And the 500th post is: New OSR Class: The Monk (UPDATED!)

I’ve gone and made some tweaks and fixes to the Monk class I wrote up.  For one thing, I’ve made it match the format of the Prodigal Apprentice.

 

Character Concept: Cleric/Rogue
HD: 1d6 (Progress as Thief beyond 9th Level)
Prime Requisite: Wis
Equipment: May not wear Armor, no Shield
Weapons: Restricted to Dagger & Staff
Save:  As Cleric of Same Level
XP Progression: Thief
To Hit: Thief
Class Ability: Turning, Thief Abilities, Herbalism, Scribe/Use Divine Scrolls,
Spell Progression: As Cleric (See Scribe/Use Divine Scrolls)

Turning

The Monk may turn undead as a Cleric of the two levels lower than himself/herself. Cannot Turn until 3rd Level.

Thief Abilities

The Monk possesses the Thief Abilities of a Thief of the one level lower than himself/herself; at 1st Level: Open Locks(10), Remove Traps(5), Pick Pockets(20), Move Silently(15), Climb Sheer Surfaces(86), Hide in Shadows(5), Hear Noise(1-2).

Scribe/Use Divine Scrolls

The Monk may not cast divine spells, however, he may scribe and use scrolls of divine spells provided that a)he is accompanied by a cleric who is able to cast the divine spell during the process of scribing the scroll; and b)the Monk is of sufficient level to scribe the scroll (See Cleric Spell progression chart).  The Monk may only use as many divine scrolls in a day as his level allows, treating the scrolls as though they were the daily spells of a Cleric of the same level.

Herbalism

The Monk may use his skills as an herbalist to collect herbs to use as curatives or poisons.  To create curatives or poisons, the Monk must first collect ingredients.

Collecting herbs from the garden

While at his or her home monastery, abbey or convent, the Monk will have a 90% chance of succeeding in finding required herbs.  At an unfamiliar monastery, abbey or convent, the Monk will have a 70% chance of succeeding in finding required herbs. In both cases, these represent herbs and plants that are readily available from the monastery’s garden.

Collecting herbs in the wilderness

Finding and collecting herbs in the wilderness may be more difficult; attempting to collect herbs in a wilderness area takes 1 hour unless the situation dictates otherwise.

1 20% chance per day
2 25% chance per day
3 30% chance per day
4 35% chance per day
5 40% chance per day
6 45% chance per day
7 50% chance per day
8 55% chance per day
9 60% chance per day
10 65% chance per day
11 70% chance per day
12 75% chance per day
13 80% chance per day
14 85% chance per day

The Monk’s Wisdom increases his chances of successfully finding the required ingredients by 5% for each +1 modifier.

Creating Curatives/Poisons

The Monk must choose what kind of cure or poison he intends to create before collecting herbs.  Unless properly stored (kept in dry places, bottles, jars, etc.), herbs will lose their efficacy after 1d4 days. Healing ointments, after mixed, retain their efficacy for 2d4 days if properly stored.

Poultice of healing (1st-5th Level) (1 turn to create)

When applied, will restore 2d6 hit points after 12 hours. These are in addition to any hit points restored naturally by resting.

Greater Poultice of healing (6th Level+) (2 turns to create)

When applied, will restore 1d6 hit points instantly, and will restore 2d6 hit points after 12 hours. These are in addition to any hit points restored naturally by resting.

Disinfecting ointment (1st-5th Level) (1 turn to create)

When applied, will restore 1d6 hit points after 12 hours and allow for an additional saving throw at +2 against a non-magical disease* contracted from the bites of normal animals.

Greater Disinfecting ointment (6th Level+) (2 turns to create)

When applied, will restore 1d6 hit points after 12 hours and cure non-magical disease* caused by the bites of normal animals and allow for an additional saving throw at +2 against a magical disease.

Antidote (1st-5th Level) (2 turns to create)

When consumed, grants an additional saving against any non-magical poison** from the sting or bite of normal animals.

Greater Antidote (6th Level+) (3 turns to create)

When consumed, grants an additional saving throw against any magical poison or will counter any non-magical poison** from the sting or bite of normal animals after 1 hour.

Bodily cleanse (1st-5th Level) (1 turn to create)

When consumed, will cure any non-magical disease* within 1d12 hours.

Greater Bodily Cleanse (6th Level+) (2 turns to create)

When consumed, will instantly cure any non-magical disease, grants an additional saving throw against magical disease.

Poison of Weakness (1st-5th Level) (1 hour to create)

The victim must save vs. poison or suffer a -4 penalty on all rolls and a -2 penalty on physical stats within 1d12 hours after the poison is consumed.

Greater Poison of Weakness (6th Level) (2 hours to create)

The victim must save vs. poison or suffer a -8 penalty on rolls and a -4 penalty on physical stats within 1d12 hours after the poison is consumed.

Deadly Poison (1st-5th Level) (4 hours to create)

The victim must save vs. Poison or suffer 1d6 damage per hour until an antidote is administered or the victim dies. Victims who succeed in their saving throw take only 1d6 damage.

Greater Deadly Poison (6th Level+) (8 hours to create)

The victim must save vs. Poison or suffer 2d6 damage per hour until an antidote is administered or the victim dies. Victims who succeed in their saving throw must make a second save vs. Poison; if the victim fails the second saving throw, he or she will suffer 1d6 damage per hour until an antidote is administered or he or she dies. If the victim succeeds in their second saving throw, the victim takes only 1d6 damage.

*: Diseases not caused by magical/mythical creatures or spells

**: Any poison not specified as magic in nature.

At Lvl 1, Brother Andrews successfully completes his first investigation, discovering that Brother Vinos has been the one stealing ale from the abbey cellar.

At Lvl 1, Brother Andrews successfully completes his first investigation, discovering that Brother Thaddeus has been the one stealing ale from the abbey cellar.

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5 responses to “And the 500th post is: New OSR Class: The Monk (UPDATED!)

  1. Now here’s a Monk I think I might appreciate in one of my games. Forget that noise about flying kicks or flurry of blows or exotic weapon proficiency. Lol.

    –Dither

    • The guy in my group who’s got multiple degrees in medieval history and religion says he’s totally down for playtesting this, though he thinks the idea of a monk as a replacement for a thief is hilarious. I told him it’s mostly a matter of mechanics and having a character who a) has that skillset and b) isn’t a constant nuisance to the party by being chaotically aligned. It’s not the sort of character class that would attract a “Dude, I’m just roleplaying my alignment!” sort of player.

      • “Dude, I’m just roleplaying my alignment!”

        That reminds me I have no idea where to even begin playtesting the stuff I’ve developed. My inner scientist is sobbing in a corner of my mind, for all the variables my designs introduce…

        One of those big changes is binary Destiny/Agency alignment. It’s designed to have NO impact on mechanics. It only serves to draw an imaginary line in the sand.

        There’s no way to be “neutral.” If you flip a coin or roll a die — destiny. If you decide not to choose — agency. It’s hard-coded into the act of gaming. Whatever your choice… you lose. >:D

        –Dither

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