22 May 2014

Monk Redux for OSR


Monk
Prime Requisite: WIS, CON, and DEX
Requirements: None
Hit Die: d4
Maximum Level: 14

As a Monk, you are a seeker after enlightenment, a member of an ascetic religious order pursuing mental, spiritual, and physical perfection. You are deadly with all weapons, and an expert in complex forms of unarmed combat. Monks are relatively weak at lower levels, but at higher levels they approach the power of higher-level Magic-Users, although in a much different way. Various stages of enlightenment grant Monks a wide variety of abilities.
Monks are highly trained combatants. They advance in attack bonus and saving throws as fighters, by two points every three levels of experience. They increase their base damage roll from successful melee attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, 9th, and 12th level. They are not trained in the wearing of armor, and are only trained to use the following weapons: clubs, crossbows, staffs, spears, and pole-arms. They are trained to fight wielding a weapon with both hands, and a weapon in each hand. 

As a monk gains levels they develop increasingly more esoteric abilities.

Monks use the thief skills move silently, climb walls, hide in shadows, and hear noises, as a thief of equal level.

Monks are also skilled unarmed combatants doing 1d4 damage with their empty hands, and increasing the damage by one die size at 3rd, 6th, 9th, and 12th level. 

Upon reaching 3rd level a monk becomes more mindful of their surroundings, gaining a +1 to surprise and initiative rolls.

At 4th level, the monk’s connection to the cosmos deepens allowing them to speak with animals.

At 5th level, the master gains an understanding of their own body such that they can induce a death trance, lowering their heart and respiration rate as low as to appear dead. They can maintain this for a turns equal to double their level.

Upon attaining 6th level, the monk will discover the ability to will their body whole, allowing them to heal double their level in hit points of their own wounds once per day. Additionally, they will feel a physic pull to seek out the Master of the North Wind and duel them. Without successfully defeating the Master of the North Wind, the monk cannot advance beyond 6th level, and no experience points will be gained; however, upon defeating the current Master of the North Wind, the monk will earn that title, and will be taught how exert their will to lay hands upon others and heal their wounds as if they were their own. The lay on hands, proficiency stacks with this ability. 

Just like with 6th level, at 7th and higher levels, the monk will feel the psychic pull towards the master of that level and must duel them to advance beyond that level and will upon defeating that master be taught a new secret.

The 7th level secret is how to speak with plants.

The 8th level secret is how to fortify the mind, gaining a +2 to saving throws vs. hypnosis and suggestion.

Upon gaining the rank of Mast of the East Wind (9th level), the monk will attract 1d6 1st level monks as followers provided they have established a Secluded Monastery. These 1st level monks are completely loyal (morale +4). While in the monk’s service, their followers must be provided food and lodging, but need not be paid wages.

The 10th level secret further steels the will of the monk, giving them a +2 to saving throws vs. geas and quest.

The final secret is gained at 12th level after defeating the Master of Summer, knowledge of Quivering Palm. This terrifying technique can be only attempted once a week, and must be declared and used within 3 rounds. The monk must successfully hit a natural creature with an unarmed strike and do no damage. The monk then has a number of days equal to their level to simply will the target to die. However, this only works on natural creatures that have the same or lower number of hit dice or levels as the monk. 

Monk Level Progression
Experience
Title
Level
Hit Dice

Unarmed Damage
Melee Damage Bonus

0
Novice
1
1d4
1d4
+1
2,500
Initiate
2
2d4
1d4
+1
5,000
Disciple
3
3d4
1d6
+2
10,000
Immaculate
4
4d4
1d6
+2
20,000
Master
5
5d4
1d6
+2
40,000
Master of the North Wind
6
6d4
1d8
+3
80,000
Master of the West Wind
7
7d4
1d8
+3
160,000
Master of the South Wind
8
8d4
1d8
+3
280,000
Master of the East Wind
9
9d4
1d10
+4
400,000
Master of Winter
10
9d4+2
1d10
+4
520,000
Master of Autumn
11
9d4+4
1d10
+4
640,000
Master of Summer
12
9d4+6
1d12
+5
760,000
Master of Spring
13
9d4+8
1d12
+5
880,000
Grandmaster of Flowers
14
9d4+10
1d12
+5

Monk Saving Throws and Attack Progression
Level
Petrif. &
Paralysis
Poison &
Death
Blast &
Breath
Staffs &
Wands
Spells
Attack Bonus
AC
1
15+
14+
16+
16+
17+
+1
9
2-3
14+
13+
15+
15+
16+
+2
8
4
13+
12+
14+
14+
15+
+3
7
5-6
12+
11+
13+
13+
14+
+4
6
7
11+
10+
12+
12+
13+
+5
5
8-9
10+
9+
11+
11+
12+
+6
4
10
9+
8+
10+
10+
11+
+7
3
11-12
8+
7+
9+
9+
10+
+8
2
13
7+
6+
8+
8+
9+
+9
1
14
6+
5+
7+
7+
8+
+10
0