I've devised a method of mechanically introducing monastacism to the D20 game without using the monk character class. Just add the feat Monasticism to the list of possible feats. The character takes the feat and then can acquire the Monk template. There is a different template for every god. This sort of means that each DM is going to have to do some work for the different monastic orders. Nevertheless, it is perfectly acceptable, since D20 is the sort of system that the DM is encouraged to have an incredible amount of creative impulse. I will gradually add more monk templates and post them, but for now, here is the basic outline for the template, as well as one sample template (monk of Oghma).
FEATS
MONASTICISM [General]
You become a monk devoted to a
particular deity.
Prerequisite:
Specific to the deity.
Benefit:
You acquire the Monk Template specific to the deity you have selected.
TEMPLATES
MONK
Insert description of the monk
here.
CREATING A MONK
Monk is a template that can be
added to any character or creature who venerates a deity. Should
they chose to take the necessary vows and live the particular life that
is prescribed to them by the clergy, then they should have no problem fitting
in.
Prerequisites:
Specific to the deity.
Hit Dice:
The hit dice of the monk do not change.
Special Qualities:
These vary depending on the god in question, but all have the following
qualities listed below.
Clergy:
The monk is automatically considered a member of the clergy of the god
they worship. Although they might not be able to cast spells, they
are still venerated and treated as members of the clergy and have the same
rights as a priest of the same level, with access to all of the perks and
responsabilities that a priest would. The monk can lead sermons,
proliferate the teachings of their god, and otherwise encourage others
to venerate and worship their god.
Vows:
In exchange for the benefits of becoming a member of a monastic order,
the character must make a series of vows to their patron deity in order
to seal them as one of the brotherhood. A character that breaks any
one of these vows is ejected from the monastic order, and cannot loses
all special qualities, skills, feats, and other benefits that the monastic
occupation entails, until an atonement can be cast.
Saves:
Same as the "base character"
Skills:
Vary depending on the god.
Feats:
Vary depending on the god.
SAMPLE MONK TEMPLATE
MONK OF OGHMA
Monks of Oghma are often located
at places where they may pursue knowledge in solitude. There, they
devote themselves to study and learning in order to widen their knowledge.
Very few of these monks ever adventure, and those who do are usually the
brash youth, seeking to experience the knowledge they study firsthand,
such as a monk with an interest in Netherese history exploring the ruins
of an ancient citadel of Netheril. The most well-known cloister of
monks in the service of Oghma is the Avowed of Candlekeep, where they study
in quiet solitude in a fortress-library, shut off from the distractions
of the outside world.
CREATING A MONK
Becoming a monk in the service
of Oghma requires the character spend a great deal of time secluded away
from general society. The monk spends a great deal of his time in
study, poring over ancient tomes, learning secret and long-forgotten languages,
and translating or copying ancient tomes of near-forgotten lore.
Prerequisites:
The following criteria must be achieved by the character before he qualities
for the template.
Gender:
Male. The monks of Oghma are cloistered away from all distractions,
and only select males from among their followers.
Attributes:
Int 13, Wis 13. The monks of Oghma venerate knowledge and wisdom,
and one is not drawn to his faith without these characteristics.
Deity:
Oghma.
Class:
Cleric, wizard, or expert. Occasionally commoners seek to become
sages and follow the traditions of Oghma, but few ever do.
Alignment:
Any.
Skills:
Knowledge (any) 8 ranks, Knowledge (any) 4 ranks. The monks of Oghma
seek knowledge in all of its forms, and those who would follow him must
display their devotion.
Requirements:
The Oghma requires vows be taken
Hit Dice:
The hit dice of the monk do not change.
Special Qualities:
The monks of Oghma retain all of the special qualities of the base character
and those listed below.
Clergy:
The monk is automatically considered a member of the clergy of the god
they worship. Although they might not be able to cast spells, they
are still venerated and treated as members of the clergy and have the same
rights as a priest of the same level, with access to all of the perks and
responsabilities that a priest would. The monk can lead sermons,
proliferate the teachings of their god, and otherwise encourage others
to venerate and worship their god.
Skill Focus:
The monk automatically gains the Skill Focus feat for all Knowledge skills
they have ranks in.
Admission
to Candlekeep: Monks of Oghma are granted lodging and research
rights in Candlekeep for free. The regular cost is a book worth at
least 1,000 gold coins.
Untrained
Knowledge: For a monk of Oghma's order, learning is quite widespread.
Therefore, all knowledge skills are considered untrained, since the monk
is exposed to nearly every form of knowledge at least in passing.
Vows:
The character must swear the following vows in order to be consecrated
as one of the monastic order of Oghma.
Celibacy/Chastity:
The monk must be focused on bringing knowledge into the world. As
such, he is discouraged from taking a wife or consorting with women, as
they bring distraction and detract from his monastic duties.
Poverty:
All of his possessions must be donated to the local temple or abby of Oghma
in order for the institution to grow and acquire more knowledge to spread.
However, the character will be taken care of by the institution, and never
need for anything. All of his intellectual desires will be satisfied.
Preservation
of Knowledge: The character must swear to preserve knowledge
in all of its forms. He can never destroy any form of writing or
knowledge unless it is deemed necessary by the clergy and/or Oghma himself.
He must seek to spread knowledge and learning in order that future generations
may reap the benefit of his work.
Saves:
Same as the "base character".
Skills:
He is quite learned, the monk gains a +3 circumstance bonus to any Knowledge
roll. When in a library, he acquires a +3 circumstance bonus to any
Search checks to find information in a library.
Climate/Terrain:
Same as character.
Organization:
Same as character.
Challenge
Rating: Same as character.
Treasure:
Same as character.
Alignment:
Same as character.
Advancement:
Same as character.