These, of course, followed. In the end, a fire was lit under an iron grate in order to burn Quadratus to death. After the iron was red hot, the saint voluntarily laid down as if he were crawling into bed, unharmed by the heat and fire. Out of sheer frustration, the proconsul had the saint beheaded.
This past week I posted about a possible “Western” version of the monk for my Holmes + Cook thought experiment using the Turning mechanic as a means of fitting the concept into the idea of a cleric subclass. It produced some really interesting comments.
One theme was to make the monk a “buffing” class and the bard was cited as an example. While I think this is quite an excellent idea, my Holmes + Cook thought experiment already has a buff-type class. My suggested version of the Paladin is as a leader-type that has a floating bonus that can be added to various party members. Thus, to have the monk do the same through Turning would be to blur the lines between the two.
That being said, the story of St. Quadratus is a clear example of the type of miracles that inspired the cleric spell Resist Fire and suggests that JB’s idea that the monk be an “inward channeling” character might be a very interesting way to go. In other words, instead of buffing others (like my Holmesian Paladin), the monk uses faith to push himself beyond normal physical boundaries.
Here is a list of cleric spells from Cook that could possibly fit the bill:
- Cure Light Wounds (1st level)
- Remove Fear (1st level)
- Resist Cold (1st level)
- Resist Fire (2nd level)
- Silence 15’r (2nd level) — in a nod to the idea of Cadfael and Friar Tuck having thief skills
- Cure Disease (3rd level)
- Remove Curse (3rd level)
- Striking (3rd level)
As I have pointed out before, both Holmes and Cook have eight different types of targets for a cleric’s Turn Undead ability. Above is a list of eight special effects. The question is, what order of difficulty should each of these effects have in terms of the Turning mechanic?
If one were to duplicate the Turn Table exactly as it appears in Cook and replace each undead type with a spell effect from the above list, I would propose the following (from easiest to most difficult):
- Remove Fear
- Resist Cold
- Cure Light Wounds
- Resist Fire
- Cure Disease
- Remove Curse
This way all the first level spell effects are available immediately, with the most useful/powerful (Cure Light Wounds) being the hardest to accomplish. The most powerful 3rd level spell (Remove Curse, in my opinion) would be available at 5th level (approximately when 3rd and 4th level spells become available to a cleric at 6th level).
I would place some kind of limit on how many times each of these abilities can to used over the course of an adventure. Once per encounter? A set number of times per day/ per adventure?
Otherwise, a monk at 11+ level would be able to do all of these abilities at will and that seems way too much to me.
Since these Turning abilities are spell-like abilities, I would remove the spell-casting abilities of the monk, but leave their fighting ability alone.