For my part I had a lot of fun creating them, so thanks a lot to Thor & Luke for inspiring my creative muscles. If I fumbled up with anything from the legal side, please let me know, and I will adjust that asap.
I am looking forward to feedback, but please keep in mind, that these classes still need play testing time (I have only experience with Mouseguard so far, so I tried to adapt, because I can’t wait to put some brain stuff into my ideas) and I am not a professional artist either. Just had fun drawing that stuff up, in the theme of the old AD&D setting.
My goal was though to achieve a closer connection to the monk from the 1st edition AD&D set. There the monks were represented less religious and more eastern themed in structure. Actually they were closer to thieves than to clerics. That’s the reason for me to go for scouting instead of ritualist.
It takes a monk apprentice some time, till he is that proficient in unarmed fighting to gain the benefit. Doing that for 1st level seems a bit unbalancing to me.
Good eye catch! Yes, the missing Survivalist skill is a typo of course. There is no reason why Monks should not have this option.
Point 2) The Iron Discipline Trait can assist in any hard labour test, where his diligence would assist the outcome. On the other hand, Monks have a hard time to let go and enjoy life. That could be scenes, where you could use the trait against yourself to break ties for example when his overzealous discipline could be seen as a disadvantage.
The Monk benefits on it’s own might seem overpowered, but overall play testing provided good results so far in total.
Keep in mind, that monks can’t wear armor for example or cannot keep wealth (we are still tinkering on that rule).
I personally follow the idea, that a class have to balanced in total and not just on it’s single points. But feel free to try out the basic brawler benefit when you are using the monk. In my opinion that would make the monk too weak though.