Monastic Orders of Faerûn Expanded Options for Monks (v0.2) Overview Monastic Orders of Faerûn (MO or MOoF) rebalances monk progression in order to provide viability at both low and high levels. It revises the three existing monks in an attempt to make them all balanced at all levels of play. It also adds five new Monk kits, inspired by various monastic orders throughout the Realms. Finally, it adds two entirely new types of equipment designed exclusively for monks. Compatibility The current version of Monastic Orders (v0.2) is designed to work with any of the released Enhanced Editions (BG:EE, BG2:EE, IWD:EE). Many features of this mod rely heavily on the functionality added in the Enhanced Editions, and thus there are no plans to extend compatibility to the original games. Every mod has its compatibility issues. Suspected or known compatibility issues are listed below. Core Revisions (and by extension, this entire mod) will probably be incompatible with any mod that modifies the original Monk, Sun Soul Monk or Dark Moon Monk kits. This mod makes no sweeping changes, and thus can be installed at any point without causing issues. It is, however, recommended that you install this mod prior to any mod that does make sweeping changes to items or kits. (NB: Some of the incompatibilities listed here can be avoided; if you would like to ensure or enable compatibility between your mod and Monastic Orders, please contact Aquadrizzt.) 1
Mod Components Core Revisions This component makes substantial revision to the existing Monk kits. Descriptions of all abilities are available in Appendix I: Monk Abilities. MONK: Monks are warriors who pursue perfection through contemplation as well as action. They are versatile fighters, especially skilled in combat without weapons or armor. Though Monks cannot cast spells, they have a unique magic of their own; they channel a subtle energy, called ki, which allows them to perform amazing feats. May become proficient (+) in Clubs, Daggers, Katanas, Longswords, Scimitars, Shortswords, Darts and Slings. May become specialized (++) in Single Weapon Style. May not use shields. May not wear armor. Can Find Traps and use Stealth. Receives 10 skill points to distribute among Find Traps, Move Silently and Hide in Shadows. Gains a +2 bonus to movement speed. (+1 every 5 levels) Begins with a base Armor Class of 7. (-1 every 3 levels, maximum -3 at 21 st ) Gains a +2 bonus to saves vs. spells May make 1 unarmed attack per round. An additional ½ attack is gained every three levels (maximum 4 at 18 th ). Gains improved unarmed attack progression as follows: o Levels 1-4: d6 o Levels 5-9: d8+1; fists are treated as +1 weapons o Levels 10-14: d10+2; fists are treated as +2 weapons o Levels 15-19: 2d6+3; fists are treated as +3 weapons o Levels 20-24: 2d8+4; fists are treated as +4 weapons o Levels 25+: 2d8+5; fists are treated as +5 weapons May use Stunning Blows ability once per day. Additional uses are gained every 4 levels. At 3 rd, gains a +1 bonus to Armor Class vs. Missiles. (+1 every 3 levels) At 5 th, becomes immune to disease, slow and haste. At 5 th, may use Wholeness of Body ability once per day. At 8 th, gains a -1 bonus to weapon speed factor. (-2 at 11 th ) At 9 th, becomes immune to charm. At 10 th, may use Abundant Step ability once per day. At 11 th, becomes immune to poison. At 13 th, gains Magic Resistance equal to level + 10. At 15 th, may use Quivering Palm ability once per day. At 20 th, becomes immune to non-magical weapons. Alignment restricted to any lawful. Hit Die: d8 2
ORDER MONK: Frequently, Monks remain at a specific monastery for their entire training. Faerûn has hundreds, if not thousands of monasteries, each devoted to a different deity or philosophy. Often, a single deity possesses many monasteries, each with a different core philosophy. Such dedication to a single belief grants extraordinary abilities, but also prevents Monks from an Order from learning other core Monk teachings. Progression: as a Monk, with the following changes: Does not gain the Stunning Blows ability. Does not gain the Quivering Palm ability. SUN SOUL MONK: Sun Soul Monks were once worshippers of Amaunator in the time of the Netheril. When Netheril fell, the order survived, though their god perished. Despite this, the order always kept the same goal of serving the common folk of Faerûn. Sun Soul Monks adhere strictly to the law, using their martial arts and magical abilities to drive out darkness and corruption wherever they find it. Can Find Traps and Detect Illusions. Receives 10 skill points per level to distribute between Find Traps and Detect Illusions. Becomes immune to hold. May use Radiant Blows ability once per day. Additional uses are gained every 4 levels. At 9 th, becomes immune to level drain. At 15 th, may use Strike of Purifying Flame ability once per day. At 20 th, becomes immune to fire. Cannot use stealth or place points in Hide in Shadows or Move Silently. Does not gain immunity to charm at 9 th. Does not become immune to non-magical weapons at 20 th. Alignment restricted to Lawful Good. DARK MOON MONK: The Order of the Dark Moon is a secretive monastic order that follows the teachings of the dark goddess Shar. Monks of the Dark Moon use physical prowess, dark magic, and many different forms of deception to mask their activities and strike with deadly precision. Can Find Traps, Detect Illusions and use Stealth. Receives 10 points per level to distribute among Find Traps, Detect Illusions, Hide in Shadows and Move Silently. Gains a +2 bonus to saves vs. death. Becomes immune to blind. May use Chilling Blows ability once per day. Additional uses are gained every 4 levels. At 9 th, becomes immune to level drain. At 15 th, may use Strike of the Void ability once per day. At 20 th, becomes immune to cold. Does not gain bonus to saves vs. spells. Does not become immune to charm at 9 th. Does not become immune to non-magical weapons at 20 th. Does not gain the Wholeness of Body ability. Alignment restricted to Lawful Evil. 3
Expanded Race Options This component expands the Monk class to be available to Half-Elves, Half-Orcs and Halflings. It also allows Half-Elves to become Sun Soul Monks and Half-Orcs to become Dark Moon Monks. (NB: If this component is installed, the kits added by this mod will also have expanded options for race; if not, then all kits added in this mod will be human-only.) Hin Fist Monk This component requires the Expanded Race Options component. This component adds the Hin Fist monk, a Halfling-exclusive Monk kit. HIN FIST MONK: Brimming with confidence in their own abilities, a Hin Fist transforms that selfassurance into the power of mastery over themselves and the world around then. They see their body and mind as gifts from Yondalla that should be developed and used to the fullest; there should be no need for artificial tools such as weapons. Monks of the Hin Fist see themselves as defenders of halflingkind and travel Faerun to right wrongs and test their skills. May use the Precise Blows ability once per day. Additional uses are gained every 4 levels. At 9 th, becomes immune to hold, web, slow, stun, grease and entangle (as Free Action). At 15 th, may use Penetrating Strike once per day. Does not gain bonus to saves vs. spells. Does not gain immunity to charm at 9 th. Alignment restricted to Lawful Good or Lawful Neutral. Race restricted to halfling. Shining Hand Monk This component adds the Shining Hand Monk, a monk devoted to Azuth that specializes in combatting spellcasters. SHINING HAND MONK: The Shining Hand is an ancient monk order, originating in Amn. These monks venerate Azuth, the lord of spellcraft, and mix the practice of wizardry into their monastic devotion. These monks are primarily trained to be defenders of the Art, and are especially talented at handling arcane spellcasters who might misuse magic for their own gains. Can Find Traps and Detect Illusions. Receives 10 skill points to distribute among Find Traps and Detect Illusions. May use Disrupting Blows ability once per day. Additional uses are gained every 4 levels. At 13 th, gains Magic Resistance equal to level + 20. At 15 th, may use Dispelling Strike ability once per day. At 20 th, becomes immune to death effects. Does not gain immunity to charm at 9 th. Does not become immune to non-magical weapons at 20 th. Alignment restricted to Lawful Neutral. Race restricted to human or half-elf.* 4
Broken One Monk This component adds the Broken One Monk, a monk devoted to Ilmater that specializes in defending the weak and combating those who would inflict pain on the defenseless. BROKEN ONE MONK: Monks of the Broken One venerate Ilmater, god of suffering. These kind and enduring monks are focused on defending the faithful and temples of the Broken God while acting as agents of punishment against those who would cruelly harm others. They often assist other servants of the Triad when injustices against the innocent have occurred. Gains a +2 bonus to saves vs. death. Becomes immune to fear. May use Disabling Blows ability once per day. Additional uses are gained every 4 levels. At 5 th, may use Cleanse Suffering ability once per day. At 13 th, gains Physical Resistance equal to level + 15. At 15 th, may use Stance of the Martyr ability once per day. Does not gain bonus to saves vs. spells. Does not gain immunity to charm at 9 th. Does not gain Magic Resistance at 13 th. Does not gain Wholeness of Body ability. Alignment restricted to Lawful Good. Race restricted to human or half-orc.* Hit Die: d10 Long Death Monk This component adds the Long Death Monk, a monk devoted to the principle of death, without regard for the deity that currently has death in their portfolio. LONG DEATH MONK: Long Death Monks seek for the secrets of life by studying death. It is the condition of being dead that concerns them most, and not what lies beyond; the afterlife holds little interest for them. The Long Death order worships the principle of death. They are more than willing to share death and its antecedent, pain, with others. Gains a +2 bonus to saves vs. death. May use Vampiric Blows ability once per day. Additional uses are gained every 4 levels. At 5 th, may use Apply Poison ability once per day. At 9 th, becomes immune to level drain. At 15 th, may use Debilitating Strike ability once per day. Does not gain bonus to saves vs. spells. Does not gain immunity to charm at 9 th. Does not gain Wholeness of Body ability. Alignment restricted to Lawful Neutral or Lawful Evil. Race restricted to human, half-elf, halfling or half-orc.* 5
Old Order Monk This component adds the Long Death Monk, a monk devoted to the a deity that has either never existed or died millennia ago. Monks of the Old Order believe in mental strength and willpower over all else. OLD ORDER MONK: Monks of the Old Order devote themselves to a philosophy of a deity that is either dead or has never existed on Toril. Within the order, the subject of their philosophy's origins is a matter of extensive debate. While they may disagree on this, the monks of the Old Order do all agree that the deity's identity is not is nearly as important as the teaching of mental strength above all else. Becomes immune to fear. May use Psionic Blows ability once per day. Additional uses are gained every 4 levels. At 9 th, becomes immune to charm and domination. At 15 th, may use Depleting Strike ability once per day. At 20 th, becomes immune to Command, Confusion, Hold, Maze, Suggestion, Sleep and Psionics. Does not gain bonus to saves vs. spells. Does not gain immunity to non-magical weapons at 20 th. Race restricted to human, half-elf or halfling.* New Monk Items This component adds two new types of items, designed exclusively for monks: handwraps and vestments. HANDWRAPS: Handwraps offer bonuses to melee combat, but prevent the usage of weapons other than the Monk s fists. Enchanted handwraps provide bonuses similar to armor. VESTMENTS: Vestments are an armor-type that only provide a bonus to Armor Class while the wearer is active and focused (not disabled). Enchanted vestments provide bonuses similar to armor. Currently, these items are available exclusively through select merchants (Erdane in Durlag s Tower, the Ulgoth s Beard Barkeep, Ribald, Garlena in Watcher s Keep and the Saradush Barkeep as well as associated Black Pits merchants). The only exception to this is that the Gauntlets of Crushing have been replaced by an almost identical set of handwraps in the Sahaugin City. 6
Appendices Appendix I: Monk Abilities These abilities are incorporated into the Core Revisions and New Kit components. WHOLENESS OF BODY: Heal yourself 2 hitpoints per level. (maximum 40 hitpoints at 20th) [Not available to Dark Moon, Long Death, Broken One] ABUNDANT STEP: Slip into the Astral Plane for 1 round and move while others remain frozen in time. You cannot attack during this time. [Available to all monks] STUNNING BLOWS [Monk]: For 1 round, your unarmed attacks do +d4 damage and stun your target for 2 rounds if they fail a save vs. death. This ability improves as follows: Level Duration Bonus Damage Stun Duration Save vs. death penalty 1 1 round +d4 stunning 2 rounds 0 5 2 rounds +d4 stunning 2 rounds -1 10 3 rounds +d6 stunning 3 rounds -2 15 4 rounds +d6 stunning 4 rounds -3 20 5 rounds +d8 stunning 4 rounds -4 QUIVERING PALM [Monk]: For 3 rounds, your next successful unarmed attack forces your target to save vs. death or die. A -1 save penalty is applied every 5 levels after 15th. CHILLING BLOWS [Dark Moon]: For 1 round, your unarmed attacks do +d6 cold damage and have 10% chance to slow for 2 rounds. This ability improves as follows: Level Duration Bonus Damage Slow Duration Slow Chance 1 1 round +d6 cold 2 rounds 10% 5 2 rounds +d6 cold 2 rounds 15% 10 3 rounds +d8 cold 3 rounds 20% 15 4 rounds +d10 cold 4 rounds 25% 20 5 rounds +d10 cold 5 rounds 25% STRIKE OF THE VOID [Dark Moon]: For 3 rounds, your next successful unarmed attack forces your target must save vs. death or be drained 4 levels. A -1 save penalty is applied every 5 levels after 15th. RADIANT BLOWS [Sun Soul]: For 1 round, your unarmed attacks do +d6 fire damage and have 10% chance to blind foes for 2 rounds. This ability improves as follows: Level Duration Bonus Damage Blind Duration Blind Chance 1 1 round +d6 fire 2 rounds 10% 5 2 rounds +d6 fire 2 rounds 15% 10 3 rounds +d8 fire 3 rounds 20% 15 4 rounds +d10 fire 4 rounds 25% 20 5 rounds +d10 fire 5 rounds 25% STRIKE OF PURIFYING FLAME [Sun Soul]: For 3 rounds, your next successful unarmed attack your target takes 10d6 Fire Damage (save vs. spell for half damage). Evil creatures take +5d6 magic damage and must make a save vs. death or die. A -1 save penalty is applied for both effects every 5 levels after 15th. 7
PRECISE BLOWS [Hin Fist]: For 1 round, your unarmed attacks do +d4 damage and have a +5% chance to critically hit. This ability improves as follows: Level Duration Bonus Damage Increased Critical Chance 1 1 round +d4 crushing 5% 5 2 rounds +d4 crushing 10% 10 3 rounds +d6 crushing 10% 15 4 rounds +d6 crushing 15% 20 5 rounds +d8 crushing 15% PENETRATING STRIKE [Hin Fist]: For 3 rounds, your next successful unarmed attack your target suffers a -4 penalty to armor class for 1 turn and must save vs. death or have all physical resistances reduced by 50% for 1 turn. A -1 save penalty is applied every 5 levels after 15th. DISRUPTING BLOWS [Shining Hand]: For 1 round, your unarmed attacks do +d4 magic damage and apply +10% Miscast penalty to arcane spells for 2 rounds. This ability improves as follows: Level Duration Bonus Damage Miscast Duration Miscast Chance 1 1 round +d4 magic 2 rounds 10% 5 2 rounds +d4 magic 3 rounds 15% 10 3 rounds +d6 magic 4 rounds 20% 15 4 rounds +d6 magic 4 rounds 25% 20 5 rounds +d8 magic 5 rounds 25% DISPELLING STRIKE [Shining Hand]: For 3 rounds, your next successful unarmed attack removes all spell protections from your target, and forces your target to save vs. spell or suffer a -25% penalty to magic resistance and magic damage resistance for 1 turn. The resistance reduction increases by 5% and the save penalty increases by 1 every 5 levels after 15th. DISABLING BLOWS [Broken One]: For 1 round, your unarmed attacks do +d4 stunning damage and have a 10% chance to set attacks per round to 1 for 2 rounds. This ability improves as follows: Level Duration Bonus Damage Attack Reduction Duration Attack Reduction Change 1 1 round +d4 stunning 2 rounds 10% 5 2 rounds +d4 stunning 3 rounds 15% 10 3 rounds +d6 stunning 4 rounds 20% 15 4 rounds +d6 stunning 4 rounds 25% 20 5 rounds +d8 stunning 5 rounds 25% CLEANSE SUFFERING [Broken One]: Heals target 2 hit points per level and removes blindness, deafness, poison and disease. STANCE OF THE MARTYR [Broken One]: For 5 rounds, your hitpoints are doubled, you receive a +2 bonus to Strength and Constitution and you regenerate 3 hit points per round. The duration increases by 1 round every 5 levels after 15th. 8
VAMPIRIC BLOWS [Long Death]: For 1 round, your unarmed attacks do +d4 damage and have 25% chance to steal 2 hit points. This ability improves as follows: Level Duration Bonus Damage Drain Chance Drain Amount 1 1 round +d4 magic 25% 2 5 2 rounds +d4 magic 30% 3 10 3 rounds +d6 magic 35% 4 15 4 rounds +d6 magic 40% 5 20 5 rounds +d8 magic 45% 6 APPLY POISON [Long Death]: For 5 rounds, your next successful attack causes 2d6 poison damage and 2 poison damage every 2 seconds for 4 rounds. DEBILITATING STRIKE [Long Death]: For 3 rounds, your next successful unarmed attack your target must save vs. death or suffer a -4 penalty to Strength, Dexterity and Constitution. A -1 save penalty is applied every 5 levels after 15th. PSIONIC BLOWS [Old Order]: For 1 round, your unarmed attacks do +d4 damage and have 25% chance to steal 2 hit points. This ability improves as follows: Level Duration Bonus Damage Confusion Chance Confusion Duration 1 1 round +d4 magic 10% 2 rounds 5 2 rounds +d4 magic 15% 3 rounds 10 3 rounds +d6 magic 20% 3 rounds 15 4 rounds +d6 magic 25% 4 rounds 20 5 rounds +d8 magic 25% 5 rounds DEPLETING STRIKE [Old Order]: For 3 rounds, your next successful unarmed attack your target must save vs. spell or have a -4 penalty to Intelligence, Wisdom and Charisma for 1 turn and lose 3 prepared spells. A -1 save penalty is applied every 5 levels after 15th. Known Bugs As with all mods under development, there will be some bugs. If you encounter a bug while playing with this mod installed, I strongly encourage you to report it on the thread for this mod. Helpful information to include when you locate a bug is 1) which game you were playing, 2) which version of the game, 3) which version of this mod, 4) other mods you have installed and 5) the problem that you are noticing. A list of known bugs will be maintained in the top post of the mod thread at forum.baldursgate.com. 9
Changes in the Latest Version Below is a list of major changes introduced in the latest version (v0.2). Bug Fixes and Functionality Updates Added IWD:EE compatibility. Updated to use the add_kit_ee function. [Thanks to CrevsDaak and Wisp.] Fixed several errors with the monk fist progression. A full change log is available in the top post of the mod thread at forum.baldursgate.com. Credits and Acknowledgements Contact Information This mod was created by Aquadrizzt. Additional information on this mod is available on the Baldur s Gate forums. Acknowledgements I would like to thank the following people for their assistance with and contributions to this mod. CrevsDaak, for their guide on making kit mods work with the Enhanced Editions. Anyone who contributed to the mod discussion on the forums, played earlier versions of the mod, found errors or otherwise helped with making this mod. The creators of the tools I used in the writing of this mod, whose tools were essential to the creation of this mod. Tools Used WeiDu, by Westley Weimer, the bigg and Wisp Near Infinity, by Jon Hauglid and Argent77 The Infinity Engine Data Structures Project (IEDSP), maintained by igi WeiDu Highlighters, by Idobek and cmorgan NotePad++, by Don Ho Copyright and Distribution Information This mod may not be sold, published, compiled or redistributed in any form, in whole or in part, without the consent of the author. The Monastic Orders mod is 2014-2015, Aquadrizzt. Any part of this mod written by another author is clearly denoted as such and is used with their permission. [Aquadrizzt: As the author for this mod, I give permission to use any code that I have written for Monastic Orders for other mods, provided that proper credit is given.] 10