|Anyone itching to make a mega-dungeon with the classic|
trope of an abandoned monastery with caves beneath?
Photo by Falin - Own work, CC BY-SA 3.0, Link
A Schemamonk is one who takes on the Great Schema, which is a type of extreme ascetic monasticism. They wear a special vestment which looks like this:
|Don't you just want this guy in your campaign world?|
|Orthodox Christian nuns with the Great Schema|
Interestingly, there is an example of a miracle performed through St. Silvans that looks an awful lot like a Hold Person spell. There was a group of robbers that had come to the monastery to do mischief. St. Silvans saw them sneaking through the garden and through his prayers they were held fast and unable to move. Only after they repented did the monk set them free. I see this as further evidence that the original Cleric Spell List was mostly inspired by Christian miracles.
For those interested, here is the monk class re-imagined as a Western, Christian analog class for B/X and Labyrinth Lord. I use this as a class available to players in my Lost Colonies campaign.
Red MonkPrime Requisite: STR, WIS, DEX and CON
Hit Dice: 1d6
Maximum Level: 14
Class Damage Die: d6 (For those who use it)
Requirements: Must be Lawful
In Wilderness areas at the edge of Istenite Civilization is a militant order of monastics that is popularly known as the Red Monks, due to their use of a red wolf hook in their heraldry as well as their reddish-brown robes. Through ascetic practices of prayer and fasting, red monks seek to hone their bodies into living weapons to fight against evil in order to make The Wilderness safe for Civilization.
Red Monks fight and save as Fighters. The are limited to leather armor or lighter as well as shields. [For those who don’t use the class damage die, they may use crossbows, hand axes, polearms, spears, swords and staff.]
In addition, they have the following abilities:
- At 1st level: A Red Monk is at +1 AC while able to freely move and wearing leather armor or lighter and are trained in Unarmed Fighting. They may use a 1d2-1/1d2-1/1d4-1 attack routine when not using a weapon.
- At 2nd level: Red Monks are at +1 AC and +1 Saves vs. Chaotic creatures
- At 3rd level: A Red Monk’s Unarmed attack routine increases to 1d3-1/1d3-1/1d6-1.
- At 4th level: A Red Monk becomes immune to all forms of fear, including magical fear.
- At 5th level: A Red Monk’s Unarmed attack routine increases to 1d3-1/1d3-1/1d8-1.
- At 6th level: A Red Monk becomes immune to all forms of disease, including magical diseases.
- At 7th level: A Red Monk is at +2 AC while able to freely move and wearing leather armor or lighter. A Red Monk’s Unarmed attack routine increases to 1d4-1/1d4-1/1d8-1.
- At 8th level: A Red Monk becomes immune to all poisons, including magical poisons.
- At 9th level: A Red Monk’s Unarmed attack routine increases to 1d4-1/1d4-1/1d10-1.
- At 13th level: A Red Monk is at +3 AC while able to freely move and wearing leather armor or lighter
Reaching 9th Level: A Red Monk may build a fortified church.
0 XP ..... Level 1
2,450 ..... Level 2
4,900 ..... Level 3
9,800 ..... Level 4
19,600 .... Level 5
39,200 .... Level 6
80,000 .... Level 7
160,000 .... Level 8
280,000 .... Level 9
400,000 .... Level 10
520,000 .... Level 11
640,000 .... Level 12
760,000 .... Level 13
880,000 .... Level 14
Red monks bite, or is that a kick?
It is whatever martial maneuver the player wants it to be. It represents a routine and therefore a series of moves where the first two attacks set up the third.
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