they are a welcome addition to any party.

In use of the Quarterstaff, Friars are second to none. They learn many different and deadly combat moves and styles from the earliest levels. A Friar in battle can mete out a tremendous amount of damage to a foe, but his lack of armor makes him vulnerable to enemy attack. The adage of the Friar in battle is truly, “Kill your enemy before he kills you.”

Any Acolyte may choose to join the Defenders of Albion at 5th level, but few do given the rigors of the Friar’s life. Those who welcome excitement in battle, healing and helping their Realmmates, as well as learning quick and often breathtakingly athletic combat moves will welcome the life of the Friar.


Converted to D&D:

Primary Abilities: Dexterity and Wisdom
BAB, SAVES, SKILLS: As Cleric
Weapons & Armor: Light armor & Shields. Quarterstaff (could include Weapon Focus free since they only get one weapon).
Example Class Abilities:
Monk's WIS to AC bonus
Evasion & Improved Evasion
Increased Damage with Staff (something like better criticals over time or something like sneak damage, etc.)
Bonus Feats (Quarterstaff related)
Friar Spells: Level 6 Max, and only Divine Spells that are Combat Buffs (ie: Divine Armor) or Cure. (No Divination, No general Protections, No Restoration etc. etc.)
NO CHANNELING

Just a real basic toss together for ideas.
 
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Thats actualy where I got the idea...and thats the sort of thing I'm looking for. thanks Khaalis...and keep it coming everyone else..
 

If you want a better name than "Friar" (who were a very specialized sort of priest), you could just go with monk. The name of monk was attributed to the Asian groups by Europeans because the life style (seclusion, religious introspection, etc.) were similar.

If you don't want to go with that, then how about Parson? It was the name given to the low level Priest in the Middle Ages. Our equivalent nowadays would be Priest, Minister, or such.
 

Yea Monk probably still does work...although if I was to intergrate this into a basic campaign you've already got a monk. Parson, or just Friar are probably good for general use.
This is really just an idea I have that I wanted to see what other people came up with for. as a more priestly/western europe version of the monk. Maybe one of thease days I'll actualy write it up...I'll post it if I ever do..
 

I use a 'penitent' class that emphasizes partial seclusion from society, group discipline and worship, and the subtle blessings and protection of the gods.

Entry into the class is made by those who for one reason or another choose to take religious vows- including criminals who to escape justice (or because of it) end up in the robes of the penitent.

Closely linked to this class are four PrC's I am currently working on....

the Eremetic Mystic takes the Penitent seclusions, religious meditation & mysticism, and oneness with the gods to a greater extreme, gaining control over the self and heightened divination abilities.

The Hierarch of the Temple gains a greater spellcasting progression and more political authority within the Church.

The Minister of the Faithful goes out among the people, preaching converting, and exhorting to a better way of life. They gain mass use of cantrips (for lots of 'blessings' and 'curses' to guide people), and various abilities related to the Bard's Inspire Courage (including inspire fear, inspire hatred, etc).

The Holy One is a saintly figure particularly touched by the gods, they are on a path to an angelic state of divine protection, mircacle working, and outsider-ness.
 

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