Author Topic: Revised Class: Chaos Monk  (Read 34273 times)

Offline radmelon

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Re: Revised Class: Chaos Monk
« Reply #60 on: February 18, 2012, 12:49:30 PM »
Sounds good.

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #61 on: March 21, 2012, 09:18:11 PM »
Have begun updating greater mutations.  Are there any more basic mutations someone wants?

Offline radmelon

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Re: Revised Class: Chaos Monk
« Reply #62 on: March 22, 2012, 01:19:14 PM »
Nothing I can think of off the top of my head, but I'll let you know if I think of anythng.

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #63 on: March 23, 2012, 09:39:10 PM »
got all but one of the greater mutations done and awaiting feedback

Offline radmelon

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Re: Revised Class: Chaos Monk
« Reply #64 on: March 24, 2012, 12:41:34 PM »
I'm assuming that manipulate time is the unfinished one? Because it doesn't say how often you can use it.

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #65 on: March 24, 2012, 02:06:42 PM »
actually fractured space is the undone one, but i fixed manipulate time

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #66 on: May 10, 2012, 11:15:15 PM »
Should i make extra head a greater mutation?

Any thoughts on what you'd like to see for it?

Offline radmelon

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Re: Revised Class: Chaos Monk
« Reply #67 on: May 11, 2012, 10:05:19 AM »
Extra head sound like a hilarious idea. Paging Zaphod Beeblebrox.

Offline veekie

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Re: Revised Class: Chaos Monk
« Reply #68 on: May 14, 2012, 03:09:01 PM »
Extra head hmm, it seems like it should be potent, but what WOULD it actually grant...
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #69 on: May 15, 2012, 12:00:22 AM »
combat bonuses or extra actions?

Offline veekie

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Re: Revised Class: Chaos Monk
« Reply #70 on: May 15, 2012, 12:34:05 AM »
Lower power could be stuff like unflankable, and getting dual rolls against will saves(or even needing two targetings to affect both heads).

High would be extra actions proper, yeah, but extra actions is a loaded category.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #71 on: May 15, 2012, 10:10:47 PM »
entry prerequisites for the PrC's are revised

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #72 on: May 17, 2012, 09:42:20 PM »
how about each head gets a save against any illusion or mind-affecting effect, and the PC isn't affected unless both heads fail.

Offline radmelon

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Re: Revised Class: Chaos Monk
« Reply #73 on: May 18, 2012, 01:20:58 AM »
Sounds good.

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #74 on: May 18, 2012, 11:28:57 PM »
Vow of Nudity is revised

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #75 on: November 01, 2012, 09:49:56 PM »
Snakefarter is finished, Mam FU has small update.

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #76 on: December 03, 2012, 02:49:20 AM »
Mam Fu is done other than epic levels

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #77 on: December 31, 2012, 03:06:32 AM »
might as well get started on this whilst I fiddle with the epic levels

HORNY MOOSE KUNG FU


   
"MWUUUUUUHHHH!"

 Martial arts styles based on animals fighting or their movements are ubiquitous.  One day a Monk was pondering how to make a name for himself in his lonely sub-arctic temple when he noticed the bull moose challenging each other for the pick of the cows.  A year later he ended his imposed exile and introduced the world to Horny Moose Kung Fu.  He has achieved fame of a sort, just not the kind he truly hoped for.

BECOMING A MOOSE
Being a male Chaos Monk eager to run blindly into his own damnation is highly necessary.

 ENTRY REQUIREMENTS
   Skills:  Intimidate 8 ranks, Bluff 5 ranks, Concentration 5 ranks
   Feats:  Fists of Iron, Improved Unarmed Strike, Stunning Fists
   Gender:  Male or have the Mutable Gender Mutation
   Mutation:  Horn Gore


Class Skills
 The Mooses class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), and Swim (Str).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2    CHARGE!, Monk Abilities
2. +2    +3     +0     +3    Check Out Mah Rack!
3. +3    +3     +1     +3    Rush (+2, +5')
4. +4    +4     +1     +4    CHARGE!
5. +5    +4     +1     +4    Check Out Mah Rack!
6. +6    +5     +2     +5    Rush (+4, +10')
7. +7    +5     +2     +5    CHARGE!
8. +8    +6     +2     +6    Check Out Mah Rack!
9. +9    +6     +3     +6    Rush (+8, +20')
10.+10   +7     +3     +7    Bull

Weapon Proficiencies: A Moose gains no new weapon or armor proficiencies.
 
Monk Abilities: Your Chaos  Monk and Horny Moose levels stack for purposes of determining your Unarmed Strike Damage, Unarmored AC Bonus, and Chaos Strike Abilities.

CHARGE! (Ex): At 1st Level you gain the Powerful Charge Feat as a Bonus Feat.

At 4th Level you gain the Greater Powerful Charge Feat as a Bonus Feat.

At 7th Level you gain a +x Bonus to damage rolls made during Charge Attacks, where x is equal to the number of squares you moved times 2.

Check Out Mah Rack! (Ex): At 2nd Level your Horn Gore now does damage equal to your Unarmed Strike damage improved by one step (i.e. if your Unarmed Strike does 1d6 your Horn Gore dies 1d8). 

At 5th Level a successful critical hit with your Horn Gore Dazes your opponent for 1 round.

At 7th Level a successful critical hit with your Horn Gore Stuns your opponent for 1 round, and Stuns with a regular hit if he fails a Fortitude Save (DC is 10 plus half Hit Dice plus Strength Modifier) instead.

Rush (Ex): At 3rd Level you gain a +2 Competence Bonus to Initiative rolls, and Attack Rolls made on a Charge or against Flat-Footed Opponents.  Your Base Land Speed also increases +5'.  This increases to +4/+10' at 6th Level, and +6/+20' at 9th Level.

Bull (Ex): At 10th Level you become a hairy, anthropomorphic moose man.  Your Type changes to Outsider with the Native and Chaotic Subtypes, and you become immune to Cold damage.

PLAYING A MOOSE
 You're young, dumb, and full of...ambition.  Not exactly the greatest of combos.   You mean well, but good intentions aren't enough sometimes quite frankly.
 Combat: You run directly into people with your head.  Seriously.  Sometimes you only think it works because most people never seriously believe you'll do it.
 Advancement: Most disciples of the Horny Moose are obsessed with developing their art to ensure it's survival/popularity.  Other considerations tend to fall to the wayside.  Even mating, which is ironic given the name.
Resources: The Horny Moose Style hasn't exactly set the Martial World aflame.  So you'll have to rely on your wits and fortitude for emergencies.

MOOSE IN THE WORLD
"What the hell are those fools doing?"
 People don't understand the simple beauty of your art.  Come on it was inspired by nature.  Horny moose blinded by rage are a part of nature after all. 
 Daily Life: Much of your day revolves around you and your brothers repeatedly cracking your skulls against one another in an effort to make them invulnerable.  It has yet to truly work.
 Notables:
 Organizations: Your temple is too small yet to be a real organization, but many of it's members join organizations to try and drum up support.

NPC Reaction
 NPC's call you a dumbass.  Not when you're around obviously, cause you'd mow 'em down.

MOOSE IN THE GAME
 This class assumes you run about head butting monsters, possibly with a massive erection while doing so.  Could be the cause of some table disruptions...
 Adaptation: This is definitely meant for sillier campaigns.
 Encounters: Moose style practicioners are usually found out in the woods.

Sample Encounter
EL 12: The PC's are out deer hunting when some yahoo with moose antlers charges their tree, knocking himself out.  You'd heal him but he's naked and standing at attention (so to speak) so the Cleric reeeally doesn't wanna touch him.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC MOOSE

Hit Die: d10
Skills Points at Each  Level : 2 + int
Rush  At 23rd Level and every 3 Levels thereafter your initiative/attack bonus increases +2, and your move by an additional 5'.
Bonus Feats: The Epic Moose gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: June 26, 2022, 01:09:21 AM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #78 on: February 07, 2013, 01:31:47 AM »
BLIND OLD CANNIBAL MAN KUNG FU


   
"Self-interest makes some people blind, and others sharp-sighted."

 Long, long ago a monk named Fung Sheng Wu Chi found a terrible secret: that he could extend his life forever if he were willing to personally kill someone in combat, and then ritualistically devour him.  He thought very long and hard on this.  He could extend his life permanently, and perfect his martial arts, passing it on to others.  Perhaps even creating a dynasty.  But there was a price to pay.  He would be required to leave behind both his morality and a part of himself.  To become disabled in exchange for long life.  He chose his eyes, and has adapted to living without them by being able to sense others via their Ki.  He has met only a small handful of others he has taught his art to.

BECOMING AN OLD MAN
If you're a pissed off, bitter old blind man who hates the world and has some martial skill you just need to be willing to eat someone to join.

 ENTRY REQUIREMENTS
   Skills:  Bluff 8 ranks, Concentration 8 ranks, Listen 8 ranks
   Feats:  Deafening Slap, Kung Fu Mystic
   Special:  Must be blind man suffering old age in order to be accepted for training, must also be willing to eat people.  Optionally you can use Mutable Age and Mutable Gender toqualify.
   Alignment:  Must be Evil
   Mutations:  Enhanced Senses (Blindsight), Natural Weapon (Bite)


Class Skills
 The Old Man's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, History)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +2     +2    Enhanced Blindsight, Monk
2. +2    +0     +3     +3    Teeth of Doom
3. +3    +1     +3     +3    Master of Defense
4. +4    +1     +4     +4    Enhanced Blindsight
5. +5    +1     +4     +4    Teeth of Doom
6. +6    +2     +5     +5    Master of Defense
7. +7    +2     +5     +5    Enhanced Blindsight
8. +8    +2     +6     +6    Teeth of Doom
9. +9    +3     +6     +6    Master of Defense
10.+10   +3     +7     +7   Digest Knowledge

Weapon Proficiencies: A Blind Old Man gains proficiency with one Exotic Weapon, usually ranged.

Monk: Your Chaos Monk and Blind Old Cannibal Man Levels stack for purposes of determining your Unarmed Strike damage and AC Bonus.

Enhanced Blindsight (Ex): At 1st Level your Blindsight increases to 45'.

At 4th Level your Blindsight increases to 60'

At 7th Level you gain a +2 Insight Bonus on AC against anything within range of your Blindsight.

Extend Life (Ex): At 2nd Level you have given up your sight for learning other ways to see, and have proven yourself enough to learn the rituals for long life.  To perform the ritual you must kill an opponent in personal combat (said opponent must be of your species, and at least 1 HD).  Once this is done you ritually prepare and eat the body (this takes approximately 4 hours).  Once you perform the ritual and devour the necessary bits, you gain the following: Regeneration 1, +1 Profane Bonus to AC, +1 Profane Bonus to Saving Throws, and a +1 Bonus to Attack rolls for 24 hours.  It also negates all physical attribute penalties due to old age for 1 year, during which time you are immune to aging effects.

At 5th Level you gain enhanced benefits by performing the ritual.  You become immune to aging effects and penalties due to old age for 5 years.  The Bonuses gained increase to +2 and last for 5 days as opposed to 24 hours (Regeneration increases to 2 hp per round as well).  Optionally if you are at 0 hp or less you may simply eat portions of an opponent as a Full Round Action to activate the Regeneration long enough to heal to full hp (doesn't last more than 1 hour if you continue to take damage for some reason).

At 8th Level a successful ritual means you become immune to aging effects and penalties due to old age for 15 years.   The Bonuses gained increase to +3 and last for 15 days as opposed to 24 hours (Regeneration increases to 3 hp per round as well).   During that 15 day period you are immune to Death Effects as well.
 
Master of Defense (Ex): At 3rd, 6th, and 9th Levels you get one ability from the following list:

Vicious Defense (Prerequisite Feat: Deadly Defense): You may use the Deadly Defense Feat with any weapon now, and if the opponent is within range of your Blindsight you do an additional +2d6 damage.

Quick Defense (Prerequisite Feat: Improved Initiative): You gain any Bonus you have to Initiative Checks as an Insight Bonus to your AC.

Exotic Weapon Master (Prerequisite Feat: Exotic Weapon Proficiency) When using this Exotic Weapon inside the range of your Blindsight you gain an Insight Bonus on Attack and Damage rolls equal to your Wisdom Modifier.

Fire Master (Prerequisite Feat: Grenadier) When using Grenade Weapons you ignore the targets Hardness if it is within range of your Blindsight.

Master of Opportunity (Prerequisite Feat: Combat Reflexes) You may now make more than one Attack of Opportunity per round against the same target if it continues to provoke them.

Defensive Pimping (Prerequisite Feat: Stunning Fist) You may now deliver a Stunning Fist Attack as a melee touch attack.  If delivered as an Attack of Opportunity against a moving opponent, he immediately stops and loses all further movement this round.


Digest Knowledge (Ex): At 10th Level when performing the Extend Life ritual you also gain some of the abilities of your victim.  You may choose to gain any 1 of the choices from the list below, and you retain the bonus for as long as you are under the Extend Life ritual.  You can only have bonuses from one victim at a time, if the Extend Life ritual is performed while you're still under the effects of a previous Extend Life ritual you pick new bonuses from the new victim and lose the old bonuses.

 - Choose three skills.  You may treat yourself as if you had ranks equal to the number of ranks the victim had in that skill, and in addition you gain any racial bonuses to that skill the victim possessed (if any).
 - Choose any two feats your opponent had that you do not (you do not need to qualify for these feats).
 - Choose any one Extraordinary class feature of 4th level or lower that the victim had (does not include spellcasting/manifesting/binding/maneuvers/etc.) and gain it as the victim had it, including all choices the victim made.  Class features that grant bonus feats cannot be chosen.  (For example: If you gain a class feature from a 10th level Ranger you can gain three favored enemies using the choices that ranger had made, Wild Empathy, or an Animal Companion using the same animal companion choice the ranger had made.)

PLAYING A BLIND OLD MAN
 You remember many of the secrets of the world.  Secrets that cannot afford to be lost.  Fortunately you've found a way to live forever by devouring the young.  Needless to say the young do not find this a happy circumstance, but fuck 'em you deserve this more than they do.
 Combat: Old Blind Men tend to specialize in defensive fighting, simply avoiding or blocking whatever their opponent does till they get within range.  Many often become skilled in grenade weapons to convince opponents to come closer on the assumption you won't use explosives if they get up close.  And of course once you get close, they do baaaad things...
 Advancement: The Blind Old Men each tend to specialize in some sort of fighting style remembered from their younger days.  Aside from their obsession with maintaining their own lives, they are martial arts historians doing their best to preserve knowledge of the various esoteric forms that would otherwise die out.
Resources: The Blind Old Men are a pretty tight knit group.  Mess with one of them and you mess with all of them.

BLIND OLD MEN IN THE WORLD
"Never trust old people."
 Most Blind Old Men are retired from active life.  Few know of their existence, and unless you happen to be one of their patrons they actively kill anyone who knows of or can identify them.  But for the occasional mission of assassination or annual feeding you remain hidden from the world.
 Daily Life: Much of your time is spent practicing your art to perfection, researching odd subjects, and looking for helpers you can trust.  The rituals allowing you potential immortality require you to be blind, so someone is needed to read for you. 
 Notables:
 Organizations: The Blind Old Men are a fairly small cult, and while they sometimes hire out as enforcers for repressive governments or other entities they consider their employers to be beneath them secretly.

NPC Reaction
 NPC's think you're a harmless old man, unless they know the truth.  Then they run from you and advise others to do the same.

BLIND OLD MEN IN THE GAME
 This class assumes one of your PC's is a cannibal, meaning if there are good members of the party he'd best be good at keeping secrets.
 Adaptation: This could easily be done as horror or humor. Well dark humor anyway.
 Encounters: PC's will rarely encounter a Blind Old Man unless he intends they be victims, or they're in his path while he's looking for a victim/assassination target.

Sample Encounter
EL 12: The PC's are eating rice and orange chicken when a blind old man walks in and kills the waiter with a toothed basket on a chain.  "Was that the one armed boxer?"


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC BLIND OLD MEN

Hit Die: d6
Skills Points at Each  Level : 6 + int
Master of Defense Beginning at 23rd Level and every three Levels thereafter you may choose a new ability.
Bonus Feats: The Epic Blind Old Man gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: June 26, 2022, 01:10:52 AM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #79 on: April 13, 2013, 07:05:02 PM »
Minor update to blind old cannibal man.  More to come soon.