Showing posts with label monk. Show all posts
Showing posts with label monk. Show all posts

10 March 2023

OSR Class - Gygaxian Monk

While I have presented the Holmes-style Monk that I use in Crown & Valor, I think there is room for the traditional 1e-style monk as well. In order to differentiate it from the former kind, I call this one the Ascetic, the Hermit, the Dervish or the Shaolin, depending on their culture. The mechanics are the same. 

Ascetics are hermits, dervishes, and monks who trade civilization for the wastelands and lock themselves away from others in the Realm of Men. Rather than a monastic life, an ascetic leads a solitary life, where he prays, fasts, studies and fights evil spirits and the restless dead with his bare hands.

         Having traded away worldliness for holiness has its benefits. The ascetic is empowered by God with the abilities necessary to live such a lonesome and militant life.

          Ascetics never retain wealth, being limited to that which they can lift off the ground while at full health. They may never own more than six magic items.

                Their godly life demands that they are always Lawful. If an ascetic loses his Lawful alignment for any reason, he loses all granted powers until he regains it.

          Solitary creatures, Ascetics will never take on more than a single Retainer regardless of their CHA score, and will never marry.

The Ascetic’s Class Abilities:

Arms and Armor: An ascetic never wears armor nor uses a shield, although he may wear a helmet. He may use the following weapons: the staff, club, crossbow, dagger, hatchet, spear and pole arm. 

Attack and Save: Ascetics attack and save as Clerics of the same level.

 

Armor of Michael: Ascetics gain a natural +1 to their AC at first level and then +1 per level.

 

Touch of Jacob: Ascetics may strike any target with their bare hands and feet for 1d6 +STR modifier damage (minimum 1.) They may use these bare attacks or any weapon they hold to deal damage to any target, including intangible targets such as ghosts and gaseous-form vampires.

 

Special Immunity: Ascetics have the same immunities to touch attacks as Elves do.

 

Metabolic Mastery: Normally, a figure will begin to die after three weeks without food, three days without water, and three minutes without air. Ascetics can bear an additional time period before beginning to die at first level and then one more at each odd level (5 at level 3, 4 at level 5, 5 and level 7 and so forth.) In the case of food and water, they are unaffected until these extra periods have expired.

 

Keen Senses: Ascetics hear noise on 1-2 on d6 like demi-men do, instead of the normal 1 on d6.

 

Silent Step: Ascetics hide and sneak at an additional +1 range (up to 1-4 on d6) while wearing no armor.

Spell-Like Abilities:  The following abilities are granted by their steadfast loyalty to God. They are automatic but are suppressed by any ability which suppresses magic, and are subject to Dispel Magic counterspelling.

  • At second level, he can reveal a trap in an area as the Guided Foot spell, once per day.
  • At third level, he can command a lock to open, as a Knock spell, once per day.
  • At fourth level, he may Save vs. Spell against any spell or spell-like ability that only targets them. This is in addition to any save afforded otherwise.
  • At fifth level, the ascetic can see in the dark like a demi-man.
  • At sixth level, the ascetic can turn ethereal for one Turn per day.
  • At seventh level, the ascetic gains immunity to poison and gains an additional bonus Save against Poison-class attacks.

Strongholds: Ascetics do not establish abbeys like a cleric does, nor castles, nor towers. Rather, an ascetic will create a small fortification large enough only for him and a few others, in which to lock himself away from the world. At 9th level and higher, like-minded acolytes will build their own encampments nearby (within the same hex) but will not be subjects of the ascetic.

 

Forge Lore: starting at level 9, ascetics can create wands, staves, wands and rings using the same rules as Magic-Users do. They may not create other kinds of magic items.




 

 


19 February 2023

Holmes-Style Monk

Father Dave over on Blood of Prokopius suggested a monk, in the Medieval sense, built on the Holmes cleric. I made several attempts, and made three or four different classes with different skin and different miracle/spell lists. Here is the Monk version for your edification and enjoyment. 


Here is the .doc file.


The Monk


A Monk (or Nun)  is a holy warrior who uses his faith in God to explore the realm and to make it safe and sound for Men and their allies. Furthermore, since he owes his strength to a higher power of some kind, he must act within the Lawful alignment, or be sanctioned in some way by that higher power. This means he must work on behalf of Mankind and it’s allies whenever appropriate. On the other hand, his faith in God protects him from attacks, lowering his Armor Class while unarmored and he performs special, powerful miracles called Wonders.

These are not always priests, but rather special individuals from inside and outside the Church who receive and answer, a special calling from God. A monk is infused with God’s power in order to undertake great and necessary tasks here in the mortal realm such bringing succor to remote communities, solving mysteries, questing for holy relics, and assisting pilgrims.

The Prime Requisite of the Monk is Wisdom. He uses the Cleric’s Attack and Saving Throw charts.

Arms & Armor: The Monk may use Leather armor and carry a shield, but doing so negates his natural Armor Class bonus. He may wear a helm without penalty. He may use the following weapons: Quarterstaff, Footman’s Flail, Club and Sling.

Magic Items: The Monk may use any magic items available to the Cleric, so long as they are not kinds of magical weapons or armor they are forbidden to use. He may read and write Cleric scrolls.

The Monk’s Class Abilities:

Wonder Working: Monks have the powerful ability to perform special actions called  Wonders. As the Monk gains experience levels, he will be able to perform more kinds of Wonders.

Wonders have effects that are identical to spells cast by Clerics or Magic-Users and Elves, but they are not spells.  Rather, they are extraordinary abilities. Anti-magic and Dispel Magic do not work against these Wonders, and they cannot be disrupted by hit point damage like a spell can when it is being cast. The working of Wonders is more akin to the ability to Turn Undead. Use the appropriate spell descriptions to adjudicate these Wonders.

In order to work a Wonder, the Monk rolls 2d6. The Wonder works if this number meets or exceeds the target number for the Wonder in question (see Table 2.) More powerful Wonders are available at higher experience levels, and the ones granted become easier to use.

The Monk may attempt to work a Wonder once per Turn (10 minutes.) He may use each Wonder once per day. If the Monk attempts to work a Wonder and is unsuccessful, he may attempt to work the same Wonder later in the same day until it is successful.

Monks require some object of religious significance like a mirror, a cross or other holy symbol to use their Wonder ability; but the power to it is invested in he himself and not the object.

Uncanny Hand: A Monk may substitute his Wisdom score for his Dexterity score at any time.

 

Smite: Using an allowed weapon, the Monk may attempt to Smite. This special attack must be declared prior to rolling the attack roll. This attack gains a +4 to hit that stacks with any other bonuses and deals double damage if it hits. He may attempt this once per day at first level, twice per day at third level, and three times per day at fifth level and higher.

 

Armor of God: A Monk is a special creature, watched over by God. He has a naturally better Armor Class than other characters and that Armor Class gets better as he gains experience levels. However, if he wears armor or uses a shield, that bonus goes away.

 

Monster Hunting: Upon encountering a kind of monster for the first time, the Monk may make an Intelligence check on 1d20 to see if he has learned something about it in his catechism or travels.

 

Read Languages: The Monk has a 10% chance per experience level to read any non-magical writing. At level 8, he gains the ability to use arcane and divine scrolls.