Author Topic: Revised Class: Chaos Monk  (Read 34226 times)

Offline bhu

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Revised Class: Chaos Monk
« on: November 11, 2011, 03:05:20 AM »
Core Class
Chaos Monk (Page 1)
Mutations (Page 1)

Epic Rules

Feats
Chaos Feat (Page 1)
Disturbed Feats (Page 1)
Epic Chaos Feats (Page 1)

Prestige Classes
Blind Old Cannibal Man Kung Fu (Page 4)
Brainfinger Kung Fu (Page 1)
The Disciples of Henderson (Page 5)
Dragon Fibbler (Page 5)
The Drunken Bastard (Page 3)
Ethnic Fat Chick Kung Fu (Page 1)
Fetish Chicken Kung Fu (Page 1)
Fist of Bubnoff (Page 1)
Frogboy (Page 1)
Gawd (Page 5)
Giant Robot Kung Fu (Page 1)
Horny Moose Kung Fu (Page 4)
Howler Monkey Kung Fu (Page 5)
Internal Hemorrhaging Kung Fu (Page 5)
Lying Weasel Kung Fu (Page 5)
Massive Mammary Kung Fu (Page 1)
Near-Sighted Rhino Kung Fu (Page 6)
Nekkid Mauler (Page 1)
The Pierced Monk (Page 1)
The Profane Fists (Page 1)
Psycho Bitch Kung Fu (Page 1)
Rambler (age 6)
Revolutionary (Page 5)
Rubbah Tung Kung Fu (Page 1)
Sissy Dragon Kung Fu (Page 5)
Snakefarter Kung Fu (Page 1)
Toadie Frog Groupie (Page 5)
The Unenlightened Fist (Page 1)
Zerth Whacker (Page 1)
« Last Edit: June 26, 2022, 12:48:09 AM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #1 on: November 11, 2011, 03:05:50 AM »
CHAOS MONK


   
"Chaos is the score upon which reality is written."

 Before everything else there was Chaos, and to Chaos it is said by some all will return.  But is this true?  If all was Chaos before how did the Gods come to be?  And why did they make reality as it is now?  Why bother?  Despite the rules of Law, things still change.  More slowly perhaps, but they do still change.  Why hasn't that change sped up or slowed down over the Millenia?  Or has it done so and no one has been able to notice? 

Finding the truths behind these questions is the ultimate goal of every Chaos Monk.  And they're willing to risk their bodies, minds, and souls to do it.  Their bodies go first, succumbing to mutations from the forces the Monks expose them to in their experiments and wanderings.  It is the sad truth that members of this class lose their humanity even if they attain the goal they seek.  After a while they may not even resemble a member of their own race anymore.

MAKING A CHAOS MONK
 Chaos Monks are quintessential spoilers.  Their main role in combat is to confuse and befuddle the enemy, and keep them busy by doing things that hamper an enemies progress (or takes on of the more powerful ones out of the fight for a moment).  Their high Saving Throws and the immunities they eventually become a little bit difficult to put down unless an opponent is willing to throw things at them at random until something sticks (which can waste time).  Depending on the PrC's they take they could also have other party roles as well.  Generally they will be a Jack of all Trades-Master of None sort of character.
 Abilities: Wisdom and Charisma should be your priority stats as many of your classes abilities will key off them.  Since you will be a combat class, good physical scores should will be helpful.  However  they may not be entirely necessary depending on your choices of Feats and Prestige Classes. 
 Races: Most Chaos Monks come from civilized societies, particularly older ones sliding into decay or that find themselves in moral quandaries (i.e. their technology or magical level is outstripping their ability to keep pace with emotionally and mentally).  Most are either human, or races that prefer a Chaotic alignment.  But they do have a healthy membership from lawful or Neutral societies that stress conformity, as such stifling peer pressure creates outsiders who crave a change.
 Alignment: Each and every Chaos Monk has his own thought's on what the truth behind reality is.  It's why so few of them live to see old age.  many of them lose sight of searching for the truth behind the world we live in, and instead become obsessed with proving their own personal belief, even sometimes after being shown their belief may just be another lie.  Others try to hold no personal belief sacred, and will try any act (good or evil) merely to see how it feels to them, or if it brings to them any personal revelation.  Chaos Monk's cannot be Lawful, but they have no preference for Good or Evil.  Most are Chaotic Neutral.  And more than a few have their alignment obscured by personal madness from the things they have experienced.
 Starting Gold: Same as Monk
 Starting Age: Same as Monk.

Class Skills
 The Chaos Monk's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, The Planes)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +2     +2    Unarmed Strike, Chaos Feat, Unarmed Damage, AC Bonus, Monk, Cha Focus
2. +1    +3     +3     +3    Chaos Feat
3. +2    +3     +3     +3    Disturbed Mind
4. +3    +4     +4     +4    Chaos Strike
5. +3    +4     +4     +4    Body in Flux
6. +4    +5     +5     +5    Chaos Feat
7. +5    +5     +5     +5    Mutation
8. +6    +6     +6     +6    Chaos Strike
9. +6    +6     +6     +6    A Moment of Unpredictability
10.+7    +7     +7     +7    Chaos Feat
11.+8    +7     +7     +7    Mutation
12.+9    +8     +8     +8    Chaos Strike, Greater Mutation
13.+9    +8     +8     +8    Babel Tongue
14.+10   +9     +9     +9    Chaos Feat
15.+11   +9     +9     +9    Mutation
16.+12   +10    +10    +10   Chaos Strike, Greater Mutation
17.+12   +10    +10    +10   Body of Chaos
18.+13   +11    +11    +11   Chaos Feat
19.+14   +11    +11    +11   Mutation
20.+15   +12    +12    +12   Disciple, Greater Mutation


Weapon Proficiencies: Chaos Monks are proficient with 8 weapons of their choice.  They have no proficiency with Armor or Shields.
 
Cha Focus: Your Unarmored AC Bonus, and the Save DC of all your Chaos Monk Powers or Chaos Feats use your Cha modifier.  This can be modified via Chaos Feats.

Unarmed Strike (Ex): At 1st level Chaos Monks gain Improved Unarmed Strike as a Bonus Feat.

Chaos Feat: At levels 1, 2, 6, 10, 14, and 18 the Chaos Monk gains a Bonus feat from the Chaos Feat List (see post further below) if they meet the Prerequisites.  They may also choose Improved Grapple or Stunning Fist as a Chaos Feat (as well as any Feats listing those 2 Feats as Prerequisites).

Unarmed Damage (Ex): At first level the Chaos Monks Unarmed Strike Damage is 1d6.  This increases to 1d8 at level 4, 1d10 at level 8, 2d6 at level 12, 2d8 at level 16, and 2d10 at level 20.  They may choose to deal lethal or nonlethal damage with their unarmed strikes or grapples without penalty.  A Chaos Monk's Unarmed Strike is treated as both a manufactured weapon and a natural weapon for purposes of spells that enhance or improve either one.

AC Bonus (Ex): The Chaos Monk seems to avoid blows as if by magic, gaining their Charisma modifier as a Luck Bonus to their AC if they are unarmored, not carrying a Shield, and are carrying no more than a Light Load.  This Bonus increases by +1 at 5th level, and every 5 levels thereafter (+2 at level 10, +3 at level 15, etc.).

Monk: The Chaos Monk is considered a Monk for purposes of the extra effects Monks can gain from certain Feats (Stunning Blow, Superior Unarmed Strike, etc.), and for some items such as the Monk's Belt.  Special Attacks gained from Feats (Stunning Fist, etc) use Charisma in place of Wisdom for their Save DC.

Disturbed Mind (Ex): At 3rd level the stress of his obsessive search for knowledge begins to show, and the Chaos Monk starts to crack a little.  He gains a +2 Bonus against all spells and effects from the Illusion school as he is already hallucinating somewhat from his own insanity, and his own visions conflict sometimes with the Illusions his opponents wish him to see.

Chaos Strike (Su): At 4th level the Chaos Monk's Unarmed Strikes are considered magical for the purposes of overcoming Damage Reduction.  If the Chaos Monk gains any Mutations granting it Natural Weapons it's Chaos Strike abilities apply to those weapons as well.

At 8th level the Monk's Unarmed Strikes are considered Chaotic for purposes of overcoming Damage Reduction.

At 12th level if you successfully critically hit your opponent with your Unarmed Strike he must make a Willpower Save (DC is 10 plus 1/2 HD plus your Charisma Modifier) or be Confused 1 round.

At 16th level the Monk's body is in flux so much that his Unarmed Strikes have a 50% chance of overcoming Damage Reduction regardless of what kind of DR the opponent has.

Body in Flux (Su): Chaos eventually begins warping your body causing some odd effects.  Once per day you can gain an Enhancement Bonus equal to your Charisma modifier on any roll as a Free Action.

Mutation (Ex): At levels 7, 11, 15, and 19 you gain one Mutation (see list further down).

A Moment of Unpredictability (Su): At 9th level whenever you make a successful critical hit with an Unarmed Strike, you may use this ability instead of the critical hit.  This ability works on beings that are immune to critical hits, so if you roll the number necessary to make a critical, roll to confirm anyway to see if this ability is available.  A Moment of Unpredictability can only be used once per day, and only on a successful critical hit.  If you choose to use this ability choose any one Exceptional or Supernatural Ability your opponent has, and he cannot use it for the rest of the encounter.  If your opponent somehow has neither Ex or Su abilities, choose any 1 Feat he has, and he cannot use it for the rest of the encounter.

Greater Mutation (Ex): At Levels 12, 16, and 20 you gain 1 Greater Mutation (see list further down).

Babel Tongue (Ex): At 17th level the Chaos Monk has learned the Primal language of Chaos and gains Babel Speech as a Bonus Feat.

Body of Chaos (Ex): With your exposure to Chaos and your experiences with mind and body altering rituals and substances, your body begins to change over time.  Warping itself internally, you become progressively more difficult to really harm. At 17th level you become immune to Petrification and polymorph

Disciple (Ex): At 20th level the Chaos Monk permanently leaves behind his humanity (or whatever the equivalent for his race is).  He becomes an Outsider with the Native and Chaotic Subtypes.  Additionally the Chaos Monk gains Damage Reduction 10/Lawful.

PLAYING A CHAOS MONK
 Acquisition of knowledge is the only truly worthy goal, and the only one you aspire to in the beginning.  The problem is that eventually you learn more than you'd like.  You learn that some of your assumptions were wrong.  How a Chaos Monk deals with this affects his future, and that of those around him.  Some lose their minds and become self destructive.  With luck, they simply end their own lives quickly, but this is rarely the case.  Normally they go on massive killing sprees, poisoning water supplies, burning crops in the field, etc.  Others may simply fall into depression, or develop odd obsessions.  The ones that make peace with the truth usually continue their researches with an open mind.
 Religion: Chaos Monks hold many varying beliefs, and if they choose to worship a God (many don't), they will prefer those that let them indulge themselves in their chosen path.  Chaotic Neutral or Chaotic Evil deities are common because of this because they have the fewest rules for their worshipers (even if the Monk himself is Good).  Some perversely even worship Lawful deities just to see if they can find out the secrets of those Gods (cessation of change after all, is merely another form of change).  A great many do not worship Gods, believing they are perhaps a mass hallucination, merely powerful beings who toy with the lesser races, or celestial parasites whose power comes from the worship of the masses. 
 Other Classes: Any class with any Alignment restriction or some code of behavior (Clerics, Druid's, Paladins, Knight's, Monks, Samurai, etc.) find you to be at best maddening.  Your constant challenge of their beliefs (which you consider unnecessary limits) drives them to distraction, and many things you do will clash with their world views.  Even criminally inclined classes (Rogue's, Beguilers, Ninja's, etc) prefer to have allies that are predictable and therefore dependable, and you don't fit that mold.  Pure combat classes (Fighter's, Barbarian's, etc) will accept you as long as your abilities are useful, and you don't make too much trouble.  Arcane classes tend to find you fascinating as they wish to study how you have acquired your abilities.
 Combat: You're at your best when your opponent can't predict what you're up to.  This is why Chaos Monks study so many styles (i.e take several PrC's).  If one tactic doesn't work they always have others to fall back on. If their opponent assumes they'll be using the same tactics again, they are mistaken.  Chaos Monks tend to reject conventional wisdom, especially in combat.  Always leave them guessing.
 Advancement: Chaos Monks walk many different paths.  Some merely wish to understand the true nature of Chaos, some wish to see the whole world return to it.  Some spread havoc wherever they go, some use Chaos in a more subtle manner to attain goals.  Really, a Chaos Monk pretty much tends to go in whatever directions his own personal obsessions carry him.  Many will study several forms of unarmed combat in their lifetime, each more bizarre than the next.  They know there will be many obstacles along the way, and they wish to be prepared for them.  Most will study under several Masters, travel to many Planes of existence (Limbo being a popular one), and quite possibly spend some time locked away in their own insanity.  Few will attain any great age, fewer still will find any piece of the truth they seek.  And those will be the most dangerous.  A Chaos Monk who has seen his dreams fail, and who learns that his entire life is a lie (along with all he has believed in and fought for) tends to retreat to a frighteningly familiar stance: wanting to see the world burn.

CHAOS MONKS IN THE WORLD
"In an hour of Darkness a blind man is the best guide. In an age of Insanity look to the madman to lead the way."
 Chaos Monks give the players a chance to play the archetypal outsider.  The guy who isn't like anyone else.  The freak who has absolutely nothing in common with the majority of his social peers.  Or anyone else for that matter.  The downside to this is the Chaos Monk tends to be looked down upon, or suspected anytime something goes wrong.  He'll have to be patient and see past this if he wishes to attain the enlightenment he seeks.
 Daily Life: The abilities and goals of a Chaos Monk vary wildly from individual to individual.  Some make good leaders, some do not.  Some make good followers, some do not.  Some of them are sane and controlled, and some...are very much the opposite.  You are as likely to find a Chaos Monk laying in a gutter in his own blood and vomit speaking gibberish as you are to find him leading an army assaulting the Abyss (or the Celestial Realms for that matter).  They go wherever whim takes them, and perform whatever task is required to see that whim through.  This means a Good Monk may ally himself with less than honorable beings, and an Evil one may take assignments from Angels.  One may voluntarily commit himself to prison, and another may spend years counting the grains of sand on a beach to improve his powers of concentration.  Particularly once they become immune to aging.  At that point time is on their side, and they are less likely to risk themselves.  At that point they have all eternity to find the truth, so why hurry?
 Notables: Pretty much all Chaos Monks are notable for something.  Either being the best at something, or just for scaring the living daylights out of people if nothing else.  Bahari Pangarkar is infamous among his own as being one of the few Chaos Monks to actually attain Enlightenment while following only one path (i.e. he only took levels in Chaos Monk with no Prestige Class or Multiclass, which is pretty darned odd).  He is remembered and looked up to for his persistence and dedication. Remembered for less happy reasons is Shaitan Saamri.  Early in his career he was caught in a portal and traveled the Planes learning many things, and beaten and tortured by many of the beings that lived there.  Eventually he came to believe the universe was a blind, uncaring place that nurtured and accepted cruelty.  Returning to his home Plane, Saamri was personally responsibly for thousands of murders before being executed.
 Organizations: Chaos Monks rarely work together for long, as there is too much opportunity for conflict.  Most have agendas or beliefs that others of their kind can't or won't accept, or that they are diametrically opposed to in some way.  Each temple is lead by a Headmaster who provides basic training for the monks, but after that they are expected to go their own way and learn for themselves.  Many study under several different Headmasters before going their own way and starting a temple themselves.  If opposed by an outside force (particularly a Lawful one) however, the interlopers will find they band together against them quickly and work as a team temporarily quite well.

NPC Reaction
 Chaos Monks try to look differently from everyone else, so scarification, body modification, tattoos, odd clothing, body paint, etc. are the norm for them.  They also hold beliefs that are not in the mainstream, and may sound like lunacy to the common man (and like frightening possibilities to those with enough knowledge).  Most people are scared to death of them.  They don't look normal, they don't act normal, they don't talk normal, etc.  Nothing about them is predictable or easy other than that they will inevitable end up in trouble.  No matter where they are, Chaos Monks tend to be given a wide berth.

CHAOS MONKS IN THE GAME
 Chaos Monks shouldn't be too hard to insert into most campaigns, assuming you still use Alignment.  Otherwise they'll require some jiggering.  be careful to not let the players use them as a lunatic who does everything at random.  Just because Chaos Monks are obsessed with Chaos they aren't necessarily stupid.  Possibly insane, but insane people can still function somewhat in society given the right circumstances.  Chaos Monks will do things to intimidate people around them, but that's to keep the curious at bay (along with everyone else).  They don't want interference in their activities from the lesser people of the world.  Enlightenment comes to those who seek it, not pig farmers worried about the hogs being sick.
 Adaptation: Chaos Monks fit a spot similar to Monks in a party, which is to say they tend to be a spoiler.  Not really frontline fighters (though they can be), not strictly skill monkeys (though they can be), they fall somewhere in between traditional party roles.  Their alignment will generally tend to make them accept a specific niche.  Good Monks use Chaos to nudge events towards an outcome that will be beneficial to all, and they care about their party, thinking of them as wards under their care.  Evil Monks have had their beliefs shattered in some fundamental way, and have gone mad, wanting to see society die (and maybe the world with it).  The party is an ends to a means, and expendable.  If they don't further the Monk's goals he'll leave or murder them.  neutral Monks consider their goals to be the priority, but are still sane enough to realize goals aren't attainable without the help of others.  They will try to guide the party into doing what they want by manipulating them, but will also look out for the parties welfare.
 Encounters: An encounter with a Chaos Monk should leave the PC's disturbed.  Most Chaos Monk's go by the credo "everything you know is a lie".  And some can even prove it to a point.  The PC's should see a glimpse behind the walls of their reality if they are fighting Chaos Monks, and perhaps they will not be happier for it.  At the very least a Chaos Monk who has gone insane and decided to take as much of the world with him as he can should disturb them jsut because of that.  A man who has studied reality, become less (or more) than human because of it, and who now desires the death of everything that exists isn't a common occurrence.  While the Monks assume that what everyone else believes is false, they have enough hubris to still believe their own perception of reality, and many take it as a personal betrayal when that is revealed to be a lie as well. 

PC's will likely encounter them far from civilization, either on alternate Planes of reality, desolate wastelands, or obscure back alley temples.  They do pursue daily activities meant to keep people from watching them, such as charitable works.  most will assume they are a religious group (which can be the case), not a group of philosophers researching reality itself.



EPIC CHAOS MONK

Hit Die: d8
Skills Points at Each  Level : 4 + int
AC Bonus The Chaos Monk's bonus to AC when unarmored continues to increase by +1 for every 5 levels.
Unarmed Strike The Chaos Monk's unarmed strike damage doesn't increase after 16th level.
Ki Strike The Chaos Monks Ki Strike ability does not continue to increase with level.
Mutation At level 21 and every 3 levels thereafter the Chaos Monk gains an additional mutation.
Bonus Feats: The Epic Chaos Monk gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: April 09, 2017, 01:56:23 AM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #2 on: November 11, 2011, 03:06:23 AM »
CHAOS FEATS


Anarchic Strike
You do more damage to Lawful opponents.
 Prerequisites: Chaos Strike (overcomes DR), Stunning Fist
 Benefits: You must announce you are using this Feat before rolling to hit, and it counts as 1 of your daily uses of your Stunning Fist attack.  If successful it does +2d6 damage against Lawful opponents. Creatures immune to stunning still take this extra damage.

Brutal Stunning
Your Stunning Fist attacks affect your opponent longer.
 Prerequisites: Power Attack, Stunning Fist, BAB +6
 Benefits: Declare that you are using this Feat before making your attack roll, and it counts as one of your daily uses of your Stunning Fist attack.  If your Stunning Fist Attack is successful you may expend an additional daily use of your Stunning Fist Attack to make the Stunning Effect last an additional round. You also gain an additional daily use of Stunning Fist, and opponents you Stun via the use of this Feat take a -1 Circumstance Penalty on all rolls until they are no longer stunned.

Burning Fists
You can coat your fists and feet in acid.
 Prerequisites: Dex 13, Cha 13, Improved Unarmed Strike, Stunning Fist, BAB +8
 Benefits: As a Swift Action you can expend 1 daily use of your Stunning Fist Attack to do +1d6 acid damage with your unarmed strikes and natural weapons that round.  You also gain 1 additional daily use of your Stunning Fist Attack.

Burning Heart Strike
Your unarmed strike cause immense pain to your opponent.
 Prerequisites: Cha 17, Improved Unarmed Strike, Stunning Fist, BAB +10
 Benefits: Declare that you are using this Feat before making your attack roll, and it counts as one of your daily uses of your Stunning Fist attack.  Against a Lawful opponent you can make an unarmed strike that does no damage but your target must make a Fortitude Saving Throw (10 plus half your Hit Dice plus you Charisma Modifier) or take a -6 to all rolls for 1d4+1 rounds.

Burning Ki Defense
You may sweat acid as a defense.
 Prerequisites: Dex 13, Cha 13, Burning Fists, Improved Unarmed Strike, Stunning Fist, BAB +8
 Benefits: As a Swift action you can expend 1 daily use of your Stunning Fist Attack, and until the beginning of your next turn anyone striking you in melee takes 1d6 acid damage.

Burning Vomit
You may spray your opponents with Acid
 Prerequisites: Dex 13, Cha 13, Burning Fists, Improved Unarmed Strike, Stunning Fist, BAB +8
 Benefits: You can expend two daily uses of your Stunning Fist attack to vomit acid in a 10' cone as a Standard Action.  Opponents in the area of effect take 3d6 + your Charisma Modifier in acid damage, Reflex Save for half damage (Save DC is 10 plus half your Hit Dice plus your Charisma Modifier).  You gain an additional daily use of your Stunning Fist Attack.

Burrowing Touch
Your touch attack unleashes energy that appears to burrow under your opponents skin, disorienting him and causing fear.
 Prerequisites: Cha 15, Stunning Fist, BAB +2
 Benefits: Declare that you are using this Feat before making your attack roll, and it counts as one of your daily uses of your Stunning Fist attack.  if successful your victim must make a Willpower Save (10 plus half your Hit Dice plus you Charisma Modifier) or be Frightened for 1 round.  This is a Mind-Affecting Effect.

Chaos Hammer
You do more damage to objects.
 Prerequisites: Cha 13, Improved Sunder, Improved Unarmed Strike
 Benefits: When you make an unarmed strike against an object, you add your Charisma Bonus to the damage and unlike normally your damage against objects isn't halved.

Deafening Slap
A simple slap causes ringing in your opponents ears for a moment, disorienting him.
 Prerequisites: Cha 15, Improved Unarmed Strike, Stunning Fist, BAB +2
 Benefits: Declare that you are using this Feat before making your attack roll, and it counts as one of your daily uses of your Stunning Fist attack.  Creatures immune to stunning cannot be affected by this Feat, and it counts as 1 Daily use of your Stunning Fist Attack.  Make an Unarmed Strike attack, and if successful you do no damage, but your opponents Wisdom score takes a -6 penalty for 1 minute.  Multiple Deafening Slaps are not cumulative.

Disturbed Singer
Your songs are a little out of the ordinary...
 Prerequisites: Improved Unarmed Strike, Bardic Music
 Benefits: Your Bard and Chaos Monk levels stack for purposes of determining your Unarmored AC Bonus, and how many times per day you can use your Bardic Music.  The Save DC's of your Bardic Music abilities are +2 against Lawful opponents.

Disturbed Lunatic
Exposure to Chaos sometimes cause anger management issues.
 Prerequisites: Improved Unarmed Strike, Rage
 Benefits: When Raging your Unarmed Strikes do damage as a Chaos Monk equal to your character level.  Your Monk and Barbarian levels stack for purposes of determining your Unarmored AC Bonus.

Disturbed Priest
You worship odd gods...
 Prerequisites: Improved Unarmed Strike, Turn Undead
 Benefits: When performing a Stunning Fist attack on an opponent you may expend a daily use of your Turn Undead ability to add +4 to the Stunning Fists Save DC.

Disturbed Rogue
You prefer to use ambushes when you fight opponents.
 Prerequisites: Improved Unarmed Strike, Sneak Attack
 Benefits: When performing an Unarmed Strike on an opponent who is flat-footed you automatically threaten a critical.  Your Monk and Rogue levels stack for purposes of determining your Unarmed Strike Damage.

Disturbed Sorcerer
You have learned to combine your natural powers with your martial arts.
 Prerequisites: improved Unarmed Strike, ability to spontaneously cast 2nd level Arcane spells.
 Benefits: As a Swift Action that doesn't provoke attacks of opportunity you may sacrifice one of your daily allotment of spells to gain a Bonus to Armor Class and all Saving Throws for 1 round equal to the level of the spell.  The spell is lost as if you had cast it.  Your Sorcerer and Chaos Monk levels stack for purposes of determining your unarmored AC Bonus, and instead of using your Wisdom Bonus you use your Charisma Bonus to determine your Bonus to AC.

Disturbed Templar
Your god is an angry god...or at least twitchy...
 Prerequisites: Improved Unarmed Strike, Detect Good (or Evil), Smite Good (or Evil)
 Benefits: Your Chaos Monk and Paladin of Freedom or Paladin of Slaughter levels stack for purposes of determining your Unarmed Strike Damage and the damage done by your Smite ability.  You may multiclass freely between Chaos Monk and Paladin.  Your Smite ability now also affects Lawful opponents.  If your opponent is both Lawful and Good (Paladin of Slaughter) or Lawful and Evil (Paladin of Freedom) when you Smite him you automatically threaten a critical hit.

Extra Mutation
"Dad?  I uh...I got an embarrassing question..."
 Prerequisites: Must have at least 1 Level of Chaos Monk
 Benefits: You may choose 1 mutation from the Chaos Monks mutation list.  You spawned extra weird.  Must be all those Potions your parents did.  While this Feat can be taken multiple times, there is a maximum of (1 plus Constitution Modifier) times this Feat can be taken.

Fist of Proteus
Your Stunning Fist attacks are better against Lawful creatures.
 Prerequisites: Stunning Fist, Shifting Chaos Strike, Cha 15
 Benefits: The Save DC of your Stunning Fist Attack is +2 against Lawful creatures.  If the creature is successfully Stunned, it is Confused (as per the spell) the round after.

Fists of Confusion
Your unarmed strikes confuse your opponents.
 Prerequisites: Improved Unarmed Strike, Stunning Fist, BAB +2
 Benefits: Declare that you are using this Feat before making your attack roll, and it counts as one of your daily uses of your Stunning Fist attack.  If your attack is successful your opponent must make a Willpower Save (DC is 10 plus half your Hit Dice plus Charisma modifier) or be Confused as per the spell for 1 round.

Ghost Strike
You plunge your semi-incorporeal arm into your opponents chest.
 Prerequisites: Improved Unarmed Strike, BAB +4, Stunning Fist, Cha 17
 Benefits: Declare that you are using this Feat before making your attack roll, and it counts as one of your daily uses of your Stunning Fist attack.  You make a touch attack, and if you are successful your opponent must make a Willpower Save (Save DC is 10 plus half Hit Dice plus Charisma Modifier).  If he fails, he is -4 on all Saving Throws until the beginning of your next turn.  This attack may be used against incorporeal opponents.

Kung Fu Athlete
Some martial artists prefer styles based on their leet parkour skills.
 Prerequisites: Dex 13, Must be taken at 1st level, 1st Level must be Chaos Monk
 Benefits: Any Chaos Monk Class Features that would normally require your Cha Modifier other than skills (AC Bonus, SAVE DC's, etc) use your Dexterity Modifier instead.

Kung Fu Brute
Some martial artists prefer styles based on sheer physical power.
 Prerequisites: Str 13, Must be taken at 1st level, 1st Level must be Chaos Monk
 Benefits: Any Chaos Monk Class Features that would normally require your Cha Modifier other than skills (AC Bonus, SAVE DC's, etc) use your Strength Modifier instead.

Kung Fu Mystic
Some martial artists prefer styles based on inner strength...
 Prerequisites: Cha 13, Must be taken at 1st level, 1st Level must be Chaos Monk
 Benefits: Any Chaos Monk Class Features that would normally require your Cha Modifier other than skills (AC Bonus, SAVE DC's, etc) use your Wisdom Modifier instead.

Kung Fu Personal Trainer
Some martial artists are just into it for the health benefits.
 Prerequisites: Con 13, Must be taken at 1st level, 1st Level must be Chaos Monk
 Benefits: Any Chaos Monk Class Features that would normally require your Cha Modifier other than skills (AC Bonus, SAVE DC's, etc) use your Constitution Modifier instead.

Kung Fu Scholar
Some martial artists prefer styles requiring a great deal of practice and skill.
 Prerequisites: Int 13, Must be taken at 1st level, 1st Level must be Chaos Monk
 Benefits: Any Chaos Monk Class Features that would normally require your Cha Modifier other than skills (AC Bonus, SAVE DC's, etc) use your Intelligence Modifier instead.

Primordial Chaos Strike
Your unarmed attacks do extra damage to Lawful creatures.
 Prerequisites: Improved Unarmed Strike, Chaos Strike (Chaotic), Shifting Chaos Strike, Cha 15
 Benefits: Your Unarmed Strikes do +2d6 Anarchic damage against Lawful creatures (this does not stack with the damage from Shifting Chaos Strike).

Shifting Chaos Strike
The power of Chaos infuses your unarmed strikes. 
 Prerequisites: Improved Unarmed Strike, Chaos Strike (Chaotic), Cha 15
 Benefits: Your Unarmed strikes do +1 damage against Lawful creatures, or +1d4 if they are Lawful Outsiders.  They are also considered either Good (if you are Chaotic Good) or Evil (if you are Chaotic Evil) for purposes of overcoming Damage Reduction (Choose Good or Evil when getting this Feat if you ar Chaotic Neutral).

Shocking Blow
If you get the drop on your opponent, you can delay his reaction.
 Prerequisites: Improved Unarmed Strike, Stunning Fist, Cha 15
 Benefits: If you can hit your opponent with an unarmed strike when he is flat-footed, or before initiative is rolled (a surprise round for example), he must make a Fortitude Save (Save DC is 10 plus half Hit Dice plus Charisma Modifier) or be -8 on his Initiative roll.

Tongue of Chaos
You have perfected your powers to deliver blows at range.
 Prerequisites: Cha 15, Improved Unarmed Strike, Stunning Fist, Kung Fu Mystic, BAB +5
 Benefits: A number of times per day equal to 1+your Wisdom Bonus you may make an Unarmed Strike as a Ranged Attack whose Range is equal to your Charisma Score rounded down (i.e. a Charisma 17 has a range of 15').  Attacks that can be delivered with your Unarmed Strike such as Chaos Monk mutations or Stunning Fist Attacks can be delivered through the Tongue of Chaos strike.

Touch of the Abyss
Your Stunning Attacks can subject your opponent to a spiritual cold...
 Prerequisites: Cha 15, Improved Unarmed Strike, Stunning Fist
 Benefits: Declare that you are using this Feat before making your attack roll, and it counts as one of your daily uses of your Stunning Fist attack.  if successful your victim must make a Willpower Save (10 plus half your Hit Dice plus you Charisma Modifier) or be Feebleminded (as per the spell) for 1 round.


DISTURBED FEATS

Disturbed Feats are similar to Exalted or Vile Feats, but are granted by the powers of Chaos.  Abilities gained by them are Supernatural as opposed to Extraordinary, and repeated Lawful Actions by the recipient will cause him to lose their benefits, and he doesn't gain another Feat to replace the one he has lost.

Babel Speech
You speak the Primal language of Chaos, the language from which all others are said to have originated from.  Normally using the Babel Tongue would cause the speaker to be Feebleminded (as per the spell), but you have found a way around this.  It has no written form, and cannot be translated into other languages.
 Prerequisites: Base Will Save +5, Int 15, Wis 15
 Benefits: You can perform 1 of 4 options when using the Babel Tongue: Blurred Communication, Touch of Chaos, Reveal Secret, or Unraveling.

Blurred Communication: Anyone listening to you speak that is within 30' must make a Willpower Save (DC is 10 plus half Hit Dice plus your Charisma Modifier.  Lawful opponents get -2 to their roll, Chaotic opponents get +2, if they know babel Speech they get +4).  If they fail the Save they are Confused (as per the spell) for 2d6 rounds.  If they make the Save they understood what you said regardless of whether or not you can speak a language they understand. Using this ability is a Standard Action.

Touch of Chaos:
By speaking to one opponent within 30' as a Standard Action you may cause a change within him if he fails a Willpower Save (DC is 10 plus half Hit Dice plus your Charisma Modifier.  Lawful opponents get -2 to their roll, Chaotic opponents get +2, if they know babel Speech they get +4).  This change is relatively minor, but can seriously disrupt their life.  You can shift their alignment 1 step (from Lawful Good to Lawful Neutral or Neutral Good for example), switch their gender permanently, switch two of their attributes (i.e. if their Str is a 15 and their Int an 8 you can switch the two), change their race to any other race of the same ECL, disfigure or mark them in some way, switch the ranks they have in two skills, change 1 Feat they have for another they qualify for, etc.  Basically bring Chaos to their life.  Remove Curse, Wish, or Miracle will cure this effect. Using this power is draining, and it does 1d6 temporary Constitution damage each time it is used.

Reveal Secret: By speaking to one opponent within 30' as a Standard Action you may reveal a secret of the universe to him that shatters his sanity if he fails a Willpower Save (DC is 10 plus half Hit Dice plus your Charisma Modifier.  Lawful opponents get -2 to their roll, Chaotic opponents get +2, if they know babel Speech they get +4).  If the saving throw is failed, the effects are determined by the opponents alignment and Level:

Level 1-4, Non-Chaotic: Opponent is Feebleminded, as per the spell.

Level 5-10, Non-Chaotic: Opponent is Feebleminded for 1d10 rounds, and Shaken for 24 hours.

Level 11+, Non-Chaotic: Opponent is Confused for 1d3 rounds, and then feels compelled to attack the speaker exclusively for the rest of the encounter.

Level 1-4, Chaotic: Opponent is Frightened for 1d10 rounds (if it cannot flee it Cowers instead).

Level 5-10, Chaotic: Opponent is shocked, and becomes Confused for 1d10 rounds.

Level 11+: Opponent is impressed, and the speaker receives a +2 Competence Bonus on all attempts to change their attitude towards the better (See DMG Chapter 5).

Unraveling: By speaking to one manufactured item or object no heavier than 50 pounds per level (although you could effect a small portion of an object too big to effect such as a building) within 30' you can cause it to become exposed to Chaos, causing it to warp and deform as a Standard Action.  The object gets a Fortitude Saving throw (DC is 10 plus half Hit Dice plus Charisma Modifier) if it is magical, but otherwise it gets none unless it is attended.  If it fails the Save it loses all Hardness for 1d6 rounds as it boils and writhes, boiling into new shapes.  When the effect is over the object is effectively useless for it's original purpose (i.e. a sword is so bent that it no longer really functions as a sword).  This cannot be used more than once on a physical object, and each use does 1d6 Temporary Wisdom damage to the speaker.


Disturbing Vows
You have willingly made really weird vows to a Chaotic Deity whom you serve.  meaning you are either most likely a devoted believer, or a closet moose rapist.
 Benefits: You have a +4 Anarchic Bonus on all Diplomacy checks made against Chaotic individuals (and -4 against lawful individuals). 

Vow of Disobedience
You have vowed to live by your own rules instead of society's, and to disobey all their laws.
 Prerequisites: Disturbing Vows
 Benefits: You gain a +4 Anarchic Bonus Bonus on Will Saves against compulsion spells and effects.
 Special: To fulfill your vow you may not obey the orders of any sort of authority figure, including priests, governments, teachers, etc.  If you intentionally break your vow, you immediately and permanently lose the benefits of this feat, and may not replace this with another Feat.  If you break your vow because of a magical compulsion you lose the benefits of this Feat until you perform a suitable penance and receive an atonement spell.  Note that this Feat applies to societal norms.  If you are told to do something obviously illegal it's up to you to obey or not, but if told to obey the Law, you can't.  Similarly you can't be told to "not do" something in order to trap you.  For example if told that you cannot kill yourself (and you had no intentions of doing so), you do not have to suicide out.

Vow of Excess
You're a junkie, an alcoholic, and a glutton.  Nothing offered you is refused, and despite a coke habit of 3 grams a day you simply won't die.  Freak.
 Prerequisites: Disturbing Vows
 Benefits: You gain a +4 Anarchic Bonus on Will Saves against Patterns and Phantasms.
 Special: To fulfill your vow you may not refuse any food, drink, or drugs offered you.  You must also consume alcohol or one mind altering substance once per day.  If you intentionally break your vow, you immediately and permanently lose the benefits of this feat, and may not replace this with another Feat.  If you break your vow because of a magical compulsion you lose the benefits of this Feat until you perform a suitable penance and receive an atonement spell.


Vow of Nudity
You go through life as the Gods intended: butt ass naked.
 Prerequisites: Disturbing Vows
 Benefits: You gain a Luck Bonus to Armor Class equal to your Hit Dice.  You also permanently have an Endure Elements spell in effect on your person.  All living beings that can see you take a -2 Penalty on Concentration Checks as they are distracted by your wobbly bits swinging freely in the autumn breeze.  Any spell or ability that causes Fascination used by you has it's Save DC increased by +2.
 Special: To fulfill your vow you may not wear clothing other than jewelry, and this includes any magic item occupying the following body slots: Feet, Head, Shoulders, Torso, Waist.  If you intentionally break your vow, you immediately and permanently lose the benefits of this feat, and may not replace this with another Feat.  If you break your vow because of a magical compulsion you lose the benefits of this Feat until you perform a suitable penance and receive an atonement spell.  Opponents who cannot see you are unaffected by this Feat, so blind opponents are immune.  Effects that grant you Partial or Total Concealment, Invisibility, or a percentile chance to miss you negate the bonuses from this Feat while they're in effect.

Vow of Violence
You have vowed to kick some ass.  Any ass.  Maybe your own if that's physically possible.
 Prerequisites: Disturbing Vows
 Benefits: You gain an Anarchic Bonus to all damage rolls equal to your Charisma Bonus plus your level divided by 5 (round down),
 Special: To fulfill your vow you may not refuse a fight if it is offered, but you can retreat if you are getting your butt kicked (at half hp or less).  If you intentionally break your vow, you immediately and permanently lose the benefits of this feat, and may not replace this with another Feat.  If you break your vow because of a magical compulsion you lose the benefits of this Feat until you perform a suitable penance and receive an atonement spell.

Vow of Ultra-Violence
You need some anger management counseling.
 Prerequisites: Disturbing Vows, Vow of Violence
 Benefits: The Save DC of any exceptional ability, spell, spell-like ability, or supernatural ability that would damage, stun, paralyze, kill, or do ability damage to your opponent gets an Anarchic Bonus equal to your Charisma Bonus plus your level divided by 5 (rounded down).
 Special: To fulfill your vow you may not refuse a fight if offered, and cannot leave an opponent alive.  You have to kill anyone you fight if it's possible for you to do so.  If there is no immediate way to do so, you must find one, and then seek him out  again to finish him off.  You must start a fight with someone a minimum of once per week for no better reason than he's available.  This doesn't include people who attack you.  You must provoke a complete unknown for no point whatsoever.  If you intentionally break your vow, you immediately and permanently lose the benefits of this feat, and may not replace this with another Feat.  If you break your vow because of a magical compulsion you lose the benefits of this Feat until you perform a suitable penance and receive an atonement spell.



CHAOTIC HERITAGE FEATS

Chaotic Heritage Feats may be taken as a Chaos Feat.  These include Aberrant Feats from Lords of Madness (Assuming the Aberration is Chaotic), Abyssal Heritor Feats from Fiendish Codex I, the Fey Heritage Feats from Complete Mage (if the Fey is Chaotic), the Celestial/Fiendish Heritage Feats from Planar Handbook (if the Celestial/Fiend is Chaotic), Anarchic Heritage from the Planar Handbook, and Draconic Heritage (if the Dragon is Chaotic) from Complete Arcane or Dragon Magic.

Chaotic Heritage
One of your parents did something bad.  Your other parent was that something bad.
 Prerequisites: Must be taken at 1st level, must be Chaotic Alignment
 Benefits: Your type changes to Outsider with the Native Subtype, and you qualify for the other Chaotic Heritage Feats.  You are also immune to the Planar Effects of one other Plane that is at least mildly Chaotically aligned (guess where Dad came from?) which you choose when taking this Feat (it may not be changed).

Born Liar
You could sell bat shit to an Awakened Dire Bat.
 Prerequisites: Chaotic Heritage
 Benefits: You can reroll any Bluff or Diplomacy Check if you roll a natural one on the die.

Born Pervert
You take after Mom.
 Prerequisites: Chaotic Heritage
 Benefits: You can always take 10 on a Diplomacy Check.  Usually for baaad purposes.

Professional Bullshit Artist
You really need to control your habit of fibbing...
 Prerequisites: Born Liar
 Benefits: You can always take 10 on a Bluff Check.

Chaos Has It's Benefits
You can change the type of Bonuses you gain from certain things.
 Prerequisites: Chaotic Heritage, 1 other Chaos Feat
 Benefits: When you receive a temporary Bonus from a class ability (such as Bardic Music), spells (such as Bull's Strength), magic items (such as a Potion of Bull's Strength), or other effect, you may choose to make the Bonus an Anarchic Bonus as opposed to the kind you would normally receive.

Chaotic Soul
You are a perfect example of your twitchy kind.
 Prerequisites: Any 2 other Feats requiring Chaotic Heritage as a Prerequisite
 Benefits: At the beginning of the day decide what Type you are (Aberration, Animal, Construct, etc).  Despite the type change you gain no abilities or weaknesses of that type.  You are however affected by whatever would affect that type (spells, bane weapons, etc), and are immune to anything that wouldn't affect beings of that type.  For example if you decide your Type is Animal (and it's normally Humanoid), Humanoid Bane weapons have no effect on you.

Fiendish Monk
One of your parents was horny.  The other one liked horny people with semi human features...
 Prerequisites: Fiendish Heritage or Blood Calls to Blood or Half Fiend Template
 Benefits: Your unarmed strikes and grapples are considered Evil for purposes of overcoming Damage Reduction, and you gain the Evil Subtype.  You also gain a Profane Bonus to damage rolls equal to your Charisma against opponents with the Good Subtype.

Celestial Monk
One of your parents was an Angel.  Literally.  The other parent seems to have successfully tempted them.  Or maybe Angels are vulnerable to knockout drops...
 Prerequisites:  Must be Taken at 1st Level, must be Good Alignment, Cha 15
 Benefits: Your unarmed strikes and grapples are considered Good for purposes of overcoming Damage Reduction, and you gain the Good Subtype.  You also gain a Sacred Bonus to damage rolls equal to your Charisma against opponents with the Evil Subtype.

Slaad Heritage
Your mom likes horny toads.  A little too much.  Damn moms.
 Prerequisites: Must be taken at 1st level, must be Chaotic Alignment
 Benefits: You gain a +2 Resistance Bonus on all Saves against Lawful effects.  Your type changes to Outsider with the Extraplanar Subtype.

Slaad Legacy
You have finally developed your full magical powers.
 Prerequisites: Slaad Heritage, must be Chaotic alignment, character level 9th
 Benefits: You may use the following as Spell Like Abilities once per day (Caster Level is equal to your Character Level): Dispel Law, Greater Invisibility, Teleport.

Slaad Power
Your Chaotic blood makes some of your abilities much stronger.
 Prerequisites: Slaad Heritage, must be Chaotic alignment
 Benefits: Your Caster Level and Save DC's for Chaos spells and Warlock Invocations increases by +1.

Slaad Presence
The magical abilities of your Slaad parentage begin to surface.
 Prerequisites: Slaad Heritage, must be Chaotic alignment, character level 6th
 Benefits: You may use the following as Spell Like Abilities once per day (Caster Level is equal to your Character Level): Chaos Hammer, Magic Circle Against Law, Protection from Law.

Slaad Resistance
Your hide continues to thicken and become toadlike, healing much quicker than your former human skin.
 Prerequisites: Slaad Heritage, must be Chaotic alignment
 Benefits: You gain Fast Healing x, where x is equal to the number of Feats you have that list Slaad Heritage as a prerequisite (including this one). This stacks with Fast Healing you may gain from your type, subtype, race, or class, but not from other sources such as spells or magic items.


EPIC CHAOS FEATS

Improved Chaos Strike
Your critical hits with your unarmed strikes are devastating.
 Prerequisites: Cha 21, Chaos Strike
 Benefits: If you succeed in making a critical hit with an Unarmed Strike, you do +2d6 Anarchic damage.  This stacks with the damage from other Chaos Feats.

Disruption Strike
Your unarmed strikes are quite deadly.
 Prerequisites: Str 23, Cha 23, Improved Critical (Unarmed Strike), Chaos Strike
 Benefits: Your Unarmed Strikes do x3 damage on a successful critical hit.

Death Fist
Your unarmed strikes are deadly
 Prerequisites: Str 25, Cha 25, Improved Critical (Unarmed Strike), Chaos Strike, Improved Unarmed Strike, Stunning Fist
 Benefits: On a successful critical hit your opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma modifier) or die.


« Last Edit: January 17, 2020, 12:17:57 AM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #3 on: November 11, 2011, 03:06:52 AM »
Mutations

Ascendance: You have purged your body of it's intestines and unnecessary organs.  You no longer require food or water, and do not breathe or sleep.

Blubber: You gain the Powerful Build Ability listed on Page 12 of the Expanded Psionics Handbook.

Deadly Ego: Your bonus to attack and damage rolls is based on your Charisma Modifier, not your Strength Modifier.  This is a Supernatural ability.

Enhanced Movement: You may choose to increase any 1 movement form you have by +10', or gain 1 new movement form.  You may gain any movement form (Swim, Climb, Burrow, Flight) with a movement rate equal to your Land Speed.  If you gain Flight, maneuverability is Average.  You may choose this mutation multiple times to increase movement speed, or increase the maneuverability of your Flight by 1 step.

Enhanced Senses: This can be taken multiple times, each time you gain one of the following abilities: Dark Vision 60' (or increase your Dark Vision +30' if you already have it), Tremorsense 30', Blindsight 30', Scent, or Wide Angle Vision (you cannot be flanked, and have a +4 Racial Bonus to Search and Spot checks).

Extra Arms: You gain an extra pair of arms (or tentacles or whatever you have now).  If you have Natural Weapons based on your arms you gain two additional attacks at your highest BAB with a Full Attack.  If not, you gain two additional Unarmed Strikes with a Full Attack at your (Highest BAB -2).  This can be taken multiple times.

Extra Legs: You become a Centauroid.  This gives you Bonuses to opposing certain Combat Checks (Bull Rush, Trip, etc.) as you have 4 or more limbs and your Carrying Capacity is increased (as well as the cost/weight of your armor).  You also gain a Stomp Attack at your highest BAB doing 1d4 plus Str damage as a Free Action with a successful Overrun Attack.

Extraneous Organs: Due to continuous mutation your body has developed new organs, or revised old ones.  It does give you some benefit, but it isn't under your control all that well.  Roll 1d6 to see which Saving Throw gets a +2 Bonus: 1-2 (Reflex), 3-4 (Fortitude), 5-6 (Willpower).  Then roll 1d10 to see what type of Bonus you get: 1-2 (Sacred, reroll if the PC isn't good), 3-4 (Insight), 5-6 (Resistance), 7-8 (Anarchic.  This is similar to Sacred or Profane but represents the power of Chaos), 9-10: (Profane, reroll if the PC isn't evil).  You may take this mutation multiple times, and similar bonuses stack with each other if they are from this mutation, but not from other sources. 

Extraplanar Blood: You are bound to a specific Plane in some way.  Choose 1 Plane.  You are immune to the negative effects of that Plane (if any) as if you had a permanent Avoid Planar Effects spell on your person. You also gain 1 Subtype associated with that Plane (usually elemental or alignment related, but not species related such as Tanar'ri).  You gain all the benefits/penalties (if any) of that subtype.

Flexible Body: You become semi boneless, gaining a +2 Racial Bonus to Opposed Combat Checks (Grapple, Trip, Bull Rush, etc) and Escape Artist checks.

Higher Ascendance(Prerequisite: Ascendance): You have a 50% chance of converting any successful critical hit to a normal hit.

Ignore Gravity:  You may decide what direction is 'down' as a Free Action, effectively allowing you to run up walls, stand on ceilings, etc. 

Internal Defenses: You are immune to disease, poison, and parasitization.

Manipulate Reality: A number of times per day equal to your Charisma Modifier you may gain a +2 Luck Bonus to any roll.  You must announce you are using this ability before making the roll, this is considered a Supernatural ability.

Mutable Age: You become immune to aging effects, and age related ability score penalties and gain the Shapeshifter subtype.  You may change your age at will as a Swift Action.  Your equipment and clothing also sizes to fit you.  There are some minor changes depending on your age:
Infant: Become Size Class Tiny.  All movement rates are halved and you gain a +2 Luck Bonus to AC.
Toddler: Become Size Class Small.  All movement rates are two-thirds, and you gain a +2 Circumstance Bonus to Bluff checks.
All others: Unchanged. This is a Supernatural Ability.

Mutable Alignment: You may switch your Alignment at will as a Swift Action.  So long as you keep your alignment the same during training you may take any class or prestige class that is alignment specific (but possibly losing some or all of their benefits once you change alignment again).  This is a Supernatural Ability.

Mutable Defenses: In some manner you have gained a +1 Bonus to Armor Class due to mutation. Roll 1d6 to find out what kind: 1-2 (Sacred, reroll if the PC isn't good), 3-4 (Insight), 5-6 (Natural), 7-8 (Deflection), 9-10 (Profane, reroll if the PC isn't evil).  This mutation may be taken multiple times and it's effects stack.

Mutable Gender: You may switch your gender to male or female or any combination in between as a Swift Action.  You gain the Shapshifter Subtype.  Your equipment and clothing also sizes to fit you.  Effects, spells, or items that target a specific gender don't affect you if the result is negative, and you are considered to be whichever gender would be best if the effect is positive.  You may take any PrC that is gender specific.  This is a Supernatural Ability.

Mutable Race: You may switch race to any race whose Racial Hit Dice and Type are the same as your own and are the same Size Class (unless you can also switch size) as a Swift Action.  I.E. a human could become any Medium size Humanoid.  You don't gain Racial Abilities, and your stats remain the same, but you are a member of that race for all other purposes and effects, and can take PrC's limited to a specific race so long as you remain a member of that race while in training (you may temporarily lose some or all PrC abilities when switching to other races).  Your clothing and equipment sizes to fit you.  This is a Supernatural Ability.

Mutable Size: You may switch your Size Class up or down 1 step as a Swift Action (i.e. if you are normally Medium you can become Small or Large).  Your clothing and equipment sizes to fit you, and this is considered a Supernatural ability.  This mimics the spells Enlarge Person and Reduce Person in effect.

Narcissist's Boon: Your bonus hit points are calculated based on your Charisma Modifier, not your Constitution modifier. This is a Supernatural ability.
 
Natural Weapon:  This Mutation may be taken multiple times.  Each time this mutation is chosen you decide to either gain a new Natural Weapon or to upgrade an older one you already have.  The Chaos Monk can take Daze, Enhanced Damage, Enhanced Reach, or Stun as upgrades to your Unarmed Strike Attacks. 

You can gain either a Bite, Claws, Slams, Tentacles, Tail Strike, Radula, or Horn Gore/Head Butt.  Natural Weapons are considered Secondary Natural Weapons (adding half Str Modifier in damage) in addition to the Chaos Monks Unarmed Strike.
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Nerveless: You no longer have a nervous system.  You are immune to penalties or damage based entirely upon pain (for example spells such as Wrack or Symbol of Pain) and you are also immune to Paralysis.

Removed From Nature: You are immune to exposure to the elements, as if you permanently had an Endure Elements spell upon your person.

Supernatural Defenses: This mutation may be chosen multiple times.  You may choose from the list below:

Energy Resistance: You gain Energy Resistance 5 to one form of energy (Acid, Cold, Electricity, Fire, or Sonic).  If you take this mutation again you may increase your Energy Resistance by 5, or gain Resistance to a new form of Energy.

Exotic Resistance: You gain Resistance 5 to some form of exotic attack such as positive or negative damage, or alignment based damage (Anarchic, Axiomatic, Profane, Sacred, etc.).

Fast Healing: You gain Fast Healing 3.  Each time this is taken your Fast Healing increases by 1 (i.e. if you took it a second time it would be Fast Healing 4).

Regeneration: You gain Regeneration 1.  When you get this ability choose two damage sources (usually energy types) which bypass your Regeneration.  You may not take this mutation multiple times.

Spell-Like Ability: Choose any 1 spell from the Sorcerer/Wizard spell list from the Divination or Abjuration schools.  It can be any spell that a Wizard whose level is equal to your Chaos Monk level that doesn't have the Law descriptor.  You may cast it once per day as a Spell-Like Ability.  If you take this multiple times you can gain a new Spell-Like Ability or use the old one an extra time per day.

Spell Resistance: You gain Spell Resistance equal to 10 plus your Chaos Monk level.

Third Eye: You permanently have one of the following spells permanently in effect on your person: Arcane Sight, Detect Alignment (as Detect Chaos/Evil/Good/Law, but looks for all 4 alignments), Discern Shapechanger, Know Vulnerabilities, or See Invisibility. This may be taken multiple times, and is a Supernatural Ability.

Unnatural Weapon: You have the ability to perform some sort of supernatural attack.  This can be chosen multiple times, and is a Supernatural Ability.  You may choose from Gaze Attacks, Energy Enhanced Attacks, Disease, Breath Weapons, Paralysis, or Rays. 

Gaze Attacks have a 30' Range and are negated by a Willpower Saving Throw (Save DC is 10 plus half Hit Dice plus Charisma Modifier).  Effect is identical to one of the following spells: Bestow Curse, Charm Monster, Confusion, Crushing Despair, Enervation, Fear, Greater Rebuke (See Spell Compendium), or Rainbow Pattern. 

If you choose Energy Enhanced Attacks your Natural Weapons, successful Grapple Checks, and unarmed strikes do additional energy damage equal to their Charisma Modifier.  You may choose from Acid, Anarchic, Axiomatic, Cold, Electricity, Fire, Negative, Positive, Profane, Sacred, or Sonic damage.  If you choose this attack a second time, it does +1d6 energy damage of the chosen type with a successful critical hit.

To choose Disease you must have already chosen a Bite, Claw, or Radula attack with the Natural Weapon Mutation.  Attacks with that weapon require the victim to make a Fortitude Saving Throw (DC is 10 plus half Hit Dice plus Charisma Modifier) or contract any one disease from page 292 of the DMG (choose 1 when getting this mutation). 

If you choose Breath Weapon you may use it once every 1d4 rounds.  It is either a 15' Cone or a 30' Line doing 3d6 Acid, Anarchic, Axiomatic, Cold, Electricity, Fire, Negative, Positive, Profane, Sacred, or Sonic damage.  A Reflex Save (DC is 10 plus half Hit Dice plus Charisma Modifier) reduces damage to half.  Breath Weapon may be taken multiple times, increasing the damage +2d6 each time. 

If you choose Paralysis, decide whether it is attached to your Unarmed Strikes or a Natural Weapon.  Whenever you successfully Critical with whatever you chose your victim must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be paralyzed for 2d4 rounds. 

If you choose Ray you get a ranged touch attack that can be used once every 1d4 rounds at a range of 120'.  Damage is 2d6 Acid, Anarchic, Axiomatic, Cold, Electricity, Fire, Negative, Positive, Profane, Sacred, or Sonic.  Ray may be chosen multiple times, increasing the damage +1d6 each time.




Greater Mutations

Aberrant (Prerequisites): Removed from Nature, Cha 15+: Animals can sense your wrongness.
 Animals and Vermin must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) to approach within more than 30 feet of you.

Boneless (Prerequisites): Flexible Body, Con 15+, Cha 15+
: You no longer have bones, your body is held up by Chaos alone.  You have a +8 Racial Bonus to Escape Artist checks, and are immune to any spell or effect that requires a target to have a skeleton.  You also gain DR 10/Slashing or Piercing.

Broken Perspective (Prerequisites): Manipulate Reality, Cha 15+: Choose one square within 30' as a Swift Action.  This square is considered to be adjacent to you, and you Threaten or Flank from it as normal.  If you are attacked you must make a Concentration Check (DC is 10 plus damage dealt) to maintain this power.  You can re-establish the connection next round as a Swift Action (changing the location is also a Swift action).

Carrier (Prerequisites): Internal Defenses, Con 15+
: You might be immune to disease, but you sure spread it around.  You are infected with one of the following diseases: Blinding Sickness, Red Ache, or Slimy Doom (see DMG page 292).  You show no effects of the disease and are immune to it, but opponents who bite you ( in the case of Blinding Sickness), injure (in the case of Filth Fever or Red Ache), or come into contact with (in the case of Slimy Doom) may catch it from you on a failed Fortitude Save (Save DC is 10 plus half Hit Dice plus Constitution Modifier).

Chaotic Adept (Prerequisites): Manipulate Reality:  Choose any 1 spell from the Sorcerer/Wizard spell list with the Chaos descriptor.  It can be any spell that a Wizard whose level is equal to your Chaos Monk level could cast.  You may cast it once per day as a Spell-Like Ability.  If you take this multiple times you can gain a new Spell-Like Ability or use the old one an extra time per day.

Crushing Innocence (Prerequisites): Mutable Age:
You appear as a child to fool the unwary.  When using your mutation to appear as a child of your race (or another one if you have Mutable Race), you radiate an aura of innocence, and other beings find it difficult to harm you.  While appearing as a child you permanently gain the benefits of the Sanctuary spell as a Supernatural Ability.

Cyclops (Prerequisites): Enhanced Senses or Third Eye, Spot or Search 8 ranks, cannot have Multi-Eyed:
 You have only one eye.  Surprisingly this doesn't completely screw your depth perception.  You gain a +4 Racial Bonus on all Saving Throws against Gaze Attacks.

Energy Burst (Prerequisites): Energy Enhanced Attacks
:  On a successful Critical you do +1d6 damage of the appropriate energy type.

Extra Head: When you are targeted by an Illusion or Mind-Affecting Effect make two Saving Throws.  Unless you fail both of them you are considered to have Saved successfully.

Fractured Space (Prerequisites): Manipulate Reality, Cha 15+: Once per day you may choose any 5' cube within 60', and warp space within it for the duration of the encounter.  Anything entering that square cannot leave it.  If it walks out of the front of the square, it re-enters through the opposite side.  If it flies out the top, it re-enters from the ground below.  Anything too large to enter the square (such as a creature with an Area of 10') is repulsed and cannot move through it.

Hideous (Prerequisites): Any 1 mutation, cannot have Unearthly Beauty Feat:
Damn you is ugly.  You may always Take 10 on Intimidate Checks, and any spells/effects/abilities you have that cause Fear have the Save DC increased by +2.  You take a -2 Circumstance penalty to Diplomacy Checks.

Improved Manipulate Reality (Prerequisites): Manipulate Reality, Cha 15+:
You are learning to master your ability to bend reality to your whim.  This Ability may be taken multiple times.  Each time you take it you may use your Manipulate Reality ability 3 more times per day.

Infested (Prerequisites): Internal Defenses, Con 15+:
You are crawling with parasites.   Any opponent that Bites or Grapples you in melee combat must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be infested by parasites.  If the opponent has Swallow Whole and Swallows you, the Save DC is +4.  The opponent must make a Save each round it is in contact with you.  The parasites damage works similarly to disease, but beings immune to disease are still affected by it, although a Remove Disease spell will destroy the parasites and prevent further damage.  Contact, Incubation 1 day, Damage 1d3 Dex and 1d3 Con.

Invert Space (Prerequisites): Manipulate Reality, Cha 15+:  You warp reality.  You may use this Ability a number of times per day equal to your Charisma Modifier and it lasts for the duration of the encounter.  Choose one opponent within 30' as a Swift Action.  If he fails a Willpower Save (DC is 10 plus 1/2 HD plus Cha Modifier) ranged attacks that target switch to him instead.  Area of Effect attacks that would normally target teh square you are in target his instead.

Manipulate Time (Prerequisites): Manipulate Reality, Cha 15+: A number of times per day equal to your Cha Modifier, once per round, you may use an additional Free, Swift, or Immediate Action.

Multi-Eyed (Prerequisites): Enhanced Senses or Third Eye, Spot or Search 8 ranks:  You cannot be Flanked.  You gain a +2 Racial Bonus to Search and Spot checks.

Painless (Prerequisites): Nerveless, Con 15+:
It's not wise to fist fight you.  You are immune to non lethal damage from attacks such as whips or saps, unarmed strikes, and some spells.  Non lethal damage from environmental effects or dehydration/starvation still effects you.

Psychic Invisibility (Prerequisites): Manipulate Reality, Cha 15+:  You cause  your opponent to be unable to see you.  You may use this Ability a number of times per day equal to your Charisma Modifier and it lasts for the duration of the encounter.  Choose one opponent within 30' as a Swift Action.  If he fails a Willpower Save (DC is 10 plus 1/2 HD plus Cha Modifier) you are considered to have Total Concealment against him.

Redundant Organs (Prerequisites): Higher Ascendance, Con 13+
:
You have extra copies of some organs, making it harder to strike a vital area.  You have a 75% chance of turning a critical hit into a normal hit.

Reverse Gravity (Prerequisites): Ignore Gravity, Cha 15+: This is similar to Ignore Gravity but you choose one opponent within 30' as a Standard Action and he makes a Willpower Save (DC is 10 plus 1/2 HD plus Cha Modifier) or you can control what direction is down for him.  This effectively duplicates the effects of a Reverse Gravity spell on one Opponent, or to cause him to 'fall' into a wall or ceiling.  Your Caster Level is equal to your Hit Dice.

Sideslip (Prerequisites): Manipulate Reality, Cha 15+: As a Swift Action once per round  you may Teleport up to a distance of 30' and act normally thereafter (i.e. take a Full Round Action if you wish).  You may use this Ability a number of times per day equal to your Charisma Modifier.

Slip Behind (Prerequisites): Sideslip: You may teleport directly behind an opponent, who is unaware of your presence until you announce it (say by attacking him or making noise).  He is considered Flat-Footed against you for this round.

Unearthly Beauty (Prerequisites): Mutable Gender, Narcissist's Boon, Cha 19+:
You are attractive to the point of causing people to stare and gibber...   Opponents who would find you attractive, instead find you incredibly desirable.  Anyone able to see you once you have come within 10' of them must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be affected as by a Charm Person spell as long as you are in their presence.  They get a new Save if you leave their presence to return later.

Xenophile (Prerequisites): Extraplanar Blood, Cha 15+:
You are like candy to the natives of a certain realm.  Outsiders native to the Plane you chose for your Extraplanar Blood Feat are always initially friendly to you, and you gain a +2 Bonus to all Diplomacy rolls against them.

Yaoi Boi/Yuri Gurl (Prerequisites): Unearthly Beauty:
You are attractive enough to members of the same gender that you cause a great deal of reluctant soul searching...  Opponents who would find you unattractive due to their sexuality instead find you incredibly desirable.  Anyone fitting this description able to see once you are within 10' must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be affected as by a Confusion spell as long as you are in their presence.  They get a new Save if you leave their presence to return later.  Opponents who would normally find you attractive are affected as if by a Charm Monster spell instead of the Charm Person ability you gained from Unearthly Beauty.


« Last Edit: June 26, 2022, 12:00:47 AM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #4 on: November 11, 2011, 03:07:19 AM »
NEKKID MAULER


   
"Broken necks, splattered patellas, severed arteries: These are the things from which dreams are made of."

"What the fuck are you talking about?  And why are you naked?

 Some adventurers take up sword in hand to avenge wrongs done, or to seek out justice for the people.  Some adventurers take up arms to make money and become famous.  And some drop their pants, grease themselves down, and go out to wrassle themselves a minotaur YEEEHHAAAAA!!!

The odds highly favor that you're a Chaos Monk who happens to be a wrestling fan if you're in that last group.  Or maybe you just like being naked and covered in grease.  Wrestlers are a strange lot sometimes...or maybe you just use the wrasslin' as an excuse...

BECOMING A NEKKID MAULER
Generally you become a Nekkid Mauler by making some pretty weird vows after learning the fine art of wrasslin'.  Being batshit crazy helps too.

 ENTRY REQUIREMENTS
   BAB:  +5
   SKills:  Bluff 6 ranks, Escape Artist 6 ranks
   Feats:  Disturbing Vows, Improved Grapple, Vow of Nudity
   Special:  Must have grease wrestled at least 3 opponents larger than yourself or that you were at an obvious disadvantage against just because you thought it would be "kewl", or were just too damn stupid to walk away from a fight.


Class Skills
 The Nekkid Mauler's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Perform (Cha), and Tumble (Dex).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +2     +0    Embarrassment Hold, Punchin'
2. +2    +3     +3     +0    Wrasslin' Fool +2
3. +3    +3     +3     +1    Intimidation Hold
4. +4    +4     +4     +1    Wrasslin' Fool +4
5. +5    +4     +4     +1    Crackin' Hold 


Weapon Proficiencies: A Nekkid Mauler gains no new weapon or armor proficiencies.
 
Embarrassment Hold (Ex): If you successfully Pin an opponent in a Grapple they take a -2 Morale Penalty on all rolls for the rest of the encounter as you grind your greased up body into theirs in suggestive ways.  Multiple Pins do not result in cumulative penalties.

Punchin' (Ex): Your Chaos Monk and Nekkid Mauler levels stack for purposes of determining your Unarmed Strike Damage and Unarmored AC Bonus

Wrasslin' Fool (Ex): You gain a +2 Competence Bonus to Grapple Checks at level 2.  This increases to +4 at level 4.

Intimidation Hold (Ex): They don't call it the Plastic Surgery Facelock for nuthin'.  Any round you successfully damage an opponent with a Grapple one opponent within 60' (your choice) who can see you must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma modifier) or be Shaken for the rest of the encounter as you point to him and tell him he's next.

Crackin' Hold (Ex): You do 5d6 plus double your Strength Modifier with a successful Grapple Check.

PLAYING A NEKKID MAULER
 You started out simple.  A little bit of wrestling here, a little bit of grappling there.  Then you began to do it professionally.  Then you moved on to professional grease wrestling.  At some point you began to enjoy wrasslin' so much you incorporated it into your fighting style.  Plus the looks on peoples faces are always so funny when they see you.  Having "If you can read this you should be Dead" tattooed on your testicles doesn't help your rep either.
 Combat: Nekkid Maulers prefer to immediately enter grappling range as quickly as possible.  That way they can make use of their class abilities.  And it's easier to freak out their opponents.  No point in fighting someone if you can't make them weep like a frightened child.
 Advancement: Nekkid Maulers are obsessed with mastering wrestling to the exclusion of all else, even to the point of going through any ordeal no matter how humiliating for the chance of being a better grappler.  Who needs sanity or pride when you can kill people with your pinky toe.
Resources: Nekkid Maulers have to rely on themselves.  They're considered a pretty darn weird bunch, so it's pretty rare they have a patron.  Unless he's a wrestling promoter of some kind.  Or a horny pervert.  There's lots of rich, horny perverts.  Strangely you seem to know them all by name...

NEKKID MAULER IN THE WORLD
"Goood evening ladies and gentlemen, and welcome to the Saturday Night Wrasslin' show!  First up we have the Fortified Hooligan vs the Grunting Savage in a No Holds Barred First Blood Circumcision Death Match!  And they're off!  The Savage send the Hooligan into the ropes! He misses with a clothesline! OMG the Hooligan has savagely mauled the Savages manhood with his left pinky toe! Mah Gawd I haven't seen pain like this since my own wrasslin' days!"
 Nekkid Maulers get a mixed bag in life.  On the one hand you have rabid stalker fans who think of you as some sort of god/sex symbol.  On the other you have overzealous antifans who want to see you dead at any cost.  Not to mention all the crap you have to take for your 'heathen lifestyle'.  And the whole "it's fake" bullshit.  You know it isn't fake.  You once separated a man's ribcage with your flaccid pecker.  That ain't fake baby.
 Daily Life: You spend your days working out and training waiting for match night.  And of course there's the partying after a good show.  Occasionally you find some time to fit some adventuring in.
 Notables: The Grunting Savage (CN Male Human Chaos Monk 7/Nekkid Mauler 5) is a local heel wrestler, well known for his high impact slam moves.  The Fortified Hooligan (CN Male Human Chaos Monk 7/Nekkid Mauler 5) is his Face opponent in most matches.
 Organizations: Beyond some loosely affiliated wrestling alliances or groups, the Nekkid Mauler really has no organization devoted to his craft or lifestyle.  But there are obsessed 'fans' (*cough*stalkers*cough*).

NPC Reaction
 Your a naked guy covered in grease or lard challenging people to wrassle while smiling.  You can pretty much guess how well most NPC's take that encounter.

NEKKID MAULER IN THE GAME
 The Vow of Nudity Feat is meant for this class, and it may cause some concern to GM's.
 Adaptation: This is a pretty whacked out PrC, and will only be suitable fro pretty surreal or humorous campaigns where the players aren't too easily offended.
 Encounters: PC's can encounter Nekkid Maulers at carnivals, circuses, wrestling events, or sometimes challenging random people on street corners or in bars.  or they may get mugged by one whose trying to fulfill his vows.  Damn religious preverts...

Sample Encounter
EL 12: The PC's are staking out the local wrestling fights since they've been paid to find out who's been stalking the performers.  Then some goober kicks one of you into the ring, and two naked greasy guys start pounding the crap out of him.  The crowd cheers.  So much for maintaining a low profile.


The Fortified Hooligan
CN Male Human Chaos Monk 7/Nekkid Mauler 5
Init +1, Senses: Listen +1, Spot +1
Languages Common
------------------------------------------------
AC 30, touch 30, flat-footed 29 (+1 Dex, +3 Wis, +12 Luck, +4 Deflection)
hp 71 (12 HD)
Fort +10, Ref +10, Will +7 
Disturbed Mind
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +12/+7 (2d8+2)
Melee +1 Club +13/+8 (1d6+8 plus 1d8 sonic)
Base Atk +10, Grp +16
Atk Options Wrasslin' Fool, Embarrassment Hold, Intimidation Hold
Combat Gear 4 Rhino Elixirs, 2 Potions of Greater Magic Fang +5, 2 Shield of Faith +4 Potions

-----------------------------------------------
Abilities Str 14, Dex 12, Con 12, Int 8, Wis 13, Cha 16
SQ Unarmed Strike, Chaos Strike (Magic), AC Bonus, Body in Flux (+3), Mutation (Fast Healing 3)
Feats Disturbing Vows, Improved Grapple, Power Attack, Stunning Fist, Superior Unarmed Strike, Vow of Nudity, Brutal Stunning (B), Fists of Confusion (B), Shocking Blow (B)
Skills Balance +3, Bluff +9, Climb +4, Escape Artist +7, Intimidate +9, Jump +8, Perform (Wrasslin) +4, Tumble +7
Possessions Bag of Holding Type IV, +4 Ring of Deflection, +1 Thundering Collision Club, 4 Rhino Elixirs, 2 Potions of Greater Magic Fang +5, 2 Shield of Faith +4 Potions, 100 GP


« Last Edit: April 10, 2017, 12:14:35 AM by bhu »

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Re: Revised Class: Chaos Monk
« Reply #5 on: November 11, 2011, 03:07:55 AM »
THE PIERCED MONK


   
"You think that one was painful looking wait'll you see the one I have in my taint."

 Some Chaos Monks get into the class as a form of rebellion via bodily modification.  Many can't wait till they start to mutate so they turn to body piercing in the meantime to get their satisfaction by freaking the mundanes.

BECOMING A PIERCED MONK
All Pierced Monks pretty much begin as young, impatient, possibly stupid Chaos Monks who want to show they're different by joining a small subculture that stresses conformity to a set of rules just as much as mainstream society does.  The irony is lost on them till they mature a little.

 ENTRY REQUIREMENTS
   Alignment:  Any Chaotic
   BAB:  +3
   Skills:  Profession (Piercer) 8 ranks
   Feats:  Endurance, Great Fortitude, Improved Toughness
   Special:  Must be willing to have some idiot with a piece of unsanitized metal shove it through your body somewhere uncomfortable.


Class Skills
 The Pierced Monk's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (Local)(Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +2     +2    Monk Abilities
2. +1    +3     +3     +3    Piercing
3. +2    +3     +3     +3   
4. +3    +4     +4     +4    Piercing
5. +3    +4     +4     +4   
6. +4    +5     +5     +5    Piercing
7. +5    +5     +5     +5   
8. +6    +6     +6     +6    Piercing
9. +6    +6     +6     +6   
10.+7    +7     +7     +7    Piercing


Weapon Proficiencies: Pierced Monks gain no new weapon or armor proficiencies.
 
Monk Abilities: Your Pierced Monk and Chaos Monk levels stack for purposes of determining you Unarmed Damage, Unarmored AC Bonus and Mutation Abilities.

Piercing (Su): Pierced Monks gain their powers from various enchanted piercings fused with their body.  They're like actual body parts and can't be removed. 

Achilles Piercing: Once per day per piercing you have you may cast Slow on one opponent (Caster level is equal to Hit Dice).

Anti-Eyebrow Piercing: Once per day per piercing you have you may cast See Invisibility (Caster level is equal to Hit Dice).

Anti-Tragus Piercing: Once per day per piercing you have you may cast Know Vulnerabilities (Caster level is equal to Hit Dice).

Ashley Piercing: Once per day you may add an Enhancement Bonus equal to your Constitution Modifier to any Charisma Based Skill for one round per Pierced Monk level.

Bridge Piercing: Once per day you may add an Enhancement Bonus equal to your Constitution Modifier to any Wisdom Based Skill for one round per Pierced Monk level.

Cheek Piercing: Once per day per piercing you possess you may get a +2 Competence Bonus on any roll (you must announce you are using this ability before making the roll).

Chin Piercing: You get DR x/-, where x equals the number of piercings you have.

Clavicle Piercing: You gain a Deflection Bonus to Armor Class equal to the amount of Piercings you have.

Cleavage Piercing: You gain a Bonus to Fortitude Saves equal to the number of Piercings you have.

Corset Piercing: You may cast Forcecage once per day per Piercing you possess (you must be at least a 7th level Pierced Monk to take this Piercing).

Daith: Once per day you may add an Enhancement Bonus equal to your Constitution Modifier to any Intelligence Based Skill for one round per Pierced Monk level.

Ear Cartilage Piercing: Once per day per piercing you have you may cast Freedom of Movement (Caster level is equal to Hit Dice).

Earlobe Piercing: Once per day per piercing you have you may cast Detect Thoughts (Caster level is equal to Hit Dice).

Eyebrow Piercing: Once per day per piercing you have you may cast Clairvoyance/Clairaudience (Caster level is equal to Hit Dice).

Eyelid Piercing: Once per day per piercing you have you may cast Arcane Sight (Caster level is equal to Hit Dice).

Genital Piercing: Once per day per piercing you have you may cast Wrack on one opponent (Caster level is equal to Hit Dice).

Knuckle Piercing: Your unarmed strikes do x3 damage on a successful critical.

Lip Piercing: A character with this piercing is immune to any spell that would determine his alignment or reveal whether or not he was telling the truth.  He gains a +10 Insight Bonus on Bluff Checks.

Madison Piercing: Once per day you may add an Enhancement Bonus equal to your Constitution Modifier to any Constitution Based Skill or Fortitude Save against environmental exposure or drowning/suffocation for one round per Pierced Monk level.

Madonna Piercing: You gain Spell Resistance equal to your Class Level +15 (must be 8th level Pierced Monk to take this piercing).

Nape Piercing: Your Natural Armor Class Bonus increases by an amount equal to the amount of piercings you have.

Navel Piercing: Once per day per piercing you have you may cast Mass Suggestion (Caster level is equal to Hit Dice).

Nipple Piercing: Once per day per piercing you have you may cast Charm Monster on one opponent (Caster level is equal to Hit Dice).

Nostril Piercing: You are no longer required to breathe.

Septum Piercing: Once per day per piercing you have you may cast Tenser's Transformation (Caster level is equal to Hit Dice).  You must be 8th level to have this piercing.

Sternum Piercing: Once per day you may negate all damage done by any one attack, spell, or ability (or from one accident such as falling off a cliff).

Tongue Piercing: Once per day you may increase one ability score an amount equal to your Charisma Modifier for 1 round per Pierced Monk Level.

Tragus Piercing: Once per day per piercing you have you may cast Critical Strike (Caster level is equal to Hit Dice).

Uvula Piercing: Once per day per piercing you have you may cast Silence on one opponent (Caster level is equal to Hit Dice).
 
Wrist Piercing: This Piercing may only be taken if you have the Stunning Fist Feat.  You may expend a daily use of your Stunning Fist Feat to deal extra damage on any attack you make equal to your Pierced Monk level for one round.

PLAYING A PIERCED MONK
 Standing out is good.  being different is good, because being different means you haven't sold out like the others have. You ain't no conformist.  You ain't no freak neither cause all your friends look just like you...
 Combat: Combat technique varies depending on the exact piercings the Monk has. 
 Advancement: Pierced Monks main goal is to usually get more piercings, and thus accumulate abilities that they believe will make them somehow unique (despite any other Chaos Monk being able to get the same set as well).
Resources: Pierced Monks generally have a few close friends they can rely on, and that's it.  You'll have to be resourceful yourself, because there's not many other people you can count on.

PIERCED MONKS IN THE WORLD
"Why don't you go back under whatever rock you were hiding under?"
 You generally interact with the world violently.  They assume your many piercings mean you're a freak they can feel free to belittle and attack.  Boy are they in for a surprise.  You aren't some feral savage who just crawled out of the woods, you don't feel the need to live up to their expectations, and you damn sure aren't in the mood for their bullshit.
 Daily Life: You spend a lot of time scaring the bejeezus out of people, being chased by the law for no reason, and thinking up what to do to yourself next.
 Notables: Tiberius Frawg (CN Male Human Chaos Monk 6/Pierced Monk 6) is a local piercing/tattoo artist.  And a secret Chaos Monk.  Medusa (CE Female Drow Chaos Monk 6/Pierced Monk) is that freaky black skinned chick setting across from you looking like you're lunch.  Run you fool.
 Organizations: Since they get crapped on by "regular" society, organizations are common for Pierced Monks.  It lets them relax among their own people, trade ideas, etc.  Think of it less as a sinister cult and more of a club with benefits.

NPC Reaction
 NPC reaction can be summed up as "HOLY FUCK!!! I...I mean hi...I mean you're not from here are you freak boy...I mean guy...I mean HOLY FUCK lookit them things in his face!"

Yeah it's not exactly subtle when you walk into town.

PIERCED MONKS IN THE GAME
 This PrC will tend to get you stared at.  And in many societies will get you treated like a pariah.  Let the player know what he may be in for before he takes it.
 Adaptation: This is most likely for silly campaigns, but it has some possibilities in more serious ones.  Especially since it looks so painful.
 Encounters: Pierced Monks can often be found in tattoo parlors, piercing shops, and various other places where they fit in.  Which isn't very many.  medieval society being a bit twitchy about non conformity pretty much limits their options to hanging out with their fellow enthusiasts.  or other adventurers who have quirks of their own.

Sample Encounter
EL 12: Your good friend Bizmol decides he needs to get a piercing to impress this weird Drow chick he met in a bar, so you track down this weirdo named Tiberius Frawg.  Who immediately regales you with the sickening possibilities of what your good friend Bizmol can do to himself, and what it will cost you.  Whiskey and Drow women are off limits to Bizmol if he makes it through this you swear.


Tiberius Frawg
CN Male Human Chaos Monk 6/Pierced Monk 6
Init +5, Senses: Listen +4, Spot +4
Languages Common
------------------------------------------------
AC 26, touch 17, flat-footed 25 (+1 Dex, +2 Wis, +4 Deflection, +6 Armor, +3 Natural)
hp 78 (12 HD)
Fort +11, Ref +11, Will +12 
Disturbed Mind
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +8/+3 (2d8/x3)
Base Atk +8, Grp +8
Atk Options Chaos Strike (Magic), Unarmed Strike
Combat Gear
-----------------------------------------------
Abilities Str 10, Dex 13, Con 12, Int 10, Wis 14, Cha 16
SQ Body in Flux (+3), Unarmored AC Bonus, Piercings (Knuckle, Sternum, Wrist)
Feats Endurance, Diehard, Great Fortitude, Improved Initiative, Improved Toughness, Stunning Fist, Burrowing Touch (B), Ghost Strike (B), Touch of the Abyss (B)
Skills Bluff +11, Craft (metallurgy) +4, Hide +3, Intimidate +11, Knowledge (Local) +4, Listen +4, Move Silently +3, Profession (Piercer) +10, Sense Motive +8, Spot +4, Use Magic Device +11
Possessions +4 Ring of Protection, +6 Bracers of Armor, +3 Amulet of Natural Armor,



EPIC PIERCED MONK

Hit Die: d8
Skills Points at Each  Level : 4 + int
Piercing At level 22 and every even level thereafter the Pierced Monk gets a new piercing.
Bonus Feats: The Epic Pierced Monk gains a Bonus Feat every 3 levels higher than 20th


« Last Edit: April 10, 2017, 12:15:11 AM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #6 on: November 11, 2011, 03:08:23 AM »
GIANT ROBOT KUNG FU


   
"ROCKET PUNCH!"

 Even Warforged lose it and go crazy every so often.  Some of them wind up Chaos Monks to study something they don't understand, but most are just a little off.  And they get that gleam in their eyes when they talk about having rocket fists...

BECOMING A GIANT ROBOT
Generally being a crazed Warforged that someone is willing to train is all you need.  Heck, even the training is superfluous.  Just get exposed to some Chaotic energies of some kind.

 ENTRY REQUIREMENTS
   Race:  Warforged
   Alignment:  Must be Chaotic Good or Chaotic Evil
   Skills:  Climb 4 ranks, Intimidate 4 ranks, Jump 4 ranks, Spot 4 ranks
   Feats:  Adamantine Body, Improved Damage Reduction, Improved Fortification
   Class Abilities:  Mutation (Any)
   Special: Must have been accepted by a current Giant Robot for exposure to the same source that gave him his powers.

Class Skills
 The Giant Robot's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), and Swim (Str)
Skills Points at Each  Level : 2 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0     Bigness, Monk Abilities
2. +2    +3     +0     +0    Super Armor
3. +3    +3     +1     +1    ROCKETO PANCHU!
4. +4    +4     +1     +1     Bigness
5. +5    +4     +1     +1    Super Armor
6. +6    +5     +2     +2    FUREEZO BEEMS!
7. +7    +5     +2     +2    Bigness
8. +8    +6     +2     +2    Super Armor
9. +9    +6     +3     +3    BUREST O FIYAH!
10.+10   +7     +3     +3    Holy Shit I Can Fly


Weapon Proficiencies: Giant Robots become proficient with the Longsword, Bastard Sword, and Greatsword.  They also become proficient with all Shields except Tower Shields.
 
Bigness (Ex): You may increase your Size 1/day as a Standard Action (you gain an additional daily use at Levels 4 and 7).  It lasts a number of rounds equal to your Giant Robot Level plus your Cha Modifier. At 1st level your Size Class increases by one (i.e. from Medium to Large).  This gives you an Area/Reach of 10'/10', a -4 Size Penalty to Hide Checks, a +4 Size Bonus to Bull Rush/Grapple/Overrun/Trip Checks, a -1 Size Penalty to Armor Class and Attack Rolls, and a +4 to Strength and a +2 to Constitution. When your size increases the base damage of your unarmed Strikes increases as well.

At 4th level your Size Class can go up to Huge.  Being Huge gives you an Area/Reach of 15'/15', a -8 Size Penalty to Hide Checks, a +8 Size Bonus to Bull Rush/Grapple/Overrun/Trip Checks, a -2 Size Penalty to Armor Class and Attack Rolls, and another +4 to Strength and a +2 to Constitution. Your Base Land Speed increases +10 ft.  You can still assume Large Form if you wish.

At 7th level your Size Class can go up to Gargantuan.  This gives you an Area/Reach of 20'/20', a -12 Size Penalty to Hide Checks, a +12 Size Bonus to Bull Rush/Grapple/Overrun/Trip Checks, a -4 Size Penalty to Armor Class and Attack Rolls, and another +4 to Strength and a +2 to Constitution. You can still assume Huge or smaller forms if you wish.

Monk Abilities (Ex): Your Chaos Monk and Giant Robot levels stack for purposes of determining your Unarmed Strike Damage and your Unarmored Bonus to AC.

Super Armor (Ex): At 2nd level your armor becomes like a second skin: because it is.  You no longer are considered to be wearing heavy armor, and take no armor related penalties to Skill Checks or spell failure chance.  Your Monk's Unarmored AC Bonus is lost, but your Natural Armor Bonus to AC increases by a similar amount (and increases again when your Unarmored AC Bonus would normally improve).

At 5th level you gain DR 5/Adamantine.

At 8th level you gain Energy Resistance 5 against all 5 energy types.

ROCKETO PANCHU! (Su): Once every 1d4 rounds you may shoot of one of your fists at your opponents a Standard Action, after which it promptly returns to you via rockets built into it (this is a Free Action).  It does damage equal to your Unarmed Strike and is considered a ranged touch attack with a range increment of 120'.

FUREEZO BEEMS! (Su): Once every 1d4 rounds you may shoot beams of cold from your eyes as a Standard Action.  This is a ranged touch attack (i.e. a ray), and does 1d6 Cold damage per Giant Robot level and has a range of 240'.  The opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Paralyzed for 1d4 rounds.

BUREST O FIYAH! (Su): Once per encounter you may shoot a blast of fiery heat in a 120' Line as a Full Round Action, doing 2d6 Fire damage per Giant Robot level. 

Holy Shit I Can Fly (Su): At 10th level you gain a Flight speed of 120, with Good Maneuverability.

PLAYING A GIANT ROBOT
 Honestly you don't know what the hell Kung Fu really is, the name just sounded cool to you.  Some deranged Warforged conned you into exposing yourself to the same magical radiations he exposed himself too, and voila: you're becoming a giant.   Hot damn this is gonna be fun.  Look at all the little ant people run :D
 Combat: You aren't a tactical genius really.  You're big, your incredibly hard to hurt, and you have these nifty super powers.  Who needs tactics when you have super powers?
 Advancement: Giant Robots are generally a bit odd at best.  They usually have odd little personal quirks like naming attacks they commonly make.  Or attacking any monster larger than large.  This tends to limit their advancement, as quite frankly, you make people nervous, and they aren't willing to associate with you.
Resources: You usually don't need much in the way of resources.  After all you don't eat, you don't drink, you don't need clothes.  Heck by the time you reach epic levels you really don't need cash other than for bling.

GIANT ROBOTS IN THE WORLD
"Why is it that asshole always feels he needs to yell out the name of his attack as he's doing it?"
 Non humanoids find you freaky.  Mostly due to your assumption they must be evil monsters hellbent on destroying humanity.  You know some of them aren't but since the exposure to whatever it was that gave you your powers, you've been a little...off.
 Daily Life: Your daily life is spent FIGHTING EVIL!!!! Doing GOOD DEEDS!!!!!
Blowing up everything nearby JUST BECAUSE YOU CAN!!! HAHAHAHAHAHA!!  Wait, did you just say that last part out loud?
 Notables: Kaizer (CG Warforged Chaos Monk 6/Giant Robot 6) is now the local head superhero.  In his own mind.
 Organizations: Some particularly charismatic Giant Robots have organizations devoted to funding them, usually as protectors of some kind.  But normally they're quite solitary.

NPC Reaction
 NPC's are generally terrified of giant robots because. well, you're giant robots.  You aren't exactly common place man.  Others perversely look up to you as their savior.

GIANT ROBOTS IN THE GAME
 Giant Robots are tailor made for action and mystery.  What is the source of the magic that gave you your powers?  Why were you chosen?  What have you gotten yourself into? 
 Adaptation: This is better for silly campaigns.  It can be done in a serious campaign, but suspension of disbelief will be hard.
 Encounters: PC's generally encounter Giant Robots defending a town or village, or fighting giant monsters, or blowing up the local area for fun.

Sample Encounter
EL 12: "WE MUST SAVE THE PEOPLE BY BLOWING UP THE MONSTERS IN THE CITY!"

"Uh....dude, what?"

"HAHAHAHAHAHAHAHAA!!"


Kaiser
CG Warforged Chaos Monk 6/Giant Robot 6
Init +1, Senses: Listen +1, Spot +7
Languages Common
------------------------------------------------
AC 24, touch 13, flat-footed 23 (-2 Size, +1 Dex, +11 Natural, +4 Deflection)
hp 96 (12 HD)
Fort +13 (+17 w/Cloak), Ref +8 (+12 w/Cloak), Will +8 (+12 w/Cloak)
Disturbed Mind
------------------------------------------------
Speed 40 ft. (8 squares)
Melee Unarmed Strike +14/+9 (4d6+6 plus 2 fire)
Melee +1 Bastard Sword +15/+10 (3d8+10 plus 1d6 electricity)
Base Atk +10, Grp +24
Atk Options Chaos Strike (Magic), Stunning Fists 6/day,ROCKETO PANCHU! (4d6+6), FUREEZO BEEMS! (6d6, DC 18)
-----------------------------------------------
Abilities Str 22, Dex 13, Con 16, Int 8, Wis 12, Cha 14
SQ Living Construct, Light Fortification, Composite Plating, Unarmed Strike Damage, AC Bonus, Body In Flux (+2), Bigness (Huge), DR 5/Adamantine
Feats Adamantine Body, Burning Fists, Burning Vomit, Improved Damage Reduction, Improved Fortification, Extra Mutation (Supernatural Attacks: Energy Enhanced Attacks, +2 Fire Damage) (B), Kung Fu Mystic (B), Stunning Fist (B)
Skills Climb +10, Concentration +5, Intimidate +8, Jump +12, Spot +7, Swim +9, Tumble +4
Possessions +1 Shocking Burst Bastard Sword, +4 Ring of Deflection, +4 Cloak of Resistance, Gauntlets of Throwing, 660 GP



EPIC GIANT ROBOT

Hit Die: d10
Skills Points at Each  Level : 2 + int
Bigness At 21st level your Size Class can go up to Colossal.  This gives you an Area/Reach of 30'/30', a -16 Size Penalty to Hide Checks, a +16 Size Bonus to Bull Rush/Grapple/Overrun/Trip Checks, a -8 Size Penalty to Armor Class and Attack Rolls, and another +4 to Strength and a +2 to Constitution.  Natural Armor Bonus also increases by +5.  You may use Bigness 1 additional time per day.
Super Armor The Giant Robots Natural Armor Bonus increases by +1 for very 5 levels past the 20th.
Special Attacks The Damage of the Epic Giant Robots FUREEZO BEAMS and BUREST O FIYAH! attacks continue to increase by +1d6 every 2 levels after the 20th.
Bonus Feats: The Epic Giant Robot gains a Bonus Feat every 5 levels higher than 20th
« Last Edit: March 02, 2022, 02:47:25 AM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #7 on: November 11, 2011, 03:08:50 AM »
FIST OF BUBNOFF


   
"HEY YOU! Yeah, you, the fat elf in the chainmail!  You want your ass kicked like a football porky?"

 Much like the Fists of Zuoken, the Fists of Bubnoff are dedicated to mastering both the arts of psionics and physical combat.  Unlike the Fists of Zuoken however, they are mastering it for the express purpose of beating people up.  Not because they're evil, not because they're even necessarily bullies, they just think it would be cool to be able to truthfully say "I whooped a Mountain Giant with mah Spookity Mind Powers Kung Fu".

BECOMING A FIST OF BUBNOFF
You must have a smattering of psychic ability, and a willingness to beat people like a redheaded stepchild. 

 ENTRY REQUIREMENTS
   BAB:  +4
   Skills:  Concentration 4 ranks
   Feat:  Extra Mutation, Wild Talent


Class Skills
 The Fist of Bubnoff's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Psionics, The Planes)(Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Monk Abilities
2. +1    +3     +0     +3   
3. +2    +3     +1     +3   
4. +3    +4     +1     +4   
5. +3    +4     +1     +4    Bonus Feat
6. +4    +5     +2     +5   
7. +5    +5     +2     +5   
8. +6    +6     +2     +6   
9. +6    +6     +3     +6   
10.+7    +7     +3     +7   Is This A Piece of Your Brain?


 PP/Day   Powers Known  Max Power Level Known
1.   1     1            1st
2.   3     2            1st
3.   6     3            2nd
4.  10     4            2nd
5.  15     5            3rd
6.  23     6            3rd
7.  31     7            4th
8.  43     8            4th
9.  55     9            5th
10. 71    10            5th


Weapon Proficiencies: Fists of Bubnoff gain no new weapon or armor proficiencies.
 
Monk Abilities: A Fist of Bubnoff's Monk and Fist levels stack for purposes of determining his unarmed strike damage, his unarmored Bonus to AC, and his Body in Flux ability. 

Psionic Powers: A Fist of Bubnoff chooses powers from the Psychic Warrior power list, and his powers Save DC is based off of his Wisdom modifier. 

Bonus Feat: At 5th level the Fist of Bubnoff gains a Bonus Feat he qualifies for.

Is This A Piece of Your Brain?: Whenever you use a daily use of your Stunning Fist you may expend your Psionic Focus and your opponent gets no Saving Throw against it.  You must announce you are using this ability before rolling to hit.

PLAYING A FIST OF BUBNOFF
 Look, lets just be honest.  Kicking peoples asses is just fun.  You couldn't live without it.  It's even better if they're the bad guys, but if some Paladin wants to throw down, well who are you not to oblige him?
 Combat: Fists of Bubnoff usually manifest a few buffs, and then begin to start the whoopin' in earnest.  Some prefer tactics, but most just run at the opponent and bludgeon him while screaming incoherencies.
 Advancement: Most Fists of Bubnoff are surprisingly dedicated to ass whoopin'.  So dedicated in fact, that they usually take all 10 levels in the class, which is odd for a Chaos Monk.
Resources: Fists occasionally have the brotherhood to draw on if they're in one of the few areas where the Fists have a center set up.  Otherwise they have some close personal friends and that's it.

FISTS OF BUBNOFF IN THE WORLD
"I'M NOT FAT, THE CHAINMAIL IS JUST CURSED ASSHOLE!"
 The Fists of Bubnoff are a strange lot, dedicated to the philosophy of Bobby Bubnoff.  Which can be boiled down to: Kicking people's ass is fun.  It might be more fun than sex.  No seriously.
 Daily Life: Daily activities of the Fists include beating people up in revenge (for themselves or others less capable of getting their own revenge), beating up people who make them angry, beating each other up in practice, beating up random strangers, etc...
 Notables: Volkoff (CN Male Human Chaos Monk 6/Fist of Bubnoff) prefers to cause fights in bars.  Anastasia (CE Female Human Chaos Monk 6/Fist of Bubnoff 6) starts fights in churches.  She's just weird that way.
 Organizations: The Fists of Bubnoff are their own organization.  A small, weird, incredibly violent organization that barely fits the description of the word, but an organization nonetheless.

NPC Reaction
 NPC's generally cringe in your immediate vicinity anytime you appear because they just know you're gonna freak out and hit somebody.  They just Know.  They aren't psychic, you've just done it a lot.

FISTS OF BUBNOFF IN THE GAME
 The Fists tend to be great provokers and troublemakers.  Don't give this to the guy who likes to ruin peoples fun.
 Adaptation: This is most definitely for a silly campaign, but it could be adapted with minimal work.
 Encounters: TPC's could encounter a Fist just about anywhere fights can be started.  Bars.  Inns.  Libraries.  Bars...

Sample Encounter
EL 12: The PC's are calmly having a drink at the Rusting Buttcrack when a strange looking man who smiles too much calls the party elf a slur.  Being as he's drunk the elf takes it personally, which probably means by the time things are over you'll have to take it personally.  It's too bad you can't get Ale somewhere other than bars.


Volkoff
CN Male Human Chaos Monk 6/Fist of Bubnoff 6
Init +1, Senses: Listen +7, Spot +7
Languages Common
------------------------------------------------
AC 21, touch 15, flat-footed 20  (+1 Dex, +4 Wis, +6 Armor)
hp 60 (12 HD)
Fort +11, Ref +8, Will +13 
Disturbed Mind
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +11/+6 (2d6+3)
Base Atk +8, Grp +8
Atk Options Chaos Strike (Magic)
Combat Gear
Powers Known 1st: Expansion, Grip of Iron
2nd: Animal Affinity, Strength of My Enemy
3rd: Empathic Feedback, Hostile Empathic Transfer
Manifester Level 6, Power Points 34
-----------------------------------------------
Abilities Str 10, Dex 13, Con 12, Int 8, Wis 16, Cha 16
SQ Body in Flux (+3), Unarmored Bonus to AC, Unarmed Strike Damage
Feats Combat Manifestation, Greater Kiai Shout, Improved Grapple, Kiai Shout, Pain Touch, Wild Talent, Stunning Fist (B), Fist of Confusion (B), Extra Mutation (Deadly Ego)
Skills Autohypnosis +8, Bluff +7, Concentration +6, Intimidate +8, Knowledge (Psionics) +4, Listen +7, Psicraft +4, Sense Motive +7, Spot +7, Tumble +5
Possessions Skin of Iron, Bracers of Armor +6, Boots of Speed



EPIC FIST OF BUBNOFF

Hit Die: d6
Skills Points at Each  Level : 4 + int
Unarmored Bonus to AC The Fists Unarmored Bonus to AC increases by +1 at level 25 and every 5 levels thereafter.
Powers The Fists Manifester level increases with his Epic levels, but he does not gain any more power points.  At level 22 and every 2 levels thereafter he gains a new Power of any level he can Manifest.
Bonus Feats: The Epic Fist of Bubnoff gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: June 26, 2022, 12:10:35 AM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #8 on: November 11, 2011, 03:09:16 AM »
ZERTH WHACKER


   
"I remember that day.  The day I saw the Githzerai naked.  It changed my life.  It made me realize I had to dedicate my existence to ensuring no one else saw the Githzerai naked..."

 At some point in your career as a Chaos Monk you decided to decided to spy on the Zerth Cenobites to learn their secrets.  Unfortunately you picked the day they chose to frolic naked in the showers, and were stunned into speechlessness before being soundly beaten.  You can still remember the sound of their wet, semi-fleshy hands smacking into your skin over and over.  But you don't have any emotional issues stemming from the incident.  Oh no.  That's all behind you.  The collection of severed Githzerai heads in your apartment is due to another incident entirely...

BECOMING A ZERTH WHACKER
Effectively you must be a Chaos Monk who has had some sort of disturbing or violent experience at the hands of the Zerth Cenobites.

 ENTRY REQUIREMENTS
   BAB:  +4
   Skills:  Concentration 9 ranks
   Manifesting:  Power Point reserve of at least 2
   Class Features:  Disturbed Mind


Class Skills
 The Zerth Whacker's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Psionics, The Planes)(Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Spot (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Meeeeemoooriiieees, Chaos Monk Abilities
2. +1    +3     +0     +3    Unpredictable Mood Changes
3. +2    +3     +1     +3    HEY! LOOK AT ME!
4. +3    +4     +1     +4    Meeeeemoooriiieees
5. +3    +4     +1     +4    Unpredictable Mood Changes
6. +4    +5     +2     +5    YOU HAVE TO LISTEN TO ME!
7. +5    +5     +2     +5    Meeeeemoooriiieees
8. +6    +6     +2     +6    Unpredictable Mood Changes
9. +6    +6     +3     +6    THEY'RE OUT TO GET US!
10.+7    +7     +3     +7    My penis? Oh goodness no, this is an inflamed lymph node.  Why? Is it noticeable?


Weapon Proficiencies: Zerth Whackers gain no new weapon or armor proficiencies. 
 
Meeeeemoooriiieees (Su): Sometimes the memories get to you.  The bad, horrible memories you thought you repressed.  The memories of doves, and showers, and giggling gnomes...wait...um...well it was bad shit.  Anyway, whenever you're under stress you go completely whacko.  At 1st level anytime you are under stress (in a fight, taking damage, being insulted, being told what to do, remembering it's Tuesday and you owe someone money, etc) you may go Insane for 3 rounds plus 1 round per point of Charisma Modifier once per day. Insanity is similar to the Barbarian Rage (see PHB page 25), and has the exact same penalties.  But instead of a boost to Strength and Constitution you gain a different power.  You gain 2 Power Points per Hit Die that can only be spent on two effects:

You can increase your Unarmored Bonus to AC by +1 per power point for the duration of your Insanity.

Or you can increase the damage of your Unarmed Strikes by +1d6 damage per 2 power points.  These bonuses last until the end of your Insanity.  You may not spend more power points than you have Hit Dice on either of these abilities.

At 4th level you may go Insane twice per day.

At 7th level you may go Insane 3 times per day.

Chaos Monk Abilities: Your Chaos Monk and Zerth Whacker levels stack for purposes of determining your Unarmored Bonus to AC, Unarmed Strike damage, and Body in Flux abilities.

Unpredictable Mood Changes (Su): Due to your ever increasing instability it becomes ever more difficult to predict what you will do.

At 2nd level creatures who have Insight Bonuses do not gain them against you.

At 5th level your antics start to get to people, and they become slightly unpredictable.  A number of times per day equal to your Charisma Modifier you can force any one opponent within 60' to reroll any roll as a Swift Action.  He must keep the results of the new roll.

At 8th level whenever you successfully Feint in combat your opponent loses his Dexterity Bonus to AC like normal, and he cannot use any skill or ability that requires Concentration that round.  You also take no penalty for Feinting against non humanoid creatures as well since your sheer presence makes other beings highly nervous.

HEY! LOOK AT ME! (Su): There are attention whores, and then there are attention whores who can back up their boorishness with psychic power.  As a Standard Action you may do something weird, and all creatures within 120' must stop what they are doing and look at you if they fail a willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier).  Each round you continue to concentrate on this power they remain Fascinated if they have failed their Save.  You must also of course be doing something to keep their attention.  Screaming gibberish is a common activity, as is flinging your own poo.  When the effect is over, anyone who failed their Save will not seek retribution against you regardless of what you have done unless you caused a death somehow.  This is a Mind-Affecting effect.

YOU HAVE TO LISTEN TO ME! (Ps): You may use Psionic Dominate at will as a Psi-Like ability, Manifester Level is equal to your Hit Dice.

THEY'RE OUT TO GET US! (Su): As a standard action you may point at anyone within 60' of you and accuse them of every obscenity known to man.  All other beings within 60' of you must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or they single him out for attacks for 1 round per Zerth Whacker Level.  If incapable of attack him they will attempt to move into position to do so, or hurl insults and less mentionable things.  Opponents must be able to see you and your opponent for this ability to work.  This is a Language-Dependent Mind-Affecting Effect.

My penis? Oh goodness no, this is an inflamed lymph node.  Why? Is it noticeable? (Su):  At 10th level you have been such a thorn in the asscheek of society for so long that people sometimes no longer take notice of your conniption fits (it's cause of your latent unfocused psi abilities honestly).  You may commit any act, and anyone able to witness it must make a Willpower Save (DC 10 plus half Hit Dice plus Charisma Modifier), or they proceed as if you are doing nothing out of the ordinary.  And we mean anything.  You can run through the King's Court naked, eat babies, or floss your buttcheeks with the face of orphans.  You can fling poo, give full body shaves to the rlderly, or choke an Ogre to death by feeding him his own testicles in the town square in the full light of day.  You can even perform mundanely unacceptable acts like simple assault or arson.  This is a Mind-Affecting Effect, so sadly Vermin and Mindless Undead still want your blood.  Or brain.  Or whatever.

PLAYING A ZERTH WHACKER
 The world simply doesn't understand what is waiting for them.  And you have to make them understand.  No matter what it takes.  But first you have to get their attention.  Showing up in the town square butt naked with a pigeon in your ass accomplished that quite nicely.  However you're beginning to think it had some unforeseen consequences vis a vis their being unwilling to accept what you say as honest.  A shower of bastards, all of them.
 Combat: You're a pretty average fighter honestly, until you meet up with the Githzerai, or a Zerth Cenobite.  Then things get creepy.  Fast.  The fight won't be so bad, but you beating the Githzerai to death with the severed head of one of their fellows while singing "Memories" and then using the corpses to act out little psycho dramas?  Yeah that's gonna be awkward to explain...
 Advancement: You advance by trying out anything that will allow you an advantage against your most hated foe: the Githzerai.  You'd sell your own mom to get an edge on them.  You could always get her back afterwards.  Least that's what the voices in your head tell you.
Resources: You have your brothers to call on, and anyone who dislikes the Githzerai.  This sometimes includes the Githyanki, and Mindflayers, but to be honest you kinda make them nervous.  They may be evil, but at least they're stable.  You on the other hand...well...you're crazy.

ZERTH WHACKERS IN THE WORLD
"I am not sharing a cell with him.  Let me make this perfectly clear in case you don't understand: I am NOT sharing a cell with him.  I'll kill you if I have to."
 All you want is acceptance, and the world to realize you're right.  Now all you need is to get someone to make you wake up and realize you're going about it the wrong way.  Granted the psychic hell of your daily existence makes you pretty difficult to get through to, and you're prone to ...um...let's call them "moments of non-clarity" (we're charitable sometimes) that hurt your social reputation.  Which is a nice way of saying sometimes you go batshit insane and beat a harmless local Githzerai farmer using one of his own sheep as a weapon.  You've even shaved it for a better grip.  Absolute genius.
 Daily Life: You spend much of your time planning your revenge, and scheming to make the world understand.  Translated into a language sane people understand, this means you spend a lot of time naked doing questionable things that make no sense to anyone but you.  Even the Gods have given up trying to understand you.  But hope springs eternal in your mind, and you believe your latest half-assed scheme of convincing the town that the Githzerai are ferret molesters will finally make them understand.  You don't have the faintest damned idea what the hell a ferret is, but you know those skinny, cancerous looking freaks do bad things to them.  You just know it.
 Notables: Woodchuck Bob (CN Human Male Chaos Monk 6/Zerth Whacker 6) always wanted to be a psionic Monk, but his career was cut short after a horrifying experience with the Githzerai.  Now he sets in the woods drooling, obsessed that the Githzerai have mind controlled the local woodchuck population on the nearby plains, and that only he can stop them.
 Organizations: There aren't really enough of you to make up an organization with any real power or influence, but there are several organizations devoted to ensuring you wreak as little havoc as possible (and of course the Zerth Cenobites themselves).

NPC Reaction
 Even NPC's who hate the Githzerai tend to stay as far from you as possible.  When other adventurers walk into a bar they can tell you're a Zerth Whacker because you're sitting in one corner, and the entire bar is huddled in the other corner, crossbows drawn.  Even the odd demon or dragon occasionally encountering you goes "Oh your one of...those people."

ZERTH WHACKERS IN THE GAME
 This PrC could be slightly disruptive. Aw hell, who am I kidding, if you have a nutjob player this is his dream PrC.  Be careful okay?
 Adaptation: This would be too sick if you played it in a serious campaign.  Stick to the funny and you should be only be egregiously offensive. 
 Encounters: PC's can encounter you just about anywhere.  That guy down the street beating an old  man to death while laughing maniacally?  Could be one of yours.  The guy in the bar staring into eternity, wearing clown makeup with an arrow in his neck?  Definitely one of yours.  The naked fat guy in the town square, weeping nonstop while playing with himself?  Not one of yours, but you'll probably descend to that level by next Tuesday.  You have been warned.

Sample Encounter
EL 12: "Okay, so I have a couple heads in my kitchen, and I kinda have bloodstains on my clothes, and I ran naked through the streets, and I bludgeoned a Monk to death on the temple steps with a soap on a rope."

"But I can explain this.  Seriously, it will all make perfect sense when I'm done."

"Would you like some tea?"  :D


Woodchuck Bob
CN Human Male Chaos Monk 6/Zerth Whacker 6
Init +1, Senses: Listen +6, Spot +6
Languages Common
------------------------------------------------
AC 23, touch 17, flat-footed 22 (+1 Dex, +2 Wis, +6 Armor, +4 Deflection)
AC w/Codpiece 24, touch 18, flat-footed 23 (+1 Dex, +3 Wis, +6 Armor, +4 Deflection)
hp 66 (12 HD)
Fort +11, Ref +8, Will +12 
Disturbed Mind
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +11/+6 (2d6+1)
Melee w/Codpiece Unarmed Strike +11/+6 (2d8+1)
Base Atk +8, Grp +9
Atk Options Unarmed Strike Damage, Unarmored AC Bonus, Chaos Strike (Magic), Meeeeemoooriiieees 2/day
Combat Gear
-----------------------------------------------
Abilities Str 13, Dex 12, Con 12, Int 8, Wis 14, Cha 16
SQ Body in Flux +3), HEY! LOOK AT ME!, YOU HAVE TO LISTEN TO ME!, Unpredictable Mood Changes
Feats Greater Psionic Fist, Narrow Mind, Psionic Fist, Speed of Thought, Up the Walls, Wild Talent, Improved Grapple (B), Stunning Fist (B), Extra Mutation (Manipulate Reality)
Skills Autohypnosis +6, Climb +6, Concentration +10, Escape Artist +6, Hide +6, Intimidate +12, Jump +6, Listen +6, Move Silently +6, Spot +6, Tumble +6
Possessions Monks Codpiece (Belt), +6 Mittens (Bracers) of Armor, Bra (Rags) of Restraint, +4 Nipple Ring of Protection, Type IV Bag of Holding, 1 Jar of Sovereign Glue, 1 Suppository of Cure Serious Wounds, 650 GP



EPIC ZERTH WHACKER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Meeeeemoooriiieees Beginning at 21st level (and every 3rd level thereafter) the Epic Zerth Whacker can use it's Insanity ability once more per day.
AC Bonus: The Zerth Whacker's bonus to AC when unarmored continues to increase by +1 for every 5 levels.
Bonus Feats: The Epic Zerth Whacker gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: June 26, 2022, 12:17:27 AM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #9 on: November 11, 2011, 03:09:41 AM »
THE UNENLIGHTENED FIST


   
"That's what your Mom said last night!"

 Some Monks pursue perfection (or at least their ideal of it) through study or training.  Some even mix philosophy or magical scholarship with their training.  These are not those Monks.  These are beer swilling, vulgar, coarse idiots with nothing better to do than get into fights for no purpose other than because they can.  These are the Monks who pee on your hot dog stand during business hours and tell you to do something about it if you don't like it.  We can't recommend smiting them yourself as they're pretty good at fighting.  Hire an adventurer to do it :D

BECOMING AN UNENLIGHTENED FIST
Being a Chaos Monk with a bad temper as a result of realizing how dogshit stupid you are is the main way people end up pursuing this class.  One day they just realize "My life is crap.  And it's always gonna be that way.  So I might as well make everyone else miserable while I can."  Many are also fascists, racists, or whatever other kind of "ist" implies "asshole".

 ENTRY REQUIREMENTS
   Skills:  Intimidate 8 ranks, Bluff 5 ranks, Concentration 5 ranks,
   Feats:  Fists of Iron, Improved Unarmed Strike, Stunning Fists
   Class Abilities:  Rage

Class Skills
 The Unenlightened Fist's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Intimidate (Cha), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Fists of Rage, Monk Abilities
2. +1    +3     +0     +3    Fits of Rage
3. +2    +3     +1     +3    Brute Force and Ignorance
4. +3    +4     +1     +4    Fists of Rage
5. +3    +4     +1     +4    Fits of Rage
6. +4    +5     +2     +5    Brute Force and Ignorance
7. +5    +5     +2     +5    Fists of Rage
8. +6    +6     +2     +6    Fits of Rage
9. +6    +6     +3     +6    Brute Force and Ignorance
10.+7    +7     +3     +7    Strength Before Wisdom


Weapon Proficiencies: An Unenlightened Fist gains no new weapon or armor proficiencies.
 
Fists of Rage (Ex): At first level your Unarmed Strikes do +1d6 damage when you are Raging.

This increases to +2d6 at level 4, and +3d6 at level 7.

Monk Abilities: Your Unenlightened Fist and Chaos Monk levels stack for purposes of determining your Unarmed Strike Damage and your Unarmored Bonus to AC.

Fits of Rage (Ex): At levels 2, 5, and 8 you gain 1 additional daily use of Rage.

Brute Force and Ignorance (Ex):  You have a marked disdain for intelligence and prefer to settle your problems with force.  The power of Chaos in you manifests this in interesting ways.  At 3rd level you gain a +2 Bonus against all effects, abilities, powers, spells, etc.; whose Saving Throws are Intelligence Based.

At 6th level the Bonus increases to +4, and now includes all Saving Throws that are Wisdom based.

At 9th level whenever you successfully critically strike an opponent in melee, he must make a Fortitude Save (DC is 10 plus half HD plus Str Modifier) or be unable to use any skills or class abilities that key off of Intelligence for 1d3 rounds.

Strength Before Wisdom (Su): Compare your Str score to your Opponents Wis score.  If your Str is higher, you gain half the difference as a Morale Bonus to all attack and damage rolls.  For example, if you have a 15 Str, and the opponent has a Wis 13, you have (15-13=2) a +1 Bonus.

PLAYING AN UNENLIGHTENED FIST
 People owe you.  You wuz born stupid, and no one likes you, so they owe you a living.  And you're gonna take it from them.  Damn straight.  And you'll just kick the ass of anyone who tells you no or gets in the way.
 Combat: Run up to the opponent, insult him, and then repeatedly begin slamming your fist into his head until he gives you money or food or women.  Repeat as it becomes necessary.  Kick the laws ass if they show up too.
 Advancement: Due to their self imposed lack of education most Unenlightened Fists all go down the same road: A life of petty crime and fist fights before a horribly violent death.  But occasionally they can steal some decent pie for lunch, so they think it's a pretty fair trade. Bunch'a goobers...
Resources: Unenlightened Fists are usually dirt poor.  It's why they became Monks so they could get food by begging (i.e. shaking other people down and robbing them).

UNENLIGHTENED FISTS IN THE WORLD
"What did you just call me?"
 You interact with the world by beating up anyone better off than yourself.  And anyone different than yourself.  And anyone who insults you.  As a matter of fact, you try beating up anything or anyone you can easily think of an excuse to fight.  Not that many people other than your dimwit friends ever accept your excuses.
 Daily Life: Your daily life consists of intervals of fighting, stealing, going hungry if you haven't stolen, and accusing the locals of looking down on you unfairly despite your beating them every chance you get.
 Notables: Turk (CE Human Male Chaos Monk 4/Barbarian 2/Unenlightened Fist 6) has been poor all his life, and now even his Master is gone.  Killed by the private mercenaries of a local Noble.  He will pay.  But his family will pay first...
 Organizations: Organizations that need cheap muscle or hired bullies draw Unenlightened Fists like flies.  The more extreme and brutal the organizations creed is, the more Fists end up joining it.

NPC Reaction
 Most people hate you.  Whether your goal is to kill the rich, or kill the Half Elves, or kill the city guard, you have very few allies who aren't just like you.  The perception of you as an uneducated neo-nazi thug probably doesn't help either...

UNENLIGHTENED FISTS IN THE GAME
 If you go with the racist possibility as a background for this PrC, make sure everyone playing can handle it.  If not you may wish to restrict this PrC.  Besides they can always simply hate the rich or some specific group like the Nobles or the Merchant's Guild as well..
 Adaptation: This is easy to plop into any campaign that has a city with a large poor population.  Large cities tend to create income disparities that create situations for the Unenlightened Fists to take hold and grow in.
 Encounters: PC's will usually encounter Unenlightened Fists in large cities.  They usually have no wilderness survival skills, and don't want to leave their home despite obviously hating everyone in it.

Sample Encounter
EL 12: "HEY! Hey who said you could come into our city?  Have you paid your toll yet?  There's a toll for freaks like you.  Let's see your coinpurse..."


Turk
CE Human Male Chaos Monk 4/Barbarian 2/Unenlightened Fist 6
Init +1, Senses: Listen +5, Spot +5
Languages Common
------------------------------------------------
AC 23, touch 18, flat-footed 22 (+1 Dex, +4 Wis, +4 Deflection, +5 Armor)
AC Raging 21, touch 16, flat-footed 20 (-2 Rage, +1 Dex, +4 Wis, +4 Deflection, +5 Armor)
hp 82 (12 HD), 106 Raging
Fort +16 (+18 Raging), Ref +9, Will +13 (+15 Raging)
Disturbed Mind, Uncanny Dodge, Brute Force and Ignorance +4
------------------------------------------------
Speed 40 ft. (8 squares)
Melee Unarmed Strike +12/+7 (1d8+3)
Melee Raging Unarmed Strike +14/+9 (1d8+5+2d6)
Base Atk +9, Grp +10 (+12 Raging)
Atk Options Unarmed Strike, Chaos Strike (Magic), Rage 3/day, Fists of Rage +2d6
Combat Gear
-----------------------------------------------
Abilities Str 12 (+16 Raging), Dex 12, Con 15 (+19 Raging), Int 8, Wis 14, Cha 14
SQ AC Bonus, Body in Flux (+2)
Feats Extend Rage, Fists of Iron, Instantaneous Rage, Mad Foam Rager, Power Attack, Stunning Fists, Brutal Stunning (B), Deafening Slap (B), Fists of Confusion (B),
Skills Bluff +7, Climb +4 (+6 Raging), Concentration +7, Hide +4, Intimidate +10, Jump +4 (+6 Raging), Listen +5, Move Silently +4, Spot +5, Survival +7, Tumble +4
Possessions +2 Amulet of Mighty Fists, +4 Ring of Protection, +5 Bracers of Armor, Ring of Sustenance, +2 Vest of Resistance, 500 GP



EPIC UNENLIGHTENED FIST

Hit Die: d8
Skills Points at Each  Level : 4 + int
Rage At level 22 and every 4 levels thereafter the Unenlightened Fist gains an additional daily use of Rage.
Brute Force and Ignorance At level 23 and every 4 levels thereafter the Bonus increases by +2.
Bonus Feats: The Epic Unenlightened Fist gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: April 10, 2017, 07:33:37 PM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #10 on: November 11, 2011, 03:10:04 AM »
THE PROFANE FISTS


   
"WHAT DID YOU JUST SAY ABOUT ERYTHNUL MOTHERFUCKER?"

 Upon noticing that some Monks combined their martial studies with religious research (in other words gaining access to Divine Power), the Chaos Monks decided to do the same with the various Chaotic deities.  The results were...less harmonious.  Much less harmonious.  The Profane Fists tend to worship the Gods of Chaos less than use their religion as an excuse to get their way.  But since the Gods do actually exist the Monks make sure to cover their bases on their holy duties.  And since these involve things they'd likely be doing anyway...

BECOMING A PROFANE FIST
Most Profane Fists are Chaos Monks who drifted into priestly study (or vice versa).

 ENTRY REQUIREMENTS
   BAB:  +4
   Skills:  Knowledge (Religion) 8 ranks
   Feats:  Combat Casting, Combat Reflexes, Improved Unarmed Strike, Stunning Fist
   Spells:  Must be able to cast 1st level Divine Spells 


Class Skills
 The Profane Fist's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Religion), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Monk Abilities, +1 level of Divine Spellcasting Class
2. +2    +3     +0     +3    +1 level of Divine Spellcasting Class
3. +3    +3     +1     +3    +1 level of Divine Spellcasting Class
4. +4    +4     +1     +4    Profane Lightning 1/day
5. +5    +4     +1     +4    +1 level of Divine Spellcasting Class
6. +6    +5     +2     +5    Third Eye, +1 level of Divine Spellcasting Class
7. +7    +5     +2     +5    +1 level of Divine Spellcasting Class
8. +8    +6     +2     +6    Profane Lightning 2/day
9. +9    +6     +3     +6    +1 level of Divine Spellcasting Class
10.+10   +7     +3     +7    Chaos Armor, +1 level of Divine Spellcasting Class


Weapon Proficiencies: A Profane Fist gains no new weapon or armor proficiencies.
 
Monk Abilities: A Profane Fists Monk and Profane Fist levels stack for purposes of determining his Unarmed Strike Damage, Unarmored AC Bonus, and Chaos Strike Abilities.

Profane Lightning (Su): Once per day (twice per day at 8th level) as a Standard Action the Profane Fist can envelop his fists in black lightning.  It does additional damage equal to (Profane Fist Level plus Wisdom Modifier), half of which is electricity damage, and the other half of which is Profane damage.  It lasts for 1 minute.

Third Eye (Su): At 6th level the Profane Fist can permanently See Invisibility, as per the spell.

Chaos Armor (Su): Once per day the Profane Fist may invoke the protection of Chaos as a Standard Action.  His Chaos Armor provides him with an effetc identical to the Cloak of Chaos spell for a number of rounds equal to his Charisma Modifier.

PLAYING A PROFANE FIST
 Your god is the one true god.  The only god worth worshiping.  And anyone who says otherwise gets catheterized with an iron stick. 'Lil trick you picked up from some Dwarven torturers.  Too bad you hadda kill 'em, they could've taught you some stuff.  But they looked at you funny one day.
 Combat: Profane Fists strive to be unpredictable in combat, which generally means they eschew tactics and planning for screaming maniacally and flailing at you hoping sheer ferocity will make up for their lack of common sense.  What really pisses you off is it seems to work for them.
 Advancement: Some Fists actually believe in their God, and do their best to further his goals as opposed to their own.  Many others just use that God as an excuse to wreak havoc (which is okay with some of the Chaotic deities).
Resources: You rarely have any resources you can't steal yourself unless you belong to a Church and actually adhere to it's cause.  Then you can get some favors if it's in the Churches interest.

PROFANE FISTS IN THE WORLD
"Is that asshole dancing naked on the roof swinging a chain again?"
 You tend to interact with the world in brief moments of violence or drug induced weirdness.  Chaotic religions often encourage their members to try alcohol or mind altering substances, which tends to be okay with you since you can blame your addictions on your religion.  Well if the Guard actually listened to you anymore you could...
 Daily Life: You do what's necessary to pay lip service to your cult, unless you actually believe in their goals in which case you're on some sort of mission for them.  Otherwise you tend to get into trouble.
 Notables: Mo (CE Human Male Cleric 1/Chaos Monk 6/Profane Fist 5) is a devotee of Erythnul because it allows him to attack people.  After all he's not crazy, it's his religious duty.  Wink.  Wink.  Nudge.
 Organizations: Almost all Profane Fists belong to a Church, and if they're in good standing with that Church they can occasionally call on it for aid.  Particularly if they're willing to occasionally lend a hand when the Church needs a lil muscle...

NPC Reaction
 NPC's regard the Profane Fists as violent lunatics, hypocrites, or dangerous zealots.  Basically there's really no positive reaction unless said NPC belongs ot the same Church, and even then he might not get along with the Fists.

PROFANE FISTS IN THE GAME
 This class is meant too be played as mean spirited and disruptive, so be careful about allowing it for those reasons.
 Adaptation: Profane Fists can go in serious or silly campaigns with equal ease, as long as there are Churches to Chaotic deities.  Explaining them gets tricky otherwise.
 Encounters: Most Profane Fists will be encountered in their Churches, or on missions for them, or pretending to be representatives of a Church in order to get their way.

Sample Encounter
EL 12: "My religious beliefs dictate I violently murder you and your friends.  Nothing personal, you're just available."


Mo
CE Human Male Cleric 1/Chaos Monk 6/Profane Fist 5
Init +2, Senses: Listen +3, Spot +3
Languages Common
------------------------------------------------
AC 25, touch 20, flat-footed  23(+2 Dex, +4 Wis, +4 Deflection, +5 Armor)
hp 54 (12 HD)
Fort +11, Ref +8, Will +14 
Disturbed Mind
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +14/+9 (1d10+10)
Base Atk +9, Grp +10
Atk Options Unarmed Damage, Chaos Strike (Magic, Chaos), Rebuke Undead 6/day, Profane Lightning 1/day (4 points electricity and 4 points profane damage)
Combat Gear 2 Beads of Force, 1 Potion of Cure Serious Wounds
Spells Per Day 0: 5 (DC 13)
1st: 4 (DC 14)
2nd: 3 (DC 15)
3rd: 2 (DC 16)
Caster Level 5th
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 16, Cha 16
SQ AC Bonus, Body in Flux (+3), Mutation (Deadly Ego), Domains (Chaos, Evil)
Feats Combat Casting, Combat Reflexes, Disturbing Vows, Stunning Fist, Vow of Ultra-Violence, Vow of Violence, Disturbed Priest (B), Extra Mutation (Deadly Ego)(B), Fiendish Monk (B)
Skills Bluff +7, Concentration +9, Hide +6, Intimidate +12, Knowledge (Religion) +13, Move Silently +6, Spellcraft +10, Tumble +13
Possessions +2 Amulet of Mighty Fists, +4 Ring of Protection, +5 Bracers of Armor, 2 Beads of Force, 1 Potion of Cure Serious Wounds, 250 GP



EPIC PROFANE FIST

Hit Die: d8
Skills Points at Each  Level : 4 + int
Spells Your caster level continues to increase with Epic Levels, but you do not gain extra spells per day.
Profane Lightning You gain an additional daily use of Profane Lightning at Level 24 and every 4 levels there after.
AC Bonus The Profane Fist's bonus to AC when unarmored continues to increase by +1 for every 5 levels.
Bonus Feats: The Epic Profane Fist gains a Bonus Feat every 5 levels higher than 20th

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #11 on: November 11, 2011, 03:10:34 AM »
FROGBOY


   
"Yeah, my Momma got nekkid in Limbo.  What of it?"

 At some point your family became 'involved' with a Slaad mutant who propagated his kind in a manner other the normal way, i.e. mating as opposed to egg implantation.  Some time later you were born, with distinctly toad'ish' features.  Needless to say you were bullied for a short period of time before your superhuman powers manifested themselves and you ate people.  Ahh the good old days...

BECOMING A FROGBOY
You don't become a Frogboy, you're born one.

 ENTRY REQUIREMENTS
   Feats:  Improved Unarmed Strike, 2 Slaad Heritage Feats, Extra Mutation (Extraplanar Blood: Limbo)
   Skills:  Jump  8 ranks, Knowledge (The Planes) 8 ranks, Tumble 8 ranks
   Base Saving Throws:  All Base Saves must be +5 or higher


Class Skills
 The Frogboy's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, The Planes)(Int), Listen (Wis), Move Silently (Dex), Spot (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +2     +2    Mutation (Bite), Monk Abilities
2. +1    +3     +3     +3    Planar Travel
3. +2    +3     +3     +3    Croak
4. +3    +4     +4     +4    Mutation (Claws)
5. +3    +4     +4     +4    Planar Travel
6. +4    +5     +5     +5    Croak
7. +5    +5     +5     +5    Mutation (Enhanced Damage)
8. +6    +6     +6     +6    Planar Travel
9. +6    +6     +6     +6    Croak
10.+7    +7     +7     +7   Slaad Apotheosis


Weapon Proficiencies: Frogboys gain no new weapon or armor proficiencies.
 
Mutation (Ex): At 1st level the Frogboy gets a Bite primary Natural Attack that does damage equal to his Unarmed Strike damage.  He may use any weapon or 2 unarmed strikes as secondary weapons if he makes a Full Attack.

At 4th level the Frogboy gains claws , and his unarmed strikes now do slashing damage.  For purposes of upgrading mutations they can be considered claws or Unarmed Strikes.

At 7th level the Frogboys bite does 1 extra die of damage.

Monk Abilities: Your Frogboy and Chaos Monk levels stack for purposes of determining your Unarmed Strike damage and Chaos Strike abilities.

Planar Travel (Su): At 2nd level you may cast False Gravity 3/day.

At 5th level you may cast Planar Exchange 3 times per day (you summon a Red Slaad instead of the usual monsters though).

At 8th level you may Plane Shift (as per the spell) at will, but only to Limbo and the Prime Material Plane.

Croak (Su): At 3rd level you may unleash a hideous croak once per encounter making all creatures within 20' (except other Slaad and Frogboys) make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Stunned for 1d3 rounds.

At 6th level this ability may be used twice per encounter, but you must wait 1d4 rounds after using it the first time.  It's range increases to 30'.

At 9th level this ability may be used once every 1d4 rounds.

Slaad Apotheosis Ex): At 10th level the Frogboy finishes it's change into a Slaad, and becomes an Outsider with the Chaotic and Extraplanar Subtypes.  He also gains Energy Resistance 5 (Acid, Cold, Electricity, Fire, and Sonic).

PLAYING A FROGBOY
 The Plane of Limbo calls to you like a Siren.  It is your goal to go to it someday as soon as you figure out how.  In the meantime you further the unguessable goals of your monstrous parents race whenever possible.  Your slight resemblance to them makes you an outcast among your mortal parents race.
 Combat: Frogboys prefer to fight with the natural weapons they develop as they get older.  Most enter unarmed combat training as soon as they can.  More for survival than out of love for it.  Being a good fighter keeps them from being lynched anytime something goes wrong in their vicinity.
 Advancement: It is the intention of Frogboys to join their inhuman parents in Limbo, and they study all possible means of achieving this goal.  Combat is a necessity for survival, but it's mastery does not consume them the way their quest for planar travel does.
Resources: Some Chaotic priests or mages might help the Frogboys further their goals in order to make peaceful contact or arrange for a pact with the Slaad.  Beyond these occasional individuals or some other open minded eccentric they tend to be shunned.

FROGBOYS IN THE WORLD
"Ah don't like Luther.  He keeps starin' at me...starin' with them big frawg eyes..."
 You get mighty damn tired of all the frog and toad jokes.  Mighty damn tired.  The chicken sandwich jokes are beginning to piss you off too.  You'd think after you ripped off the last guys head and kicked it like a football people would think twice.  But the jokes juuuust keep coming.  Someday when you can learn to summon Dad they'll all get whats coming to them...
 Daily Life: Much of you time is devoted to study perfecting your physical form and mind for the trials that lie ahead for you.  Likely you have few friends or family so  you have no real distractions.  After all, they put Mom in the madhouse years ago, and the rest of the family disowned you and her both. 
 Notables: Rork (CN Male Human Chaos Monk 6/Frogboy 6) seems to be a fairly normal if reclusive boy.  But his face is vaguely toadlike, and you have heard rumors the rest of him is more than a little nonhuman as well.  He does seem capable of some remarkable feats...
 Organizations: Frogboys tend to recognize and support one another even if the goals of their parents tend to be at odds.  Their alliance may change once they can walk back and forth between this world and Limbo, but till then no one else in this world understands them at all but another of their own kind.

NPC Reaction
 NPC's tend to point and stare while laughing or making signs to ward off evil. Quite honestly you get treated like a black man in Alabama in the 1940's.  Which is to say not too well.

FROGBOYS IN THE GAME
 Frogboys tend to be openly discriminated against because of their mixed race.  Make sure your players can handle that, or alter their origins before introducing them to the campaign.
 Adaptation: This could go for a serious or dark campaign quite easily, but it's racial overtones may make it twitchy to use without offending people even in silly campaigns.
 Encounters: PC's can encounter Frogboys anywhere there is research being done into planar travel as they wish to know how it's done.  They are also welcome at many temples that train Chaos Monks due to their nature, and experienced Frogboys can be found on the Plane of Limbo as well.

Sample Encounter
EL 12: "THAT'S IT!!  THAT'S THE LAST FUCKING TIME I LISTEN TO ANY BULLSHIT HORNY TOAD JOKES FROM YOU SOPHOMORIC ASSHOLES!! YOU'RE ALL DEAD GOT IT?  DEAD!!  THE ISLAND OF IGNORANCE YOU LIVE ON TO PROTECT YOURSELVES FROM THE WAKING WORLD WILL NOT LAST FOREVER!"


Rork
CN Male Human Chaos Monk 6/Frogboy 6 (Chaotic)
Init +1, Senses: Listen +6, Spot +6
Languages Common
------------------------------------------------
AC 23, touch 17, flat-footed 22 (+1 Dex, +2 Wis, +4 Deflection, +6 Armor)
hp 66 (12 HD)
Fort +11, Ref +11, Will +12 
Disturbed Mind
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Bite +10 melee (2d8+2) and 2 Claws +8 melee (2d8+1)
Melee Unarmed Strike +10/+5 (2d8+2)
Ranged +1 Javelin +10 (1d6+1)
Base Atk +8, Grp +10
Atk Options Chaos Strike (Magic, Chaos, DC 18 or be Confused on Critical), Unarmed Damage, Croak 2/Encounter (DC 17)
Combat Gear 2 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 14, Dex 12, Con 12, Int 8, Wis 15, Cha 14
SQ Unarmored AC Bonus, Body in Flux (+3), Mutation (Chaotic Subtype, Bite, Claws), Planar Travel
Feats Extra Mutation (Extraplanar Blood: Limbo), Improved Grapple, Multiattack, Slaad Heritage, Slaad Resistance, Improved Unarmed Strike (B), Slaad Heritage (B), Slaad Power (B), Slaad Presence (B)
Skills Balance +5, Bluff +6, Climb +6, Concentration +9, Intimidate +6, Jump +10, Knowledge (The Planes) +8, Listen +6, Spot +6, Swim +6, Tumble +9
Possessions +4 Ring of Protection, +6 Bracers of Armor, + Returning Distance Javelin, 2 Potions of Cure Serious Wounds, 199 GP



EPIC FROGBOY

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Frogboy gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: June 26, 2022, 12:23:33 AM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #12 on: November 11, 2011, 03:11:01 AM »


ETHNIC FAT CHICK KUNG FU


   
"Watch the fat ass remarks buddy, or you'll find this fat ass upside your skull!"

 Chaos Monks are known for exploiting disruptive social situations for their own benefit, and few things are more disruptive than racism.   The more populous race tends to deride the minority races as fat and ugly, especially their women (many of whom are overweight because they don't have access to healthy food).  Some of these large women are socially invisible, which make them excellent saboteurs.  The Chaos Monks play up to the dumb but goofy foreigner stereotypes, and enact their schemes right under societies upturned nose.  Some also do it because they take a perverse joy in crushing opponents with their ass.  People are weird. 

BECOMING A FAT CHICK


 ENTRY REQUIREMENTS
   Gender:  Must be female or have the Mutable Gender Mutation
   Weight:  Must have Stout trait or the Mutable Size Mutation
   Race: Must come from a minority in the land you live in, or have the Mutable Race Mutation
   Skills:  Balance 8 ranks, Jump 6 ranks, Tumble 6 ranks
   Mutation:  Blubber
   Feats:  Earth's Embrace, Improved Grapple


Class Skills
 The Fat Chick's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (The Planes)(Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    Body Scissors
2. +1    +0     +0     +3    The Art of Falling Down
3. +1    +1     +1     +3    'Scuse Me ^_^
4. +2    +1     +1     +4    Neck Scissors
5. +2    +1     +1     +4    The Art of Falling Down
6. +3    +2     +2     +5    'Scuse Me ^_^
7. +3    +2     +2     +5    Facesitting
8. +4    +2     +2     +6    The Art of Falling Down
9. +4    +3     +3     +6    'Scuse Me ^_^
10.+5    +3     +3     +7    The Twin Cheeks of Doom


Weapon Proficiencies: A Fat Chick gains no new weapon or armor proficiencies.
 
Body Scissors (Ex): At first level the aspiring Fat Chick learns to use the dreaded Body Scissors hold.  Once she successfully Pins an opponent in a Grapple, she gains a +4 Circumstance Bonus to all further Grapple Checks until her victim manages to break the hold.  She also adds double her Strength Modifier to the damage she does when grappling.

The Art of Falling Down (Ex):  You have learned to gracefully fall down on opponents.  At Level 2, you do +1d6 damage to Prone opponents.  At Level 5 may disguise attacks made against Prone Opponents in a manner similar to her 'Scuse Me ability.  At level 8 you do +2d6 damage to prone opponents and Daze them for 1 round if you are willing to end the turn Prone yourself. 

'Scuse Me ^_^ (Ex): At level 3 the Fat Chick learns to disguise Bull Rush, Overrun, and Trip attacks as accidents due to her own 'clumsiness'.  If she wins an opposed Bluff vs Sense Motive Check she can make the attack seem like an accident. 

At 6th level she gains a +2 on the opposed Bluff check, as well as the aforementioned attacks.

At 9th level the Bonus raises to +4.

Neck Scissors (Ex): At 4th level the aspiring Fat Chick learns to use the dreaded Neck Scissors hold.  Once she successfully Pins an opponent in a Grapple, she gains a +4 Circumstance Bonus to all further Grapple Checks until her victim manages to break the hold.  Instead of her normal Grapple damage she does 1d4 temporary Strength damage.

Facesitting (Ex): At 7th level the aspiring Fat Chick learns to use the dreaded Facesitting Maneuver.  Once she successfully Pins an opponent in a Grapple, she gains a +4 Circumstance Bonus to all further Grapple Checks until her victim manages to break the hold.  The round after she pins her opponent he begins to suffocate (see page 304 of the DMG).

The Twin Cheeks of Doom (Ex): At 10th level you have learned to drop your buttocks onto the head of prone opponents at the perfect angle to crush their skull and/or sever their spinal cord.  When you're attacking a prone opponent he must make a Reflex Save (DC is 10 plus half Hit Dice plus Strength Modifier) or die.  If he succeeds, he takes normal attack damage.

PLAYING A FAT CHICK
 You're damn sick and tired of being considered inferior by men because you're a woman, inferior by the majority races because you aren't one of them, and inferior by the skinny women because you have a real body.  So you play up to the stereotypes they all hold in order to get them to believe you are harmless and of no concern, all the while plotting.  When they feel the Mighty Left Cheek of Shame, and the Mighty Right Cheek of Righteous Indignation flattening their skulls, oh how they will wish they were nicer to you.
 Combat: Fat Chicks tend to specialize in combat forms that use their huge size to it's best advantage.  In other words, grappling and wrestling.  Like many real life Sumo Wrestlers they are surprisingly dexterous  for their size.
 Advancement: Due to their tendencies to be involved in conspiracies. social rebellions, and various forms of sneakery many Fat Chicks take a few levels in Rogue or other socially advantageous class.
Resources: Due to their penchant for espionage, many Fat Chicks have an employer or benefactor of some sort, either a revolutionary group, or the military of an opposing country, or perhaps a racial or gender based group of some sort.  Either way, you're out to take someone down, and finding a benefactor will be no problem.

FAT CHICKS IN THE WORLD
" I LIKE...BIG BUTTS, AND I CANNOT LIE!!!"
 People tend to believe your stupid, or at least naive, and you play up to that.  Some also believe your a slut (or more rarely, virginal), and you play up to that as well.  You like to meet the expectations of the bigots you will one day destroy.  So long as they believe you're a dumb cow, no one pays attention to what you're doing.  MWUHAHA!!
 Daily Life: You usually spend the day at some menial task, like washer woman, or cook, or greased up pole dancer.  All a cover for your true activities.  At night you meet with the sisters to share what you have learned, practice ass whuppin', and decide your next move.
 Notables: Chachita CG Human Female (Chaos Monk 6/Fat Chick 6) is a young local woman working in a butchers shop by day, and as a hostess in a bar at night to make money for her family.  She's also secretly the leader of a local resistance cell.  Lets hope her Monk abilities conquer the human need for sleep shall we?
 Organizations: Most Fat Chicks belong to an organization of some sort, usually one up to no good (well depending on your point of view anyway).

NPC Reaction
 NPC reactions to you depend on their gender, ethnicity, and culture as usual.  You aren't seen as anyone special until you bust out the secret Kung-Fu skillz.   Till then your just that big booty latina woman down the road that is despised by the noblewomen because all of their husbands openly want you.

FAT CHICKS IN THE GAME
 This is possibly offensive to women, minorities, and well probably a good deal of other people.  Try not to use it to offend players, or you won't have players anymore.
 Adaptation: This could be used more easily in a silly campaign, but it also fits well in a serious campaign where an ethnic minority is struggling against oppression (or perhaps claims to be).
 Encounters: Fat Chicks are encountered in slums, and as servants or concubines in richer households in keeping with their cover identity.

Sample Encounter
EL 12: The PC's are enjoying themselves at their favorite titty bar when the guards bust in and let them know they're wanted for murder.  One of the dancing girls hops from the stage daintily crushing the captain of the guard with a flying cheek blow and tells them "Come with me if you want to live."  Now how can you refuse an offer like that?


Chachita
CG Human Female (Chaos Monk 6/Fat Chick 6)
Init +0, Senses: Listen +1, Spot +1
Languages Common
------------------------------------------------
AC 21, touch 15, flat-footed 21 (+2 Wis, +6 Armor, +3 Deflection)
AC w/Belt 22, touch 16, flat-footed 22 (+3 Wis, +6 Armor, +3 Deflection)
hp 78 (12 HD)
Fort +9, Ref +7, Will +11 
Disturbed Mind
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +9/+4 (1d8+2, 1d10+2 w/Belt) or +1 Machete (1d8+3/19-20)
Base Atk +7, Grp +9
Atk Options Unarmed Strike, Chaos Strike (Magic), Body Scissors, Neck Scissors, 'Scuse Me +2
Combat Gear
-----------------------------------------------
Abilities Str 14, Dex 10, Con 15, Int 10, Wis 12, Cha 14
SQ AC Bonus, Body in Flux (+2)
Feats Earth's Embrace, Improved Bull Rush, Power Attack, Stunning Fist, Extra Mutation (Blubber)(B), Improved Grapple (B), Shocking Blow (B)
Skills Balance +8, Bluff +10, Concentration +10, Diplomacy +6, Intimidate +10, Jump +8, Profession (Butcher) +5, Sense Motive +9, Tumble +6
Possessions Boots of Speed, Monk's Belt, +6 Bracers of Armor, +3 Earring of Protection, +1 Machete, 685 GP



EPIC FAT CHICKS

Hit Die: d8
Skills Points at Each  Level : 4 + int
The Art of Falling Down At Level 22 and every 3 levels thereafter the Fat Chick does an additional +1d6 damage to prone opponents.
'Scuse Me ^_^ At level 23 and every 3 levels thereafter the Fat Chick gains an additional +2 to the opposed Bluff Check with this ability.
Bonus Feats: The Epic Fat Chick gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: June 26, 2022, 12:28:37 AM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #13 on: November 11, 2011, 03:11:34 AM »
RUBBAH TUNG KUNG FU


   
"I've learned to get over the fact that I sometimes have to taste my opponents.  I try to fight people who like to wash"

 The Cult of the Rubbah Tung is devoted to a particularly bizarre form of martial art involving the use of an extendable tongue which has weapon like properties.  basically it's a club for freaks with long tongues.  And who are willing to use them to realize their non existent goals.  You are one weird dude...

BECOMING A RUBBAH TUNG
Most Chaos Monks with the appropriate mutations can take this class.

 ENTRY REQUIREMENTS
   Mutation:  Radula, Extra Reach
   Skills:  Bluff 6 ranks, Sense Motive 6 ranks
   Class Features:  Body in Flux


Class Skills
 The Rubbah Tung's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, The Planes)(Int), Listen (Wis, Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Tongue Fu
2. +1    +0     +3     +3    Improved Feint
3. +2    +1     +3     +3    Mutant Tongue
4. +3    +1     +4     +4    Tongue Fu
5. +3    +1     +4     +4    Improved Feint
6. +4    +2     +5     +5    Mutant Tongue
7. +5    +2     +5     +5    Tongue Fu
8. +6    +2     +6     +6    Improved Feint
9. +6    +3     +6     +6    Mutant Tongue
10.+7    +3     +7     +7    Tongue Fu Master


Weapon Proficiencies: Rubbah Tung's gain no new weapon or armor proficiencies.
 
Tongue Fu (Ex): At levels 1, 4, and 7 you can choose one ability from the following list:

Choking Kiss: Out of combat you can make a Bluff vs Sense Motive Check as though you were making a Feint.  If successful they do not realize your intended kiss is an attack, as you slide your extended tongue down their throat while latching on to the inside of their esophagus.  You gain a +4 Circumstance Bonus to Grapple Checks used to maintain the Grapple, and your opponent is considered to be suffocating instead of the usual damage.

Eye Bore: As a Full Round Action you may make a single powerful Strike with your tongue attack.  You automatically threaten a Critical with this strike and do maximum damage whether the critical is confirmed or not (you do maximum damage even if your opponent is immune to critical hits).

Sticky Tongue: You may use your tongue to perform a Disarm attack without provoking an Attack of Opportunity, and your opponent does not get a Disarm attempt of his own.  If you succeed you may reel in his weapon (or whatever object he was holding in his hand).

Surprise!: If you successfully use a Feint against an enemy who has not seen your Tongue attack before, if your next Attack after the Feint is with your Tongue it receives a circumstance Bonus to Attack and Damage rolls equal to your Rubbah Tung level.

Throat Choke: When you successfully make a Grapple Check against an opponent they are considered to be suffocating for as long as you can maintain the grapple in addition to your normal tongue damage.

Weapon Wielding: you may use your tongue to wield a weapon to make off-hand Attacks.  Unlike normally this does not incur penalties if you do not have the appropriate Two Weapon or Multiweapon fighting Feats.


Improved Feint (Ex): At second level you can Feint in Combat as a Move Action instead of a Standard Action.

At 5th level you can Feint as a Swift Action. 

At 8th level you get a Bonus to Bluff Checks when Feinting equal to your Base Attack Bonus.

Mutant Tongue (Ex): At third level your Radula gets the Drill Mutation (see Chaos Monk).  If you already have this mutation, you get another  you qualify for instead.

At 6th level you get the Improved Drill Mutation.

At 9th level you get the Enhanced Damage Mutation.

Tongue Fu Master (Ex): At 10th level you become an Outsider with the Chaotic and Native Subtypes.  Atatcks made with your Radula gain a Bonus to Attack and Damage rolls equal to your Charisma Modifier.

PLAYING A RUBBAH TUNG
 You have a secret weapon: an extensile tongue that can sometimes cut through opponents like a buzzsaw.  On the one hand it's awesome for surprises in fights.  On the other hand, you sometimes have accidents when kissing 'dates'.   So your reputation can sometimes take a bit of a hit.  zget overly excited, and your rep takes a hit for life...
 Combat: You prefer to concentrate on surprise attacks and feints, holding your tongue back for the right moment to strike.  In other words you annoy the shit out of people, sucker them in by fighting like a doofus, and then put your tongue through their eye into their brain.
 Advancement: Rubbah Tung's are usually obsessed with spreading their school, and often spend their time perfecting their martial arts skills at the expense of all else.
Resources: Rubbah Tung Kung Fu practitioners are usually poor disciples of their temple.  Their art has yet to achieve the popularity of some other Kung Fu styles.  It does look a bit odd after all.

RUBBAH TUNG IN THE WORLD
"Fucking Perverts!"
 People generally assume there's something wrong with you.  Wrong in a big way.  The tongue thing gives you problems because people assume you use it for ... stuff.  They aren't sure what, but they know it's bad.  Sooooo bad.   
 Daily Life: You spend your time learning kung fu, fighting the forces of...um..we'll say evil, or performing temple duties.  And at nights you sneak out to get wasted, buy hookers, and practice your fighting skills in a live setting.
 Notables: Flurp (CN Human Male Chaos Monk 6/Rubbah Tung 6) is a renowned local gambler and drunkard.  He's less known for being a pretty decent if unconventional fighter as he has yet to use his Tongue Fu in public.
 Organizations: Rubbah Tung temples tend to be small as they have few converts.  This makes them consequently poor, so the only resources most have are what they can steal or gather with their own ingenuity.

NPC Reaction
 NPC's treat you like any other monk till they see the tongue in action.  Then they start to put two and two together and realize you're a bit different than most people...

RUBBAH TUNG IN THE GAME
 The Rubbah Tungs have a bit of a bad rep, and this could haunt players who choose to become one.  Make sure they don't mind role playing this.
 Adaptation: This is probably best for silly campaigns, especially disturbing ones.
 Encounters: The Rubbah Tungs can always be found at their temples, and in bars and brothels through the land.  It's also common to find them stumbling home drunkenly at night.

Sample Encounter
EL 12: The PC's are drunk in a bar when they're challenged to a local sport: organized pub brawling.  This seems odd, but they're made a little more nervous when all the guys on the opposing side dress similarly and seem to lick their lips a lot...


Flurp
CN Human Male Chaos Monk 6/Rubbah Tung 6
Init +2, Senses: Listen +3, Spot +3
Languages Common
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, +4 Wis)
hp 66 (12 HD)
Fort +8, Ref +12, Will +13
Disturbed Mind
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +10/+5 () and Tongue +x ()
Base Atk +8, Grp +7
Atk Options Unarmed Damage, Chaos Strike (Magic), Tongue Fu (Choking Kiss, Surprise!), Improved Feint, Mutant Tongue (Drill, Improved Drill)
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 14, Con 12, Int 10, Wis 16, Cha 16
SQ Unarmored AC Bonus, Body in Flux (+3)
Feats 5 Weapon Finesse, Extra Mutation:Natural Weapon (Radula, Extra Range)(B), Long Limbed (B)
Skills Bluff +13, Hide +10, Intimidate +11, Move Silently +10, Profession (Gambler) +7, Sense Motive +10, Tumble +10
Possessions



EPIC RUBBAH TUNG

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Rubbah Tung gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: June 26, 2022, 12:31:18 AM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #14 on: November 11, 2011, 03:11:58 AM »
PSYCHO BITCH KUNG FU


   
“I'm sure there are a lot of people who think I'm a bitch. And they will ALL BURN IN HELL!!"

 Certain female Chaos Monk's have what could nicely be called 'a temper', and more importantly an increased capacity for absolute destruction when using that temper to their own advantage.  Granted they also snap at a moments notice and aren't particularly stable, hence the name of the style they practice.

BECOMING A PSYCHO BITCH
Usually female Chaos Monks learn Psycho Bitch Kung Fu because they have anger management problems they'd like to channel into a fighting style.

 ENTRY REQUIREMENTS
   Class Abilities:  Rage, Chaos Strike
   Skills:  Intimidate 8 ranks, Jump or Tumble 6 ranks
   Feats:  Disturbed Lunatic, Instantaneous Rage
   Gender: Must be female or have the Mutable Gender Mutation

Class Skills
 The Psycho Bitches' class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    RAAAHHH!, Monk
2. +2    +3     +0     +3    YOU NEVER LOVED ME!
3. +3    +3     +1     +3    Uncontrollable Weeping
4. +4    +4     +1     +4    RAAAHHH!
5. +5    +4     +1     +4    YOU NEVER LOVED ME!
6. +6    +5     +2     +5    Uncontrollable Weeping
7. +7    +5     +2     +5    RAAAHHH!
8. +8    +6     +2     +6    YOU NEVER LOVED ME!
9. +9    +6     +3     +6    Uncontrollable Weeping
10.+10   +7     +3     +7    Hardcore Psycho Bitch


Weapon Proficiencies: Psycho Bitches gain no new weapon or armor proficiencies.
 
RAAAHHH! (Ex): At 1st level when Raging, the opponent you are currently attacking must make a Willpower Save (DC is 10 plus half Hit Dice plus Strength Modifier) or be Shaken for the duration of the encounter if you successfully damage him.  If he succeeds he is immune to this ability for 24 hours.  This is a Mind-Affecting Fear effect.   

At 4th level when using this ability you can choose to Frighten your opponent for 1d6 rounds instead.

At 7th level when using this ability you can choose to Paralyze your opponent for 1d4 rounds instead.

Monk: Your Barbarian, Chaos Monk, and Psycho Bitch levels stack for purposes of determining your unarmed strike damage.

YOU NEVER LOVED ME! (Ex): At levels 2, 5, and 8 you gain an additional daily use of Rage.  At level 8 you gain Greater Rage (this is identical to the Barbarian ability on page 26 of the PHB)

Uncontrollable Weeping (Ex): Your psychosis gives you some additional benefits.  When Raging your Bonus to Willpower Saves increases by +2 at level 3, and an additional +2 at levels 6 and 9.

Hardcore Psycho Bitch (Ex): At 10th level when Raging you also automatically gain the benefits (and drawbacks) of the Frenzy ability (see Complete Warrior page 34), with the exception that her penalty to AC does not increase due to Frenzy.  Unlike normal Frenzy you also snap out of it back to just normal Rage once whatever caused you to initially Frenzy is dead.

PLAYING A PSYCHO BITCH
 Much of your life revolves around screaming and hitting things.  Sometimes other people but occasionally yourself in your scarier more introspective moments.  You should probably give up your diet of cocaine and Red Bull.  And binge drinking.  And you should probably stop dating men who feed you cocaine while insulting your looks and sleeping with your sister.  But this does have the side effect of making you a bad-ass if slightly unpredictable killing machine.
 Combat: Generally you like to completely fucking lose it and begin flailing at whatever the hell is within range.  The flailing and screaming continues until it is a liquidy mass, at which point you continue to the next target of opportunity or begin weeping uncontrollably.  Nuthin' scary here...
 Advancement: Most Psycho Bitches don't live long enough to worry about planning their advancement, and even the ones good enough to win their fights really don't plan for the future.
Resources: Not many people like you so resource wise you rely on your like minded sisters, or on whatever you can steal or take by force.

PSYCHO BITCHES IN THE WORLD
“Once a bitch always a bitch, what I say.”
 Most people interact with you by running in the opposite direction while crapping themselves, or by trying to lock you up for the common good.  Bastards.  You'll get them for that.
 Daily Life: Occasionally you medicate yourself enough to get through the day without committing murders.  Usually they're filled with screaming and smashing things.  You really need to learn to chill when fighting isn't necessary...
 Notables: Sherri (CN Female Human Barbarian 2/Chaos Monk 4/Psycho Bitch 6) is a former Nobleman's daughter who got bored being rich and decided to run away and become an adventurer.  Life has not been kind to her since then...
 Organizations: Most organizations don't hire people as unhinged as you, and even your fellow Psycho Bitches can only stand each other in small doses.  So you're pretty much on your own.

NPC Reaction
 Most NPC's are scared shitless of you, and can you honestly blame them?  You're pretty much a walking nightmare.

PSYCHO BITCHES IN THE GAME
 This class assumes you wish to play an uncontrollable, violent lunatic based off a misogynistic stereotype.  This is probably best as an NPC.
 Adaptation: This could go in silly or serious campaigns, but be prepared for some protests when people wanna use this one.  It lends itself to bad behavior
 Encounters: Psycho Bitches are often encountered in bars, riots, musical concerts, and anywhere public mayhem can take place.

Sample Encounter
EL 12: The PC's have been asked by a rich nobleman to find his daughter and bring her home.  He thinks she's joined a cult.  He's pretty close.  The PC's are in for such a bad day...


Sherri
CN Female Human Barbarian 2/Chaos Monk 4/Psycho Bitch 6
Init +2, Senses: Listen +, Spot +,
Languages Common
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, +x Wis, )
hp 61 (12 HD)
Fort +13, Ref +8, Will +9 
Uncanny Dodge, Disturbed Mind
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +11, Grp +13
Atk Options Rage 1/day, Chaos Strike (Magic)
Combat Gear
-----------------------------------------------
Abilities Str 14, Dex 14, Con 13, Int 8, Wis 10, Cha 16
SQ
Feats Brutal Stunning, Disturbed Lunatic, Extend Rage, Improved Initiative, Instantaneous Rage, Shocking Blow, Extra Mutation (Fast Healing 3)(B), Improved Grapple (B), Stunning Fist (B),
Skills
Possessions



EPIC PSYCHO BITCHES

Hit Die: d8
Skills Points at Each  Level : 2 + int
YOU NEVER LOVED ME! Beginning at Level 22 and every three levels thereafter you gain an additional daily use of Rage.
Uncontrollable Weeping Your Bonus to Will Saves while Raging increases by an additional +2 at level 23 and every three levels thereafter.
Bonus Feats: The Epic Psycho Bitch gains a Bonus Feat every x levels higher than 20th
« Last Edit: June 26, 2022, 12:35:51 AM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #15 on: November 11, 2011, 03:12:32 AM »
BRAINFINGER KUNG FU


   
"Now some of you will scoff when I say I can kill a man by shoving my pinky finger into his brain..."

 Some Chaos Monks have learned a fairly bizarre form of supernatural martial art that lets them kill or disable an opponent by making stiffened finger strikes against his head.  Supposedly they are striking vital energy points that disrupt or destroy his brain or consciousness.  And it fuckin' works so who are we to say they're wrong?

BECOMING A BRAINFINGER
Generally one must start as a Chaos Monk who has a disproportionately weird sense of humor, and a willingness to study equally weird forms of combat with semi practical use.

 ENTRY REQUIREMENTS
   Skills:  Concentration 8 ranks, Knowledge (Arcana) 8 ranks
   Class Abilities:  Chaos Strike (Magic), Mutation (Deadly Ego)
   Feats:  Fists of Confusion, Ghost Strike, Touch of the Abyss 


Class Skills
 The Brainfinger's class skills (and the key ability for each skill) are Balance (Dex, Bluff (Cha), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, The Planes)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Giving People the Finger, Monk
2. +1    +0     +3     +3    Defensive Fingering
3. +2    +1     +3     +3    Touch Mastery
4. +3    +1     +4     +4    Giving People the Finger
5. +3    +1     +4     +4    Defensive Fingering
6. +4    +2     +5     +5    Touch Mastery
7. +5    +2     +5     +5    Giving People the Finger
8. +6    +2     +6     +6    Defensive Fingering
9. +6    +3     +6     +6    Touch Mastery
10.+7    +3     +7     +7    Master of the Finger


Weapon Proficiencies: A Brainfinger gains no new weapon or armor proficiencies.

Giving People the Finger (Su): Beginning at 1st level you can deliver devastating attacks to opponents with a mere finger strike. You can now make a melee touch attack doing 1 point of damage, and any Feats that you can use via an Unarmed Strike (i.e. Stunning Fist, Weakening Touch, Falling Star Strike, Ghost Strike, etc) you can use via this finger strike.  At levels 1, 4, and 7 you can choose one of these Feats and gain a special attack using it:

Stunning Fist: If an opponent fails his Save he is Stunned for a number of rounds equal to your Charisma Modifier instead of just 1 round.

Freezing the Lifeblood: You may now paralyze any opponent, not just Humanoids, and you can effect opponents immune to Stunning.

Pain Touch: You may now use this Feats ability on a creature of any Size Class, and they are Nauseated for a number of rounds equal to your Charisma Modifier instead of just 1 round.

Weakening Touch: Multiple uses of this Feat do stack up to 3 times, and you do not use a daily use of Stunning Fist if you miss with this attack.

Anarchic Strike: When using this feat with making a touch attack, Lawful opponents take the 2d6 damage from the Feat and must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Charisma Modifier) or lose their Class Abilities for 1 round.

Fists of Confusion: If your opponent fails his Saving Throw he is Confused for a number of rounds equal to your Charisma Modifier as opposed to 1 round.

Burning Heart Strike: If your opponent fails the Saving Throw he takes damage in addition to the penalty as opposed to just taking the -6 penalty.

Burrowing Touch: If your opponent fails his Saving Throw he is Frightened for a number of rounds equal to your Charisma Modifier instead of just 1 round.

Brutal Stunning: Opponents who fail their Saving Throw take a _4 Circumstance Penalty on rolls instead of -1.

Deafening Slap: If your opponent fails his Saving Throw he is -6 to his Wisdom for 1 hour instead of 1 minute.

Touch of the Abyss: If your opponent fails his Saving Throw he is Feebleminded for a number of rounds equal to your Charisma Modifier instead of just 1 round.

Ghost Strike: If your opponent fails his Saving Throw he takes a Penalty on Saving Throws for a number of rounds equal to your Charisma Modifier instead of just 1 round.



Monk: Your Chaos Monk and Brainfinger Levels stack for purposes of determining your Unarmored AC Bonus and Chaos Strike abilities.

Defensive Fingering (Su): At second level you gain Combat Reflexes as a Bonus Feat.

At 5th level, you get a +4 Competence Bonus to Attack Rolls when using your Giving People the Finger Ability.

At 8th level, anyone who attacks you in melee and misses provokes an Attack of Opportunity, but you must use your Giving People the Finger ability to make the AoO.

Touch Mastery (Su): At 3rd Level if you successfully make a Touch Attack against someone casting a spell or using a skill/ability/power requiring Concentration, they have to make a Concentration Check (DC is 10 plus 1/2 HD plus Charisma Modifier) or their concentration is broken.

At 6th Level the Save DC of any ability you have requiring a Touch Attack is increased by +2 (this includes Giving People the Finger).

At 9th Level when making a Full Attack you gain one extra attack per round at your Full Attack Bonus as long as it is a Touch Attack.

Master of the Finger (Su): At 10th Level, 3 times per day you can make a Melee Touch Attack and your opponent must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or die.  If the Save is successful he takes 3d6 plus your Charisma Modifier in damage instead.


 
PLAYING A BRAINFINGER
 You are bad.  So bad.  And you need to make sure everyone knows it.  You don't have to kill them, but a little brief paralysis here and there goes a long way to solidifying your reputation as a bad ass.
 Combat: Brainfinger students can kill, cripple, or paralyze a man with a single finger.  They tend to fight defensively until an opening presents itself and then all of a sudden their opponent is a pointless mockery of his former self.
 Advancement: Brainfinger students are obsessively single minded in the refinement of their art.  God alone knows why but they consider it the most important thing in their lives.
Resources: Students of Brainfinger Kung Fu are usually poor as they spend all their available resources on their studies.  Granted when their studies are done they can kill a man with touch so it works out for them sometimes.

BRAINFINGERS IN THE WORLD
"Don't let him give you the finger!"
 Brainfinger monks tend to be ascetics during their training, and after that they like to walk the Earth and spread their wisdom.  Which is a nice way of saying they like to fuck people up.  Life is so much easier when you can spontaneously lobotomize people who disagree with you.
 Daily Life: Your life is pretty much your own.  Most Brainfinger monks are dilettantes or layabouts or adventurers of some sort.  They can pretty much do as they please, and most of them do just that.
 Notables: Loli (CN Human Female Chaos Monk 6/Brainfinger 6) is a young human girl obsessed with frilly dresses, dark colors, and killing people by putting her pinky finger thru their brain...
 Organizations: Brainfinger students are a tight knit, yet poor group.  They consider money beneath them.  Not being able to do what you do will push people into seeing your way anyway.  Who needs money when you can casually derp a man.

NPC Reaction
 NPC's are either horrified or think you're the coolest thing ever.  Some of them form personality cults around you hoping to learn the secret of the Finger. 

BRAINFINGERS IN THE GAME
 This is one of those weird ones that abusive players will love to use disruptively.  Be thou careful with it.
 Adaptation: This is just bizarre, and I'm sure you could fit it into a serious campaign somehow but it would take a lot of work.  A lot of work.
 Encounters: Brainfinger monks are encountered in lonely temples in the mountains, or traveling where their whims take them.

Sample Encounter
EL 12: The PC's are hired by a terrified Noble who insists he needs protection from his former lovers finger.  What the hell, it's money after all...


Loli
CN Human Female Chaos Monk 6/Brainfinger 6
Init +6, Senses: Listen +10, Spot +10
Languages Common, Sylvan
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, +4 Wis, )
hp 54 (12 HD)
Fort +7, Ref +12, Will +12 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +7
Atk Options Chaos Strike (Magic, Confusion), Unarmed Strike, Touch Mastery, Defensive Fingering, Giving People the Finger (Brutal Stunning, Fists of Iron)
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 14, Cha 17
SQ AC Bonus, Body in Flux +3
Feats Brutal Stunning, Fists of Confusion, Improved Initiative, Pain Touch, Touch of the Abyss, Weapon Finesse, Combat Reflexes (B), Extra Mutation (Deadly Ego)(B), Ghost Strike (B), Improved Unarmed Strike (B), Stunning Fist (B)
Skills Bluff +15, Concentration +9, Hide +10, Intimidate +15, Knowledge (Arcana) +9, Listen +10, Move Silently +10, Sense Motive +10, Spot +10, Tumble +10, Use Magic Device +11
Possessions



EPIC BRAINFINGER

Hit Die: d8
Skills Points at Each  Level : 6 + int
Giving People the Finger The Brainfinger gains a new ability if they have the qualifying Feat at Levels 21 and every 3 levels thereafter.
Bonus Feats: The Epic Brainfinger gains a Bonus Feat every 3 levels higher than 20th

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #16 on: November 11, 2011, 03:13:01 AM »
FETISH CHICKEN KUNG FU


   
"BUCK...BUCK...BUCKAWWWWK!"

 While all Chaos Monks are taught the fighting arts, not all of them agree that facing an opponent in a contest of skill is a great thing.  Some think humiliating and fucking up his mind is much better.  And thus began Fetish Chicken Kung Fu.  Few segments of the population are more notoriously homophobic than warriors, and it's always a sight to see one of them being dry humped by a lunatic in a chicken suit.

BECOMING A CHICKEN
This class requires you to have a little bit of ability as a Chaos Monk.  It also require you to have no sense of shame and be more than a little batshit crazy.  Being a sadist helps too.

 ENTRY REQUIREMENTS
   Class Features:  Body in Flux
   Feats:  Fists of Confusion, Improved Grapple, Stunning Fist
   Skills:  Bluff 4 ranks, Hide 4 ranks, Intimidate 4 ranks, Move Silently 4 ranks, Tumble 4 ranks


Class Skills
 The Chicken's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +2     +2    Enrage/Terrify opponent
2. +1    +3     +3     +3    Avoidance
3. +2    +3     +3     +3    Self Defeating Rage
4. +3    +4     +4     +4    Enrage/Terrify opponent
5. +3    +4     +4     +4    Avoidance
6. +4    +5     +5     +5    Self Defeating Rage
7. +5    +5     +5     +5    Enrage/Terrify opponent
8. +6    +6     +6     +6    Avoidance
9. +6    +6     +6     +6    Self Defeating Rage
10.+7    +7     +7     +7    They Call Me "Mister" Chicken Fucker


Weapon Proficiencies: A Chicken gains no new weapon or armor proficiencies.
 
Enrage/Terrify opponent (Su): At first level you can mess with people's heads.  As a Move equivalent action you can perform some sort of embarrassing or disturbing shenanigans, and it effects an opponent in melee range in one of several ways:

Rage: Your opponent must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Charisma Modifier) or take a -2 Penalty to AC for the duration of the encounter.  He will also exclusively pursue you no matter what obstacles are in his path and no matter how suicidal this course of action might be.  In other words your opponent will ignore other opponents and do whatever is necessary to attack you in melee.  These Penalties are not cumulative.

Embarrassment: Your opponent must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Charisma Modifier) or take a -2 Penalty to attack and damage rolls for the duration of the encounter due to being distracted by internal shame. These Penalties are not cumulative.

Terror: Your opponent must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Charisma Modifier) or take a -2 Penalty to Saving Throws for the duration of the encounter. These Penalties are not cumulative.

At 4th Level you can do this as part of a Feint in combat.  You may also use Feint against nonhumanoids or animals without penalty. 

At 7th Level this ability becomes more powerful, and the penalty increases to -4.

Avoidance (Ex):  As you do not wear armor you receive extensive training on avoiding being hit/touched.  At levels 2, 5, and 8 your Monk AC Bonus increases by +2.

Self Defeating Rage (Ex): At 3rd level you can mess with individuals who have been affected by your Enrage/Terrify opponent ability.  A number of times per day equal to your Charisma Modifier you can make them reroll any roll of your choice.

At 6th Level if your opponent fails a roll naturally you can use one of your daily rerolls to make him injure himself.  He takes 1d6 damage and is either Dazed for one round or knocked prone.  You gain one additional reroll per day.

At 9th Level if your opponent rolls a natural one on any roll, he takes a -8 Morale Penalty on his next role (this stacks with other Morale Penalties).

They Call Me "Mister" Chicken Fucker (Ex): At 10th Level any time your opponent fails any roll against you (Saving throw, skill, attack roll, etc) you gain a cumulative +1 on all rolls against him for the next 24 hours (maximum Bonus +10).

PLAYING A CHICKEN
 You are a chicken.  Well possibly.  Either you really think that, or you want others to think that, but either way you do some pretty weird shit.  Consequently you're left to your own devices because no one wants to be associated with you, nor do they want the attention of your unique brand of social justice,
 Combat: It's rare that you've actually hit anyone or used a weapon that's lethal.  You prefer to terrify and humiliate enemies by doing odd things like pooping on them or rubbing against them during Grapples, regardless of their race, gender, or possible homicidal nature.  You pretty much piss them off so badly they defeat themselves.
 Advancement: Most Masters of the Slanderous Art of the Chicken all travel a pretty similar path.  The only real difference is how you humiliate and terrify people.
Resources: Your resources are limited to what you can steal or what you can harass people into giving you.

CHICKENS IN THE WORLD
"Will somebody get this freak off me?"
 The world deliberately tries to avoid interacting with you.  After all you where a chicken suit (or maybe you're part chicken), you don't bathe often, you act...birdly, and your sexuality is considered outside the mainstream due to your actions.  And let's not forget you're batshit crazy, or at least try to convince people you are.  After all you get to get away with some shit because people have learned to accept your odd nature ("Yeah that wuz Chikin Boy...he uh...he does that sometimes.").
 Daily Life: You tend to get free food and money from people as a bribe to get you to go away and pick on someone else they believe is more deserving.  Or they threaten to kill you and the true hardcore mockery is on.
 Notables: Buckuck (CN Male Human Chaos Monk 6/Chicken 6), also known as Chikin Boy, is a local treasure.  And by treasure we mean eccentric whacko everyone endures.
 Organizations: There are few masters of Fetish Chicken Kung Fu.  And since learning it involves long years of humiliation there are almost as many students.

NPC Reaction
 Bigoted NPC's are terrified of you.  Underline and emphasize terrified.  No one wants to be seen with you since people you've successfully humiliated in the past want you dead, and being thought of as your friend is not a good idea.  Plus you may decide to humiliate them, and that would be even worse.

CHICKENS IN THE GAME
 This class can make people uncomfortable in soooo many ways.  Make sure your group is okay with it, and make sure the guy playing it isn't so obnoxious he ruins things for the group  Allow with care.
 Adaptation: This is definitely for less than serious campaigns.
 Encounters: Chicken Fu masters can be encountered damn near anywhere for any reason.  They are a weird and unusual lot.

Sample Encounter
EL 12: The PC's are drinking on a patio when a strange semi naked man with a beak, who is clad in buttless ostrich feather chaps walks over and begins bawking like a chicken before sucking the Paladin's toes.  The Paladin's pleas to ignore him only encourage his behavior, and eventually they seem to be haunted by the chicken man at all times of the day and night.  Even in the unlikeliest places such as raiding dungeons.  Who the hell is this guy, and what has the Paladin done to deserve this?


Buckuck
CN Male Human Chaos Monk 6/hicken 6
Init +5, Senses: Listen +6, Spot +6
Languages Common
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, +7 Wis, )
Avoidance
hp 66 (12 HD)
Fort +11, Ref +11, Will +12 
Disturbed Mind
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +8, Grp +8
Atk Options Chaos Strike (Magic), Unarmed Damage, Enrage/Terrify Opponent
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 13, Con 12, Int 13, Wis 14, Cha 15
SQ AC Bonus, Body in Flux +2
Feats Combat Expertise, Extra Mutation (Bite, Flexible Body), Improved Feint, Improved Initiative, Tumbling Feint, Fists of Confusion (B), Improved Grapple (B), Stunning Fist (B)
Skills Bluff +10, Climb +4, Escape Artist +5, Hide +5, Intimidate +10, Jump +4, Listen +6, Move Silently +5, Sense Motive +6, Spot +6, Tumble +5
Possessions



EPIC CHICKEN

Hit Die: d8
Skills Points at Each  Level : 4 + int
Enrage/Terrify Opponent At level 21 and every 3 levels thereafter the Penalty increases by an additional -2.
Avoidance At level 22 and every 3 levels thereafter your AC Bonus increases by an additional +2.
Bonus Feats: The Epic Chicken gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: June 26, 2022, 12:47:03 AM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #17 on: November 11, 2011, 03:13:45 AM »
SNAKEFARTER KUNG FU


   
"Don't make me bend over and lift my dress."

 Practitioners of Snakefarter Kung Fu have made peaceful contact with an alien demiplane.  A stinky alien demiplane full of ravenous snakes who may strike a bargain with them giving them access to power in exchange for feeding the snakes.  Oddly almost all of these practitioners are women, and all of them require no shame or vulnerability to public embarrassment whatsoever.

BECOMING A SNAKEFARTER
Generally you are a Chaos Monk who has made peaceful contact with a certain realm.

 ENTRY REQUIREMENTS
   Class Abilities:  Chaos Strike (Chaotic), Mutation (Internal Defenses)
   Skills:  Bluff 8 ranks, Intimidate 8 ranks, Knowledge (The Planes) 8 ranks
   Special:  Must have made peaceful contact with The Serpent World 


Class Skills
 The Snakefarter's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Nature, The Planes)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Snake Fu
2. +1    +0     +3     +3    Posterior Gate
3. +2    +1     +3     +3    Deadly Winds
4. +3    +1     +4     +4    Snake Fu
5. +3    +1     +4     +4    Posterior Gate
6. +4    +2     +5     +5    Deadly Winds
7. +5    +2     +5     +5    Snake Fu
8. +6    +2     +6     +6    Posterior Gate
9. +6    +3     +6     +6    Deadly Winds
10.+7    +3     +7     +7    Master Snake Farter


Snake Fu (Su): At Level 1 you can use Tiny or Small Vipers as one-handed weapons, and Medium Vipers as two handed weapons.  Damage is equal to their bite attack and does their poison as well.

At Level 4 you gain the Improved Trip Feat when using your snakes as weapons, and can use a Constrictor Snake as a two handed weapon.

At Level 7 you can turn Tiny Vipers into arrows, and if they successfully hit the opponent must Save vs Poison as if bitten.  Your snakes are considered +1 weapons and are Chaotic for purposes of overcoming DR.

Posterior Gate (Su): Due to agreements with the Lords of the Serpent World you may effectively cast Summon Monster I a number of times per day equal to your Snakefarter Level as a Supernatural Ability.  The summoned monsters emerge from your body in a manner some may find discomforting, but causes you no physical discomfort or harm despite all the laws of physics being violated (as well as you).  Unlike normal you are limited to a certain serpent themed list which changes based on your level:

Level 2:Hannya (OA), Huge Fiendish Viper, Jaculi (SK), Nagatha (MM4), Sail Snake (MM4), Viper Swarm (FF), Yuan-Ti

Level 5: Amphisbaena (SK), Banelar (Monsters of Faerun), Dire Snake (MM2), Fiendish Giant Constrictor, Yuan-Ti Halfblood, Yuan-Ti Pureblood

Level 8: Deathcoils (SK), Legendary Snake (MM2), Lesser Flame Snake (FF), Yuan-Ti Abomination, Yuan-Ti Holy Guardian (SK), Yuan-Ti Ignan (MM4)

FF: Fiend Folio
OA: Oriental Adventures
SK: Serpent Kingdoms


Deadly Winds (Su): Beginning at Level 3 when you use your Posterior Gate, you let some of the noxious marsh air from the Serpent World through as well, effectively casting Stinking Cloud as a Supernatural Ability at the same time.  You (and creatures summoned via your posterior gate) are immune to the effects of it and the Stinking Cloud spell from this point on.

At Level 6 the Area of Effect increases to 30'.

At Level 9 opponents are Nauseated one round even on a successful Saving Throw.

Master Snake Farter (Su): "My Momma calls this maneuver 'the Shanghai Ass Cannon'".  This is essentially the same as Posterior Gate except you can summon the following: Spirit Naga, Yuan-Ti Abomination Cult Leader (MM4), Yuan-TI Mageslayer (SK)

Weapon Proficiencies: The Snakefarter gains no new weapon or armor proficiencies.
 
PLAYING A SNAKEFARTER
 You always wanted to be different.  You always knew you didn't fit in somehow.  It was difficult to get along with other people outside the family.  Then you met the snakes one day and they promised you ultimate power, in exchange for invading this world on occasion through your bowel.  Who could pass that up?
 Combat: You rely on your kung fu, busting out the snakes only when necessary.  Necessary of course being any opportunity you want to show off or kill someone.
 Advancement: This is pretty much decided for you by your new snakey overlords.
Resources: You're a loner, so unless you maintain good relations with your temple, odds are you're on your own (and even the temples aren't heavily funded).

SNAKEFARTERS IN THE WORLD
"Watchit Bubba.  Them wimmens be poopin' snakes now."
 Much like any sect of monks studying the martial arts (or crazed cult hellbent on world domination after peacefully making contact with extra-dimensional monstrosities) you are all loners who keep to yourselves.  People occasionally seek you out for advice on revenge or snakes or something, but mostly they leave you alone out of fear.  Sweet, well deserved fear.
 Daily Life: Your time is spent entirely in study and maintaining the temple.  Occasionally you go on missions for the snakes or personal revenge, but otherwise life is peaceful.
 Notables:
 Organizations: All Snakefarters are members of the Cult of the Hidden Viper.  You aren't the most well-known, or rich, or feared cult yet but you hope to make up for that by slowly killing everything in your path.

NPC Reaction
 The minute someone sees you poop a snake is the moment their good will ends.  That's just unnatural.

SNAKEFARTERS IN THE GAME
 This class assumes you have to be a loyal member of a cult intending to help an extra-dimensional invasion.  Could be tricky for your DM.
 Adaptation: This is just a damn weird one.  It could be done as horror, but is probably better off as horror comedy.
 Encounters: Snakefarters are rarely encountered unless on a mission, or you're out in the middle of nowhere and stumble on one of their hidden temples.

Sample Encounter
EL 12: The PC's are calmly having a patio lunch when a hot chick in green robes informs the table next to them of their impending doom, squats, and shits snakes everywhere.  So much for tacos today...


Name
CE Female Human Chaos Monk 8/Snakefarter 4
Init +2, Senses: Listen +8, Spot +7
Languages Common, Yuan-Ti
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, +3 Wis, )
hp  (12 HD)
Fort +7, Ref +13, Will +13 
Disturbed Mind
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +9, Grp +8
Atk Options Unarmed Strike, Chaos Strike (Chaos, Magic)
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 15, Con 10, Int 12, Wis 14, Cha 16
SQ Body in Flux +3, Mutation (Internal Defenses)
Feats Extra Mutation (Flexible Body), Improved Initiative, Burrowing Touch (B), Improved Grapple (B), Stunning Fist (B)
Skills Bluff +11, Concentration +5, Diplomacy +8, Escape Artist +10, Hide +8, Intimidate +11, Listen +8, Knowledge (The Planes) +9, Move Silently +8, Spot +7, Tumble +9, Use Magic Device +8
Possessions



EPIC SNAKEFARTER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Snake Fu At Level 21 your Viper Arrows gain the Distant Shot and Unerring Accuracy abilities from the EPic Handbook.
Posterior Gate At Level 31 you may summon the following via Posterior Gate: Fiendwurm (MM2), Ha-Naga (Epic).
Deadly Winds At Level 23 the Area of Effect increases to 60'.
Bonus Feats: The Epic Snakefarter gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: June 26, 2022, 12:49:55 AM by bhu »

Offline bhu

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If
« Reply #18 on: November 11, 2011, 03:14:13 AM »
MASSIVE MAMMARY KUNG FU


   
"MY EYES ARE UP HERE!"

"I know.  Yer tits are still in the way."

"GODAMMIT!"

 Chaos Monks are known for odd mutations, but few are as decidely socially embarrassing as giant bosoms with a life of their own.  Life outside the temple is hard as you have to deal with jealousy from less exotic women who feel they aren't as attractive, and men who consider you sex objects, or stare in fascinated horror as your bosoms seem to try to follow them wherever they go. 

BECOMING A MAM FU
Only female Chaos Monks of a certain busty persuasion join this order.

 ENTRY REQUIREMENTS
   Flaws:  Topheavy
   Special:  Must be Female or have Mutation (Mutable Gender)
   Feats: Anime Boobs
   Skills:  Bluff 4 ranks, Diplomacy 4 ranks, Gather Information 4 ranks
   Base Fort Save:  +5


Class Skills
 The Mam Fu's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, The Planes)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2    Buxom is Better
2. +2    +3     +0     +3    Boobs of Steel
3. +3    +3     +1     +3    Ms. Fanservice
4. +4    +4     +1     +4    Buxom is Better
5. +5    +4     +1     +4    Boobs of Steel
6. +6    +5     +2     +5    Ms. Fanservice
7. +7    +5     +2     +5    Buxom is Better
8. +8    +6     +2     +6    Boobs of Steel
9. +9    +6     +3     +6    Ms. Fanservice
10.+10   +7     +3     +7    I Have Boobs you Must Obey!

Weapon Proficiencies: Mam-Fu grants no new Weapon or Armor Proficiencies. 
 
Buxom is Better: At Levels 1, 4, and 7 the penalties you get from Topheavy are reduced by -2, and the AC Bonus you get from Anime Boobs increases by +1.

Boobs of Steel: At Levels 2, 5, and 8 you gain one of the following abilities:

Adhesive Opponents who hit you in melee must make a Reflex Save (Save DC is Charisma Based) or be automatically Grappled.  You gain a Bonus on Grapple Checks equal to double the number of times you took the Topheavy Flaw.  You cannot have both this and Pac Boobs.

Asphyxiation Pillows If you Pin an opponent in a Grapple he begins suffocating (see DMG).  You cannot have both this and Pac Boobs.

Boobfists Your bosoms are stretchy and can deliver a wallop.  You gain 2 extra Unarmed Strike attacks at your highest BAB.  If you also have Adhesive and hit with both strikes you can automatically make a Grapple Check without provoking an Attack of Opportunity.  If you have Pac Boobs you may do your Bite damage (1d6 + Str piercing damage/18-20, x3) as opposed to your Unarmed Strike damage.

Bullet Proof Your Natural AC Bonus improves by +4.  If you also have Adhesive, opponents striking you with a weapon must make a Reflex Save (DC is Constitution based) or be Disarmed when it sticks to you.

Headlights A number of times per day equal to your Charisma Modifier your bosoms can unleash a bright flash of light.  Opponents who can see them within 30' must make a Reflex Save (Save DC is Charisma Based) or be Blinded 1 round and Dazzled 1d4 rounds after.

Nipple Lasers  A number of times per day equal to your Charisma Modifier your bosoms can unleash hell!  You unleash twin rays that are Ranged Touch Attacks with a range of 60', and they can hit separate targets.  They do 4d6 energy damage of a type you choose when getting this power (you may not change it later).  If you have headlights  you can combine both effects as one attack.

Pac Boobs  Your boobs hide large fanged mouths.  You gain the Constrict Ability from the MM doing 2d6 plus x2 Str Modifier with a successful Grapple Check.  If you have Nipple Lasers instead of twin rays you may spew a Breath Weapon in a 20' Cone doing 6d6 of the same damage type (if used as a Breath Weapon you must wait 1d4 rounds between shots and opponents get a Reflex Save for half damage, Save DC is Charisma Based.

Perv Bait Opponents who could conceivably find you attractive, that can see you, and are within 30' must make a Willpower Save (Save DC is Cha based) or do whatever is necessary to move to you and perform a melee touch attack that does no damage.  If you have Adhesive your opponent is automatically Grappled.  If you have Boobfists and you hit him you may make a Stunning Fist attack that doesn't count toward your daily uses.  If you have Headlights or Nipple Lasers the Save DC is +2.  If you have Pac Boobs he is automatically bitten (1d6 plus Str Modifier) and there is no need to roll to hit.

Public Distraction Opponents lose their Shield Bonus to AC as they are too awestruck to bother using it.  If you have Boobfists and you hit him you may make a Stunning Fist attack that doesn't count toward your daily uses.  If you have Headlights the Save DC is +2.  If you have Nipple Lasers you can also ignore your opponents Dodge Bonuses to AC.

Ms. Fanservice (Su): Beginning at 3rd Level you may influence the minds of others by displaying your assets.  This ability may be used a number of times per day equal to your Charisma Modifier, and duplicates the effects of a particular spell.  At 3rd Level this is Fascination, at 6th you may use Suggestion, and at 9th Mass Suggestion.

I Have Boobs You Must Obey!: At 10th Level all Abilities gained from this PrC have their Save DC increased by x, where x is equal to the number of times you took the Topheavy Flaw plus 1.

PLAYING A MAM FU
 Life is interesting for you.  You have gigantic, gravity defying bosoms that seem to have a life of their own, and a sentient reason to make life difficult for you.  They interfere with your movement, your daily activities, your personal relationships, etc.  And your opponents rarely seem interested in killing you so much as using you for breeding stock.  On the other hand they are also your means of revenge, and they look fabulous.  So fuck conventional morality, and God help anyone who tries to cop a feel without asking.
 Combat: Combat rarely happens for you unless the awestruck goober screaming "OMG! BOOBEHS!" gathers the wherewithal to try to put his hands on you.  Then your Twin Champions of Justice remorselessly beat the living shit out of him or fry him with nipple lasers.  Which makes the next goober a little more reticent in his attempts...
 Advancement: Advancement mostly depends on how you wish to use the awesome power of your bosom to crush the living and rule the world.  Seriously there are a variety of ways...
Resources: Your temple receives more donations than that of most Chaos Monks, probably for obvious reasons.  It pisses you off, but hey money is money.  And you get to eat more than unhulled brown rice and water which is a good thing.   

MAM FU'S IN THE WORLD
"Nice titties ma'am!"
 Most of the time, you wish the world would go away, because no matter how much you enjoy flaunting yourself, even your (possibly) massive ego wilts under the daily strain of dealing with breast obsessed idiots.  It's like you have the power to rule the world but not be taken seriously and that just pisses you right the fuck off.  You aren't your boobs.  They may be a defining characteristic, but there is more to you than just them.  Now if you could just get people to notice your other qualities. 
 Daily Life: You try to do the usual religious duties, temple upkeep, and martial arts studies.  When you aren't being pursued by lecherous dumbasses.
 Notables:
 Organizations: Chaos Monks (Nuns?) who study this particular style are a small and close-knit group.  They have to be, no one else gets it.

NPC Reaction
 NPC's adore you unless they happen to be jealous, married, or feel that you haven't paid them enough attention by sleeping with them despite having no apparent reason to do so.  Then they can be downright twitchy. 

MAM FU'S IN THE GAME
 Probably one of the more offensive things I have ever written,  Seriously do not use near female PC's, or you get what you probably deserve.
 Adaptation: Meant for silly campaigns.  Particularly ones where people don't offend easily.
 Encounters: PC's usually encounter the Nuns on temple raids, local festivals, social gatherings, etc.

Sample Encounter
EL 12: The PC's have been hired to kidnap a local temple nun who is to be married soon, as their client wants to marry the same person.  Who ever heard of nuns getting married?  Then you see her, and when compared to the woman who hired you understanding suddenly dawns.  Not before her left breast crushes your face like a hammer, but then hind sight is always 20/20.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
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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 MAM FU

Hit Die: d8
Skills Points at Each  Level : 2 + int
Boobs of Steel  At Level 22 and every three Levels thereafter you get an improved version of one of your Abilities:

Plasters If you have Adhesive your opponent no longer gets a Save to avoid the Grapple.

Cleavage of Choking If you have Asphyxiation Pillows you no longer need to maintain a Pin to keep your opponent suffocating, but you do need to Pin him initially to begin the effect.

Knockers If you have Boobfists they gain a Bonus to Attack and Damage rolls equal to twice the number of times you took the Topheavy Flaw.  If you have Pac Boobs/Vampire Boobs you may do your Bite damage as opposed to your Unarmed Strike damage.

Adamantine Adiposity You gain DR 10/-.

Lamps of Doom If you have Headlights opponents who fail their Save are now Blinded permanently.

Mammary Cannons If you have Nipple Lasers your range and damage dice double.  If you also have Headlights or Lamps of Doom you may combine them with your Nipple Lasers as one attack.

Vampire Boobs  Your damage increases to 2d8 plus x2 Str Modifier plus 1d4 Constiution Drain  If you have Mammary Cannons instead of twin rays you may spew a Breath Weapon in a 40' Cone doing 12d6 of the same damage type (if used as a Breath Weapon you must wait 1d4 rounds between shots and opponents get a Reflex Save for half damage, Save DC is Charisma Based.

Forbidden Candy  Save DC for this Ability increases by +4.  If you have Adhesive your opponent is automatically Grappled.  If you have Boobfists or Knockers and you hit him you may make a Stunning Fist attack that doesn't count toward your daily uses.  If you have Headlights/Lamps of Doom or Nipple Lasers/Mammary Cannons the Save DC is +4.  If you have Pac Boobs he is automatically bitten (1d8 plus Str Modifier) and there is no need to roll to hit.

Slackjawed If you have Public Distraction you may now choose 1 opponent within 30' to also lose his Dexterity Bonus to AC.  If you have Boobfists/Knockers and you hit him you may make a Stunning Fist attack that doesn't count toward your daily uses (and his Dave DC is +4).  If you have Headlights/Lamps of Doom the Save DC is +4.  If you have Nipple Lasers you can make a touch attack against the opponent you choose to deny their Dex Bonus to AC.

Bonus Feats: The Epic Class Name gains a Bonus Feat every 3 levels higher than 20th



NEW FEATS

Anime Boobs
Your bosoms are far more mobile than humanly possible and regularly do their best to piss on the laws of physics.
 Prerequisites: Flaw (Topheavy)
 Benefits: Opponents are distracted by your roving bosoms and you get a +1 Bonus to AC because of this.


NEW FLAWS

Topheavy
Your bosoms are stupidly big.  And yet somehow perky. 
 Prerequisites: Female
 Benefits: You take a -2 Penalty on Balance, Climb, Jump, and Tumble Checks as your bosoms weigh you down.  May be taken multiple times to increase bosom size, and the penalty increases 2 each time (i.e. -4 if taken twice, -6 if taken three times). 
« Last Edit: June 26, 2022, 12:56:32 AM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #19 on: November 17, 2011, 05:42:15 PM »
I intended to design this class to be fun, but it appears for playtesters this is not the case.  So I'd like some feedback on the core class before I begin a redesign.