The Quintessential Monk
By Patrick Younts
Mongoose Publishing product number MGP 4007
128 pages, $19.95
The Quintessential Monk was the seventh of the "Collector Series," published back in 2002 under the 3.0 rules. I decided to check out this book not because I'm a monk fan (personally, I'm of the mind that the monk belongs more in an Oriental Adventures game than a standard medieval fantasy game; my favorite monk is Adrian Monk, the TV detective), but because I'm a Patrick Younts fan. The good news: Patrick delivers again (actually, he delivered this "before," but I read his later works before I read this one so to me it's "again").
In any case,
The Quintessential Monk is laid out as follows:
- Introduction: An explanation of the "Collector Series" and what to expect from this book
- Character Concepts: 11 starting backgrounds for your monk PC, plus concepts for nonhuman monk PCs
- The Prestige Monk: 12 monk-based Prestige Classes
- Alternative Fighting Schools: 6 new fighting schools, swapping out some of the monk's feats gained as he progresses through the levels
- Tricks of the Trade: Pressure point attacks, new grappling options, push hands competition, lion dance, dirty tricks, and new uses for existing skills
- Monk Feats: 29 new feats geared toward the monk
- Tools of the Trade: New weapons, armor and shields, equipment, and magic items
- Tournaments: Rules for different martial arts tournaments
- Renown: How well-known (for good or bad) your PC is (not just your monk PC, either!)
- Martial Arts Traditions: Accepting students for training, rank and school hierarchy, lineage, chi energy, and martial arts forms
- Legendary Forms: 16 forgotten martial arts moves your monk PC can rediscover, if he pays the price in training practice and xp
- Building Monasteries and Schools: Construction locations and costs, weapons, defenses, staff, and attracting students
- Designer's Notes: How Patrick's childhood shaped this book
- Index: A 2-page index of subjects in the book
- Rules Summary: A 3-page recap of the new feats, weapons, shields, equipment, and renown rules
- Monk Character Sheet: A 4-page character sheet for your monk PC
The front and back covers (including the insides) are in the standard fake-leather of the "Collector Series." The interior artwork consists of 76 different black-and-white illustrations by 15 different artists. With this much variety, you get some really nice works and some not quite as good; overall, there seems to be much more of the simple line drawings than the detailed, shaded works. There are no nude figures in
The Quintessential Monk.
The proofreading and editing aren't too bad this time around; about Mongoose standard, I'd say, making Patrick's later book,
The Quintessential Sorcerer, even more surprising to me. There were the usual typos, missing spaces between words, and incorrect punctuation usage, but nothing too bad, too frequent, or too confusing to figure out. (As an aside, I was pleasantly surprised to note only two "who's/whose" violations, as that was a much more common error in
The Quintessential Sorcerer.) Patrick's excellent writing skills are evident here, and his love for what I have called "flowery language" fits in perfectly in
The Quintessential Monk, where feats like "Monkey Taunts the Emperor," "Tiger Treads on Eggshells," "Twin Snakes Share the Fang," and "Clever Monkey Spins the Branch" all seem perfectly reasonable titles.
The Character Concepts are always entertaining for me to read, and the 11 Patrick developed for
The Quintessential Monk all seem reasonable and of a wide enough variety to provide starting backgrounds for all sorts of monk PCs. I did note that in the Eunuch write-up extreme care was given to never specify that the Eunuch was of any particular gender; this struck me as a bit over the top as far as the "politically correct gender equality" that has been a hallmark of the 3E (and 3.5) game, but hey, if somebody wants to play a female Eunuch, who am I to say no? (I just know
I'd never trade in my reproductive organs for a +2 to Sense Motive and Bluff skills when used against the opposite gender and a free Iron Will feat at 1st level, but the tradeoff makes sense from a game aspect.) Other than that, I only had one other problem with any of the Character Concepts: I found it odd that the Pirate of the Eastern Sea's "bonus" is that he's neutral or evil, and that he's required to take maximum ranks in Swim. Historically, weren't many pirates unable to swim?
Most of the Prestige Classes are pretty good - I especially liked the Mage Slayer and the Five Animals Fist Fighter. However, some of them seemed like decent ideas but not really worthy of being a
prestige class. For example, there's the Street Acrobat, who's forced to perform on street corners to gain enough money to buy food. Sure, he gets some nice acrobatic abilities, but I don't know that any monk PC I'd ever run would be hoping to be a fancy street beggar some day. Another Prestige Class, the Iron Legs Kickboxer, seems pretty underpowered: his 1st-level ability is the Toughness feat (oh boy, three extra hit points), his 2nd-, 4th-, and 5th-level abilities add to his critical hit potential, and there is no 4th-level special ability. Given that the standard monk gets all sorts of handy abilities at just about every level, I don't know that taking any levels in Iron Legs Kickboxer would be worth it. Compare this to the Iron Body Master, who gains seven different abilities over the course of the 5 levels in the prestige class. This is much more like it - trading off the abilities gained in the standard monk class with other abilities gained by the prestige class.
The Quintessential Monk is filled with all kinds of great martial arts options, allowing for the creation of monks of all different abilities. The Alternate Fighting Schools is just one of the ways Patrick's come up with for this, and it is an excellent idea: trading out some of the feats a monk gains as he gains levels, allowing him to specialize in one aspect of monk training and ignore other aspects that don't fit his field of focus. In effect, this creates 6 different "standard monk classes," specializing in such diverse areas as wrestling, sumo wrestling, and boxing. The "Tricks of the Trade" chapter adds to the monk's martial abilities, allowing him to make attacks against an opponent's pressure points (taking a circumstance penalty to the attack but causing additional adverse effects to the enemy if he fails his Fortitude save). The new grappling and dirty tricks ideas are also great, some of them so obvious (like throwing an attacking opponent into an adjacent square) it's a wonder they weren't part of the monk's combat repertoire before this. Other concepts, like the push hands contest and the lion dance, seem pretty strange to me (granted, I'm not much of a martial arts expert), but they are historically linked to many martial arts traditions and it's probably a good idea that such rules were created.
I may never have any use for a lion dance contest in my campaign, but I'm sure many DMs run worlds where lion dance rules will play an important part. (Incidentally, for those as clueless as I am about the lion dance, that's the foo lion costume worn by two people - kind of like a pantomime horse costume - where the lion's mouth and eyelids open and close. They're traditional in Chinese parades, and I think there are also similar dragon costumes where many more people make up the sinuous dragon's body.)
I was pleased to see how extensive the "New Uses for Existing Skills" section was - it's always a good idea to expand upon what already exists rather than creating something entirely new. Patrick did a great job on this section, filling up 9 pages and cranking out rules on such diverse topics are walking on coals, tea ceremonies, breaking boards, bonsai, fighting in cramped quarters, acupuncture, and feng shui out of existing skills such as Concentration, Balance, Perform, and Craft. The monk feats are also suitably impressive, their biggest problem being too many good ones! (I envision players with leveling-up monk PCs being rather like kids in a candy store with only a quarter to spend: so much that looks good, but I can only choose one!)
The new weapons and equipment are all appropriate to the monk class, some of them very interesting indeed. I was particularly intrigued by the flying guillotine: basically, it looks like a birdcage on a long chain, with telescoping blades in place of a cage floor, and the monk hides in a tree and "captures" his victim's head in the "birdcage." (I wonder if there's a real-life version of this weapon, or if it's a product of Patrick's fevered imagination?)
Overall,
The Quintessential Monk is a fantastic resource for those playing monk PCs, and even those who aren't can find items of use, particularly some of the new weapons and magic items, and the Renown mechanism which can apply to PCs of any class. While the monk plays a very small role in my own campaign, that has no bearing on my rating of the book: I put it at a solid 4 stars (Good).