Author Topic: Revised Class: Chaos Monk  (Read 39569 times)

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #80 on: June 03, 2013, 08:14:55 PM »
GAWD


   
"All the wisdom of the ages may be found within my penis.  Step forward and let it ease your troubles."

 You are the bullshit artist to end all bullshit artists.  You happened across a lost civilization way out in the middle of nowhere, and the fact that you had multiple arms and heads made you an instant celebrity since you resemble the many statues of their phony heathen gods.  So now you've set yourself up in the temple as a god on earth and started training disciples to resemble the other deities of the pantheon.  It's a good thing you're in the middle of nowhere, and are good at thinking on your feet.  Otherwise this house of cards would fly apart at the introduction of say, a group of four to six heavily armed drifters...

BECOMING A GAWD
Being a Chaos Monk with the appropriate mutations with no discernable form of ethics is required.

 ENTRY REQUIREMENTS
   Mutations:  Extra Arms x2
   Greater Mutation:  Extra Head
   Skills:  Bluff 12 ranks, Intimidate 12 ranks, Sense Motive 12 ranks
   Feats:  Babel Speech
   Alignment: Can't be Good


Class Skills
 The Gawd'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), Knowledge (Arcana, History, Local, Religion)(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 Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Mutation, Monk
2. +1    +0     +0     +3    Aura of Gawdliness
3. +1    +1     +1     +3    Mutation
4. +2    +1     +1     +4    Aura of Gawdliness
5. +2    +1     +1     +4    Mutation
6. +3    +2     +2     +5    Aura of Gawdliness
7. +3    +2     +2     +5    Mutation
8. +4    +2     +2     +6     Enlightenment

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

Mutation: At Levels 1, 3, 5, and 7 the Gawd may choose an additional Mutation as per the Chaos Monk Ability of the same name.  For Levels 5 and 7 they may instead choose a Greater Mutation if they wish.

Monk:  A Gawd's Monk and Gawd levels stack for purposes of determining his unarmed strike damage, his unarmored Bonus to AC, and his Body in Flux ability. 

Aura of Gawdliness (Su): Beginning at Level 2 you gain the ability to generate a supernatural aura of Fear with a radius of 10' centered on you.  Opponents within this area must make a Willpower Save (Save DC is Charisma based) or become Shaken as long as they remain within range, and for 1d6 rounds after. 

At Level 4 your range extends to 20', and you may now select a different affect.  Instead of Fear you may bolster your Allies within range and they gain a +2 Morale Bonus on all attack rolls, damage rolls, saving throws, skill checks, and ability checks.   They gain this Bonus as long as they remain within the area of effect and for 1d6 rounds after.

At Level 6 your range extends to 40', and the Morale Penalty/Bonus increases to -/+4.  Your Aura may be turned on of off once per round as a Swift Action.

Enlightenment (Su): At 10th Level you gain an Insight Bonus on all saving throws, skill checks, and ability checks equal to your Charisma Modifier.

PLAYING A GAWD
 You came across a bizarre hedonistic monarchy, that has hundreds of false gods (one of whom you resembled).  Losing no time in setting yourself up as a Gawd on Earth you eventually taught others your craft, and so the cult has spread.  Now you just have to cement control and make plans on what to do for the day these yobbos make contact with the outside world.
 Combat: Ironically you do very little fighting as you spend all your time having your needs catered to by subservient fools who will probably gut you once they find out the truth.
 Advancement: Your goal is to find a specific Gawd no one has impersonated and become him.  Til then you remain hidden in the temples.
Resources: You have all the resources of your new fiefdom at your disposal, meager as they are, if you can convince the locals to give them up.

GAWDS IN THE WORLD
"You will apologize to Lord Shivan's penis for your insult!"
 You hide in the temples awaiting the day you can emerge as a full time Gawd and begin fleecing the public out of money and affection.  Till then you study the Gawd you will be impersonating and develop the powers you will need to convince people you are him.
 Daily Life: You spend much of your time researching the history and religion of your 'benefactors'.  Or showing off your abilities.
 Notables:
 Organizations: The Cult is small but growing.  You need to strike an odd balance, big enough to protect your interests, but not so big as to cause massive power struggles.

NPC Reaction
 Except for the locals most NPC's aren't gonna buy you being a Gawd.  But since you have loyal armies they'll have to be very choosy in how they broach the subject.

GAWDS IN THE GAME
 This class assumes you are part of some Charismatic cult, smething PC's traditionally frown on..
 Adaptation: This is a probably not meant for Good (or serious) campaigns.
 Encounters: most NPC's will never meet the mysterious Gawds.  At least not until they try assassinating you in the night before you can learn their secrets.

Sample Encounter
EL 16: The PC's have found a lost civilization of men, and seemingly meet a living deity in the form of a 3 assed woman with one arm, blue skin, and fangs.  You aren't sure what she's supposed to be a deity of, but the locals seem obsessed with pleasing her every whim.


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



EPIC GAWD

Hit Die: d8
Skills Points at Each  Level : 4 + int
Mutation  At Level 22 and every 3 Levels thereafter you may choose a new Mutation or Greater Mutation.
Bonus Feats: The Epic Gawd gains a Bonus Feat every x levels higher than 20th
« Last Edit: February 25, 2021, 11:48:41 PM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #81 on: October 31, 2013, 11:07:43 PM »
REVOLUTIONARY


   
"Fuck the police!"

 A Revolutionary has devoted himself to the partisan cause of destroying Law wherever he finds it.  Most spend their time destroying authority figures (or perceived authority figures) wherever they find them.  Cops. lawyers, teacher, nobles, military, town elders, etc.  They are quite the mouth frothing little bastards.

BECOMING A REVOLUTIONARY
Being a particularly disturbed Chaos Monk helps.

 ENTRY REQUIREMENTS
   BAB:  +4
   Alignment:  Chaotic Neutral
   Skills:  Knowledge (The Planes) 8 ranks
   Feats:  Anarchic Strike, Fists of Confusion, Improved Unarmed Strike, Stunning Fist
   Special:  Must find the Monastery of the Purple Fist amidst the Ever-Changing Chaos of Limbo, successfully petition the sensei for membership, and have slain an agent of Law


Class Skills
 The Revolutionary'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), Knowledge (The Planes)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Spot (Wis) and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +2     +2    Student of Chaos, Improved Chaos Strike
2. +1    +3     +3     +3    Improved Chaos Strike
3. +2    +3     +3     +3    Improved Chaos Strike
4. +3    +4     +4     +4    Block Law
5. +3    +4     +4     +4    Improved Chaos Strike
6. +4    +5     +5     +5    Cloud Vision
7. +5    +5     +5     +5    Improved Chaos Strike
8. +6    +6     +6     +6    Improved Chaos Strike
9. +6    +6     +6     +6    Break Law
10.+7    +7     +7     +7    Improved Chaos Strike

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

Student of Chaos: Revolutionaries gain unarmed damage, AC Bonus, and Chaos Strike as if their Class Level were equal to their Chaos Monk plus their Revolutionary Levels.

Improved Chaos Strike (Su): At first Level the revolutionary can cause Dazing with a successful unarmed strike once per round, but no more than once per Revolutionary Level per day. The Revolutionary must declare he is using this attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the Revolutionary is forced to make a Fortitude saving throw (DC 10 + half Hit Dice + the Revolutionaries Charisma modifier), in addition to taking damage as normal If the saving throw fails, the opponent is Dazed for 1 round.

At 2nd Level the revolutionary can cause Paralysis with a successful unarmed strike once per round, but no more than once per Revolutionary Level per day. The Revolutionary must declare he is using this attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the Revolutionary is forced to make a Fortitude saving throw (DC 10 + half Hit Dice + the Revolutionaries Charisma modifier), in addition to taking damage as normal If the saving throw fails, the opponent is Paralyzed for 1 round.

At 3rd Level the revolutionary can cause depression with a successful unarmed strike once per round, but no more than once per Revolutionary Level per day. The Revolutionary must declare he is using this attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the Revolutionary is forced to make a Fortitude saving throw (DC 10 + half Hit Dice + the Revolutionaries Charisma modifier), in addition to taking damage as normal If the saving throw fails, the opponent is affected as if by a Crushing Despair spell for 2d4 rounds.

At 5th Level the Save DC for your Chaos Strike Ability increases by +2.

At 7th Level the revolutionary can cause loss of abilities with a successful unarmed strike once per round, but no more than once per Revolutionary Level per day. The Revolutionary must declare he is using this attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the Revolutionary is forced to make a Fortitude saving throw (DC 10 + half Hit Dice + the Revolutionaries Charisma modifier), in addition to taking damage as normal If the saving throw fails, the opponent loses all spells with the Lawful descriptor (or any SU or Sp abilities that mimic said spells).  Spells are regained as per normal, other abilities return 1 hour later.

At 8th Level your Unarmed Strikes ignore the Damage Reduction of Lawful opponents, whether you meet the prerequisites to do so or not.

At 10th Level when the Revolutionary uses his 7th Level strike, his opponent permanently loses the use of those spells or abilities.  Spellcasters can make a Spellcraft Check (DC is 10 plus 1/2 HD plus your Charisma Modifier) when they get a new character level to gain a spell back.  Others can make a Willpower Save (DC is same) when they gain a new Hit Die to regain an ability.  Additionally, they can regain spells/abilities if Wish, Miracle or Break Enchantment is cast on them.

Block Law (Su): Spells, Spell-Like Abilities, or Supernatural Abilities used against you have their Save DC reduced by 2.

Cloud Vision (Sp): You may cast Invisibility at will as a Spell-Like Ability.

Break Law (Su): Spells, Spell-Like Abilities, or Supernatural Abilities used against you have their Save DC reduced by 4.
 
PLAYING A REVOLUTIONARY
 It cannot be stressed strongly enough that you have serious, serious anger management issues.  Your life is devoted to killing who or whatever pisses you off socially and politically, which is just about anyone you see as an authority figure.  You don't even make a good minion because you hate people in charge so much.
 Combat: You generally run at someone screaming, and then slowly and methodically begin staving in his skull with your fist while ranting about how the world will be a better place with him dead.
 Advancement: Not many Revolutionaries live long enough to advance far in their cause...
Resources: You get the occasional patron, but the thick aura of psychosis surrounding you tends to put off most potential employers.

REVOLUTIONARIES IN THE WORLD
"Dude, seriously you can't kill everyone to make society work better.  There is no society without someone's."
 You hate the world, and thanks to your actions it hates you right back.
 Daily Life: Your time is spent getting drunk and bemoaning the fate of a world that doesn't recognize how the people in charge are screwing up.  Once you sober back up you start planning to kill said people in charge, or blow shit up to show people how dumb they are.
 Notables:
 Organizations: Revolutionaries are too fractious and temperamental to make more than temporary alliances.

NPC Reaction
 NPC's react to you about as well as they would to a crazed madman carrying a live grenade swearing incoherently.  Mostly becaue you may actually BE a crazed madman carrying a live grenade swearing incoherently.

REVOLUTIONARIES IN THE GAME
 This class might be more trouble to the party than it's worth.
 Adaptation: This could be adapted for serious or silly campaigns..
 Encounters: Revolutionaries are found wherever political activists are found.  Which for them, usually implies mobs.

Sample Encounter
EL 12: The PC's have been asked to guard the local idiot (politician) because he shoots his mouth off too much.  Cue a rabble of crazed loons led by a guy who looks like something out of a bad novel.


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



EPIC REVOLUTIONARY

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Revolutionary gains a Bonus Feat every 2 levels higher than 20th

« Last Edit: February 25, 2021, 11:53:11 PM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #82 on: February 01, 2015, 04:52:28 AM »
RAMBLER


   
"Slow are the days
Long are the ways
Take your time, keep the faith
They all go to the same place... "


 Their devotion to Chaos has left Ramblers restless, and their temple is the open road.  They never stay in one place for long, especially since many people see them as bad news.  Probably because they are bad news.

BECOMING A RAMBLER
A Chaos Monk devoted to being a travelin' man should do..

 ENTRY REQUIREMENTS
   Alignment:  Any Chaotic
   Feats:  Run, Improved Unarmed Strike
   Skills:  Knowledge (Geography), Knowledge (Religion), Survival, Tumble
   Base Fortitude Save: +5
   Special:  Prospective student must travel a month with no money, and nothing but his wits to guide him.


Class Skills
 The Rambler's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Jump (Str), Knowledge (Arcana, Geography, The Planes, Religion)(Int), Listen (Wis), Spot (Wis), Survival (Str), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +2     +0    Walk Unseen 40 ft., Wisdom
2. +1    +3     +3     +0    Evasion
3. +2    +3     +3     +1    Walk Unseen 50 ft., Bonus Feat
4. +3    +4     +4     +1    Climb, Resistance 3
5. +3    +4     +4     +1    Walk Unseen 60 ft., Empty Stride
6. +4    +5     +5     +2    Dimensional Charge, Improved Evasion
7. +5    +5     +5     +2    Walk Unseen 70 ft., Bonus Feat
8. +6    +6     +6     +2    Resistance 5, Swim
9. +6    +6     +6     +3    Walk Unseen 80 ft., Improved Empty Stride
10.+7    +7     +7     +3   Disciple

Weapon Proficiencies: A Rambler gains proficiency with one Exotic Weapon.

Walk Unseen (Su):  Beginning at 1st Level you may cast Dimension Door 3/day as a Supernatural Ability.  Unlike normal the range is limited to 40 ft, and it is a Movement Action to use.  At Levels 3, 5, 7, and 9 you maximum distance increases by +10 ft., and you get one extra use per day.

Wisdom (Ex): A Rambler adds her Wisdom modifier on Balance, Climb, and Jump checks. In addition, the Rambler can always take 10 on a Balance, Climb, or Jump check, even if circumstances would normally prevent her from doing so.

Evasion (Ex): Identical to the Rogue ability listed on page 50 of the PHB.

Bonus Feat: At 3rd and 7th Levels the Rambler gains a Bonus Feat which he qualifies for.

Climb (Ex): At 4th Level the Rambler gains a Climb speed equal to their Land speed.

Resistance (Ex): At 4th Level the Rambler gains Energy Resistance 3 to both Cold and Fire.  This increases to Energy Resistance 5 at 8th Level.

Empty Stride (Su): At 5th level, a Rambler's stride is nearly weightless. She gains a +4 bonus on all Balance checks. More impressively, she can walk on the surface of any material into which she would normally sink, such as powdery snow, thin ice, and even water. She may continue to walk on this surface as long as she makes a DC 15 Concentration check. Normally, the Concentration check for this activity is a standard action, so a Rambler may make one move action per round while using her empty stride ability. If she makes a DC 30 Concentration check, she may concentrate on her Empty Stride ability as a move action instead, allowing her to use it and still take one standard action in a round. She does not trigger traps that use pressure plates while using empty stride, nor is her speed impacted by difficult terrain.

At 9th Level you no longer need to make Concentration Checks to use this ability.

Dimensional Charge (Su): At 6th Level as a Full Round Action the Rambler may make a Charge Attack using her Walk Unseen ability.  She must still move at least 10 ft., but does not gain the usual penalty to her AC.  She does not need to move in a straight line, and as long as her opponent does not have total concealment she does not need line of sight either.

Improved Evasion (Ex): Identical to the Rogue ability listed on page 51 of the PHB.

Swim (Ex): At 8th Level you gain a Swim speed equal to your land speed.

Disciple (Ex): At 20th level the Rambler 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 Ramblers Energy Resistance to Fire and Cold increases to 15 each.

PLAYING A RAMBLER
 You are an individual.  A non-conformist.  A man's man or a woman's woman.  In short, you're a creepy drifter who gets into trouble because you often lack common sense.
 Combat: You don't enjoy fights quite so much as the other Chaos Monks, but some of you do have a temper.  Said temper is prolly one of the reasons you ramble.
 Advancement: Ramblers are highly individualistic, and no two are rarely the same.  Plus given their traveling nature each needs to adapt to his or her own specific circumstances.
Resources: Ramblers usually only have whatever resources they can scrounge up on their own, unless they've made some interesting friends.

RAMBLERS IN THE WORLD
"Son, how would you like to fight a train-hopper for some money?"
 Ramblers are an odd bunch.  They tend to wander at random, doing what they believe is right when the opportunity presents itself.  Sometimes the right thing is opposing a local warlord.  Sometimes it's setting chickens free from their evil farming masters.  Sometimes it's destroying lawns in the name of an imaginary Gawd.  You're always remembered wherever you go.
 Daily Life: Your days are spent doing the important things in life, like stealing food, and maybe some wine.  And fleeing from the authorities.  Can't forget them damn meddlesome authorities.
 Notables:
 Organizations: Ramblers tend to recognize their own, and will willingly lend a hand if they can, but they don't stay in any one place long enough to form ties.

NPC Reaction
 NPC's tend to be naturally suspicious of you.  Cause, lets face it, you're a hobo.  Prolly a crazed, arsonist murderhobo for all they know.

RAMBLERS IN THE GAME
 This is probably not meant for campaigns heavily restricted to one place as the Rambler will feel the need to move on before the job is done.
 Adaptation: This really doesn't need much adaptation.  Most PC's are creepy, arsonist murderhobo's anyway.
 Encounters: Ramblers can be found just about anywhere.  Especially where they're not wanted.

Sample Encounter
EL 12: The PC's are hiding out in a homeless shelter when a man in along, dark coat and a wide brimmed hat enters and says "Which one of you likes to see people get fucked for free?"  The place immediately clears out except for him and the PC's, who suddenly think they could have found a better hiding place.


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



EPIC RAMBLER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Walk Unseen The distance of your Walk Unseen ability increases by +10 ft. at Level 21 and every three Levels thereafter
Bonus Feats: The Epic Rambler gains a Bonus Feat every 3 levels higher than 20th

« Last Edit: June 26, 2022, 01:17:52 AM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #83 on: April 26, 2015, 09:14:53 PM »
DRAGON-FIBBLER


   
"Fibbling?  Never heard of it.  Nossir.  Mebbe you should ask elsewhere.  Prick."

 You are so totally not the secret lover of a Dragon, and privy to their many secrets.  You just play chess with them on Tuesdays, you hardly know them, really.  And you have no idea what the hell fibbling is, or why people accuse you of it.  You'd think you'd know the definition by now, since you've been accused of it every Tuesday for the last 6 years.

BECOMING A DRAGON-FIBBLER
It's definitely not by fibbling a Dragon.  Whatever that is. 

 ENTRY REQUIREMENTS
   Alignment:  Any Chaotic
   Skills:  Concentration 8 ranks , Spot 8 ranks
   Feats:  Improved Unarmed Strike
   Subtype:  Dragonblood.


Class Skills
 The Dragon-Fibbler's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +2     +2    Monk, Gift
2. +1    +3     +3     +3    Spookity Fist, Scales
3. +2    +3     +3     +3    Keen Sense
4. +3    +4     +4     +4    Do You Know Who I Am?
5. +3    +4     +4     +4    Shared Defenses
   

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

Monk: Your Chaos Monk and Dragon Fibbler Levels stack for purposes of determining your Unarmed Strike Damage and Chaos Strike.
 
Gift (Sp): You may now choose any one 4th Level spell from the Sorcerer spell list to cast once per day as a Spell-Like Ability.  Being friends with a Dragon has benefits.

Spookity Fist (Su): Your punches tend to aim low, if you know what we mean.  When you attack an opponent  they need to make a Willpower Save (Save DC is 10 plus 1/2 HD plus Cha modifier), or flinch.  On his next turn he cannot take a Full Round or Standard Action unless it moves him away from you.

Scales (Ex): By massaging your Dragon friends personal oils into your skin, you gain a +1 Natural Armor Bonus to AC.  This increases to +2 at Level 4.  Seriously, grease is a byproduct of draconic digestion which can be milked from a gland.  You can even cook with it.

Keen Senses (Ex): When you attain 3rd level, your senses dramatically improve. You can see four times as well as a human can in shadowy illumination, and twice as well as a human can see in normal light. If you can already see farther than a human but not as well as indicated above, your vision extends to this improved distance. If you already have improved vision that matches or exceeds this distance, your vision does not improve.

You also gain darkvision out to 120 feet. If you already have darkvision but not out to 120 feet, your current darkvision extends to that distance. If your current darkvision already extends to 120 feet or more, your darkvision does not improve.

Do You Know Who I Am? (Ex): Due to your reputation, you can always Take 10 on Bluff and Intimidation Checks.

Shared Defenses (Ex): You gain immunity to the Breath Weapons of whichever Dragon Species you have fibbled with.  Fibbling is an intimate process however, and you only do it with one species.

PLAYING A DRAGON-FIBBLER
 You're famous.  Well, more like infamous really.  And you make sure people know it.  You also make sure they know your friend will kill them unless they do exactly as you say.
 Combat: Combat for you generally consists of knocking foes down, while pummeling them and screaming "Do you know who I am?"
 Advancement: Fibblers are pretty individualistic.  You can end up anywhere, as just about anything.
Resources: Your dragon 'friend' may occasionally help you out.  Everyone else accuses you of being a deviant.  Except when he's around, obviously.

DRAGON-FIBBLERS IN THE WORLD
"I'd burn thet dam pervert if'n her weren't invulnerable to fire."
 Except for Dragons who like using you as eye candy, you don't get seen much around town.  Unless you decide to throw your weight around, which you have a considerable amount of due to people being terrified of your 'friend'.
 Daily Life: No one knows exactly how you spend your day, and you're dead set on keeping it that way.
 Notables:
 Organizations: Fibblers aren't exactly 'joiners'.  Plus they have a reputation problem  But when you have a dragon friend, who needs other people?

NPC Reaction
 If they know of your reputation, NPC's generally treat you like they would anyone who is known for being sexually outside the mainstream.  Mind you, they keep it hands off.  No sense pissing off your dragon amour.

DRAGON-FIBBLERS IN THE GAME
 This PrC assumes the PC is a 'pervert' in a medieval kink-shaming society. That may eventually wear thin on the party.
 Adaptation: This is meant for a pretty odd campaign (like most Chaos Monk PrC's)..
 Encounters: Fibblers are usually found 'playing chess' with dragons or fleeing angry mobs of narrow minded asshats.

Sample Encounter
EL 12: The PC's enter town after a hard weeks work of robbing the local dungon blind, when they see an oily, naked woman fleeing a mob with torches.  And, of course, the bastard Paladin marches forth to assist her...


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



EPIC DRAGON-FIBBLER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Dragon-Fibbler gains a Bonus Feat every 2 levels higher than 20th

« Last Edit: June 26, 2022, 01:19:22 AM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #84 on: March 29, 2017, 06:36:23 PM »
THE DISCIPLES OF HENDERSON


   
"Get off my lawn."

 Once upon a time there was a lunatic named Old Man Henderson.  Persecuted by the Law for his many misadventures, an obscure sect of Chaos Monks took up his defense.  They and their descendants have followed his odd life philosophy ever since.

BECOMING A DISCIPLE
Prove yourself to the Disciples..

 ENTRY REQUIREMENTS
   Alignment: Chaotic Neutral 
   Skills:  Concentrate 9 ranks
   Feats:  Disturbing Vows, Shifting Chaos Strike, Fist of Proteus
   Base Saves:  All Base Saves must be +5 or higher.


Class Skills
 The Disciple'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), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +2     +2    Primordial Chaos Strike, Monk
2. +1    +3     +3     +3    Detect Law, Smite Law 1/day
3. +2    +3     +3     +3    Uncanny Dodge
4. +3    +4     +4     +4    20% Miss Chance, Vow Feat
5. +3    +4     +4     +4    Smite Law 2/day
6. +4    +5     +5     +5    Improved Uncanny Dodge
7. +5    +5     +5     +5    50% Miss Chance, Vow Feat
8. +6    +6     +6     +6    Smite Evil 3/day
9. +6    +6     +6     +6    Mutation
10.+7    +7     +7     +7   Citizen of Limbo, Vow Feat

Weapon Proficiencies: A Disciple gains no new proficiencies.

Primordial Chaos Strike: At 1st Level you gain Primordial Chaos Strike as a Bonus Feat.

Monk: Your Disciple and Chaos Monk Levels stack for purposes of determining your AC Bonus, Unarmed Damage, Chaos Strike and Mutations.

Detect Law (Sp): At 2nd Level you may cast Detect Law at will as a Spell-like Ability.

Smite Law (Ex): Once per day, a Disciple may attempt to smite law with one normal unarmed strike. She adds a +4 bonus to her attack roll and deals 1 extra point of damage per class level. If she accidentally smites a creature that is not lawful, the smite has no effect but it is still used up for that day.

At 5th level, a Disciple can use this ability twice per day, and at 8th level she can use it three times per day.

Uncanny Dodge (Ex): Identical to the Rogue ability listed in the PHB.

Miss Chance (Su): At 4th Level you permanently gain the effects of a Blur spell.  At 7th Level this improves, and you permanently gain the effects of a Displacement spell.

Vow Feat: At Levels 4, 7, and 10 you may take any Feat that has Disturbing Vows as a prerequisite as a Bonus Feat.

Improved Uncanny Dodge (Ex): Identical to the Rogue ability listed in the PHB.

Mutation: At 9th Level you gain Extra Mutation as a Bonus Feat.

Citizen of Limbo (Ex): At 10th Level you become an Outsider (Extraplanar), as you are now an honorary native of Limbo.  You also gain Fast Healing 5.

PLAYING A DISCIPLE
 You don't take shit from anyone, and you make life hell for anyone who tries.  You'd willingly blow up an entire church just to get the one priest who pissed you off.
 Combat: You tend to plan out fights, maybe even trapping the area first.  Why engage in fisticuffs if you have access to explosives.
 Advancement: You tend to develop whatever abilities keep you alive, yet piss people off the most.
Resources: You have whatever you can steal, which you have no problem doing.

DISCIPLES IN THE WORLD
"I wouldn't knock on his door if I was you;"
 You act crazier than you are to keep the world at bay.  Which is ironic, given that you were already insane enough to compel them to avoid you.
 Daily Life: You're day is taken up planning shenanigans, performing shenanigans and coming up with newer, ever weirder conspiracies.
 Notables:
 Organizations: Nobody wants you.  nobody.  You're poison as far as most people are concerned.

NPC Reaction
 People treat you like a life-wrecking singularity, which you are.

DISCIPLES IN THE GAME
 This is a based off the story of a PC meant to break GM's.  May want to think hard about that.
 Adaptation: This is meant for silly campaigns with high collateral damage.
 Encounters: Disciples are unpredictable, and can be encountered just about anywhere.

Sample Encounter
EL 12: The PC's are calmly eating lunch, when a scruffy madman kicks open the door and screams "Nil aon leigheas ar an ngra ach posadh!"


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



EPIC DISCIPLE

Hit Die: d8
Skills Points at Each  Level : 4 + int
Smite Law  You gain an additional daily use of Smite Law at Level 22 and every three Levels thereafter.
Bonus Feats: The Epic Disciple gains a Bonus Feat every 4 levels higher than 20th
« Last Edit: February 26, 2021, 06:44:48 PM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #85 on: March 29, 2017, 08:07:43 PM »
TOADIE FROG GROUPIE


   
"The Slaad are generally misunderstood."

 You have an unhealthy obsession with the Slaad.  Normally they'd take advantage, but something about the look in your eyes creeps them out.

BECOMING A GROUPIE
You must be accepted by other groupies, who will show you the way (as opposed to the average Slaad, who will show you the door).

 ENTRY REQUIREMENTS
   Skills:  Concentration 6 ranks, Knowledge (arcana, the planes) 6 ranks, Tumble 6 ranks
   Feats:  Dodge, Mobility, Improved Unarmed Strike
   Language:  Slaad


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

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +2     +2    Evasion
2. +1    +3     +3     +3    Bewm!
3. +2    +3     +3     +3    Toadie Sight
4. +3    +4     +4     +4    Hard Puncher
5. +3    +4     +4     +4    Stunning Croak
6. +4    +5     +5     +5    Improved Evasion
7. +5    +5     +5     +5    Immune to Sonic Damage
8. +6    +6     +6     +6    Hard Puncher
9. +6    +6     +6     +6    Toad Scratch Fever
10.+7    +7     +7     +7   Toadie Shape

Weapon Proficiencies: A Groupie gains no new proficiencies.
 
Evasion (Ex): Identical to the Rogue ability listed in the PHB.

Bewm! (Sp): You can cast Chaos Hammer 2/day as a Spell-Like ability.

Toadie Sight (Ex): You gain Darkvision 60 ft. (if you already had Darkvision it improves to this range).

Hard Puncher (Ex): At Levels 4 and 8 your Unarmed Damage increases by one step.

Stunning Croak (Su):  Once every 1d4 rounds you can emit a horrifying croak.  Any creature within 20 ft other than Slaadi or members of this PrC must make a Fortitude Save or be Stunned 1d3 rounds.  Save DC is 10 plus 1/2 HD plus whichever Ability modifier is your Chaos Monk Focus.

Improved Evasion (Ex): Identical to the Rogue ability listed in the PHB.

Immune to Sonic Damage (Ex): At 7th Level you become immune to Sonic damage.

Toad Scratch Fever (Su): Supernatural disease-unarmed strike, incubation period 1 day, damage is 1d3 Dex and 1d3 Cha.  Fort Save DC is 10 plus 1/2 HD plus whichever Ability modifier is your Chaos Monk Focus.

Toadie Shape (Su): You may cast Shapechange 1/day as a Supernatural ability, but only to turn into non-unique Slaadi.

PLAYING A GROUPIE
 Everyone thinks you're nuts, even the Slaad,  But you'll show 'em.  You'll show 'em all!
 Combat: For being a cheerleader, you hit pretty hard.  You tend to wade right in without a second thought when challenged.
 Advancement: You try to accumulate abilities that you think will make the Slaad like you.
Resources: Financing trips to limbo ain't cheap, and as a result you're frequently broke.

GROUPIES IN THE WORLD
"Enasni, I worry about the humans as potential hosts.  They seem to be losing their shit!"
 At some point the Slaad will have to decide to do something about you.  Till then your life is "notice me Senpai".
 Daily Life: You spend your days proselytizing others of the glories of the Slaad. Usually with information that comes purely from your own personal delusions.
 Notables:
 Organizations: You spend all your time trying to get the Slaad to accept you, you don't have time for anything else.

NPC Reaction
 You are someone to be kept at a minimum of a 10 foot distance at all times..

GROUPIES IN THE GAME
 This assumes on of the party feels an attraction for a major Evil in the Planes that reproduces parasitically.  Could be troublesome for the GM.
 Adaptation: This is meant for some pretty weird campaigns.
 Encounters: Groupies are usually found pestering Slaad, wherever they may be.

Sample Encounter
EL 12: The PC's are trudging through Limbo, when an annoying voice says "Excuse me, do you have a moment to talk about our Lord and Savior Ygorl?"


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



EPIC GROUPIE

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Groupie gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: February 26, 2021, 06:47:57 PM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #86 on: March 29, 2017, 08:17:26 PM »
 INTERNAL HEMORRHAGING KUNG FU  


   
"Are you sure you wanna do this?"

 You have studied various methods of causing death or internal injury with a single punch.

BECOMING AN INTERNAL
Find a master willing to teach you.  Gotta warn you, they're damn picky.

 ENTRY REQUIREMENTS
   Alignment: Must be Chaotic
   Base Saves:  All +5
   Class Abilities: Chaos Strike
   Special:  Musn't die during training


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

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Shifty Internal Organs -1, Chaos Monk
2. +1    +0     +3     +3    The Stare
3. +2    +1     +3     +3    Shifty Internal Organs -2, Internal Fist
4. +3    +1     +4     +4    Internal Injury
5. +3    +1     +4     +4    Shifty Internal Organs -3
6. +4    +2     +5     +5    Internal Fist
7. +5    +2     +5     +5    Shifty Internal Organs -4
8. +6    +2     +6     +6    Internal Injury
9. +6    +3     +6     +6    Shifty Internal Organs -5
10.+7    +3     +7     +7   Death Strike

Weapon Proficiencies: An Internal gains no new proficiencies.

Shifty Internal Organs (Ex): At 1st Level your opponents take a -1 Penalty on critical confirmation rolls.  This increases to -2 at Level 3, -3 at Level 5, -4 at Level 7 and -5 at Level 9.

Chaos Monk: Your Internal and Chaos Monk Levels stack for purposes of determining your Unarmed damage, AC Bonus and Chaos Strike abilities.

The Stare (Ex): By 2nd Level you have developed a rep, and gain a Bonus to Intimidation Checks equal to your Internal Level.
 
Internal Fist (Su): At 3rd Level, you can make a single Unarmed Strike as a Full Attack, and it is considered a touch attack.  At 6th Level you may make a touch attack with an Unarmed Strike without making it a Full Attack, but only a numbre of times per day equal to your Internal Level.  Additionally, if you make a single Unarmed Strike as a Full Attack, it also ignores Deflection Bonuses to AC.

Internal Injury (Ex): At 4th Level anyone you successfully damage with your Unarmed Strike takes an additional point of damage per round for a number of rounds equal to your Internal Level.  At 8th Level this increases to 2 hit points damage per round if the Unarmed Strike is a successful critical.

Death Strike (Su): As a Full Round Action, you can make a single Unarmed Strike against an opponent who must make a Fortitude Save (10 plus 1/2 HD plus Focus Modifier) or die.  If he succeeds, he takes your unarmed strike damage instead.

PLAYING AN INTERNAL
 You try to warn people fighting you is a bad idea, but somehow it always comes across as a challenge.
 Combat: You're at your best in melee, so try to close the gap as quickly as you can.
 Advancement: You're obsessed with refining your style, to the exclusion of all else.
Resources: Given the demand for your knowledge, you usually end up being a hermit.  You have what you can take.

INTERNALS IN THE WORLD
"Why does everyone cross the street to avoid that guy?"
 You try to separate yourself from the distractions of society. It always seems to find ways to interfere.
 Daily Life: You spend your time training obsessively.
 Notables:
 Organizations: Unless you're in charge, you really aren't a joiner.

NPC Reaction
 You've ensured no one knows who you are, as you've eliminated all witnesses.  People treat you like any other old man.

INTERNALS IN THE GAME
 This is a class whose abilities draw attention.  Be sure the group is okay with that.
 Adaptation: This is easily adapted for serious or silly campaigns.
 Encounters: No one encounters you unless they deliberately seek you out, or they stumble across you during one of your revenge sprees..

Sample Encounter
EL 12: The PC's see a little old man surrounded by ruffians.  Before they can tell them to sod off, the old feller slaps one.  Said ruffian geysers blood from all his orifices and drops dead...


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



EPIC INTERNAL

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Internal gains a Bonus Feat every 2 levels higher than 20th

« Last Edit: February 26, 2021, 06:50:47 PM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #87 on: April 08, 2017, 07:51:07 PM »
LYING WEASEL KUNG FU  

   
"I AM WEASEL!"

 You have learned the art of deception, like the mighty weasel.  Which sounds good, until people think it through and realize weasels are pretty straight forward in combat.

BECOMING A LIAR
Being prone to lying your way out of trouble doesn't hurt.

 ENTRY REQUIREMENTS
   Feats:  Combat Reflexes, Vexing Flanker, Adaptable Flanker
   BAB:  +4
   Skills:  Bluff 8 ranks, Sense Motive 8 ranks
   Class Abilities:  Body in Flux


Class Skills
 The Liar'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), 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

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Chaos Monk, Sneak Attack +1d6
2. +1    +0     +0     +3    Evasion, Improved Feint
3. +1    +1     +1     +3    Sneak Attack +2d6,
4. +2    +1     +1     +4    Uncanny Dodge
5. +2    +1     +1     +4    Sneak Attack +3d6
6. +3    +2     +2     +5    Sneaky Opportunist
7. +3    +2     +2     +5    Sneak Attack +4d6, Hypnotic Hands
8. +4    +2     +2     +6    Improved Uncanny Dodge
9. +4    +3     +3     +6    Sneak Attack +5d6
10.+5    +3     +3     +7   Improved Evasion, Master of Bullshit

Weapon Proficiencies: A Liar gains no new proficiencies.

Chaos Monk: Your Liar and Chaos Monk Levels stack for purposes of determining your Unarmed AC Bonus.

Sneak Attack (Ex): This is identical to the Rogues Ability listed on page 50 of the PHB.

Evasion (Ex): This is identical to the Rogues Ability listed on page 50 of the PHB.
 
Improved Evasion (Ex): This is identical to the Rogues Ability listed on page 50 of the PHB.

Improved Feint: At 2nd Level you gain Improved Feint as a Bonus Feat.

Uncanny Dodge (Ex): This is identical to the Rogues Ability listed on page 50 of the PHB.

Sneaky Opportunist (Ex): You now do your Sneak Attack damage with successful Attacks of Opportunity.

Hypnotic Hands (Ex): You gain a +4 Bonus to Bluff Checks made during combat.

Improved Uncanny Dodge (Ex): This is identical to the Rogues Ability listed on page 50 of the PHB.

Improved Evasion (Ex): This is identical to the Rogues Ability listed on page 50 of the PHB.

Master of Bullshit (Ex): You always take 10 on Bluff and Hide Checks.

PLAYING A LIAR
 Never tell the truth, always assume others are lying.  Whadda you mean I have an attitude problem?.
 Combat: You're stereotyped as being a bit of a coward, and you play to that in hopes others underestimate you.
 Advancement: Being a known fibber complicates your life, and you seek out methods for undoing that.
Resources: Despite your inability to tell the truth, there's always someone willing to pay for what you can do..

LIARS IN THE WORLD
A quote of somebody else talking about your class!
 You are usually criminal scum with petty personal delusions.  You want to be somebody, but have no idea how to go about that.  So you grift and steal, hoping for one big score.
 Daily Life: Petty crime is common for you.
 Notables:
 Organizations: Various Guilds hire you for intimidation and knee-breaking.

NPC Reaction
 Most people don't have anything nice to say about you, not even your friends.

LIARS IN THE GAME
 More so even than Rogues, Weasels tend to be backstabbers.  Be careful about allowing this, as it can derail things.
 Adaptation: This is adaptable to most campaign styles.
 Encounters: PC's usually encounter you during a crime spree.  Yours or theirs honestly.

Sample Encounter
EL 12: The PC's are getting irritated at a hustler who's been following them.  When they finally tell him to shove off, he screams "You can't do that to me! I know Kung-Fu!"   He then begins going through some of his forms, still following them.


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



EPIC LIAR

Hit Die: d8
Skills Points at Each  Level : 4 + int
Sneak Atttack At Level 21 and every three Levels thereafter you gain an extra sneak attack die.
Bonus Feats: The Epic Liar gains a Bonus Feat every 3 levels higher than 20th


« Last Edit: February 26, 2021, 06:54:12 PM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #88 on: April 08, 2017, 07:55:01 PM »
SISSY DRAGON KUNG FU


   
"I love you daddy!"

 You have been taught unarmed fighting by a human sized Dragon named Chizzi.  He likes wearing pink sweaters and petticoats, and refers to himself as a 'sissy' Dragon. 

BECOMING A SISSY
Chizzi has to accept you.  And he only does it if you're out and proud of your personal kinks.

 ENTRY REQUIREMENTS
   Feats:  Shocking Blow, Ghost Strike, Pharaoh's Fist
   Alignment:  Chaotic Good
   Class Abilities: Disturbed Mind


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

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +2     +2    Chaos Monk, Mutable Gender
2. +1    +3     +3     +3    I Am Someone's Fetish
3. +2    +3     +3     +3    Power Bottom
4. +3    +4     +4     +4    Gossip
5. +3    +4     +4     +4    Big Eyes
6. +4    +5     +5     +5    Never Saw It Coming
7. +5    +5     +5     +5    Dragon Fetish
8. +6    +6     +6     +6    Non Sissy Dragon
9. +6    +6     +6     +6    Mistress is Angry
10.+7    +7     +7     +7   Polymorphously Perverse

Weapon Proficiencies: Sissies gain no new proficiencies.

Chaos Monk: Your Sissy and Chaos Monk Levels stack for purposes of determining your Unarmed Strike damage, AC Bonus and number of mutations.

Mutable Gender: You gain the Mutable Gender Mutation at 1st Level.  Choose another Mutation you qualify for if you already have this one.

I Am Someone's Fetish (Su): 1/day as a Swift Action you can increase your Charisma Score by 1d4+1 points for an hour.
 
Power Bottom (Ex): At 3rd level you are immune to stunning, sleep spells and effects, and slow spells and effects.

Gossip (Sp): At 4th Level you may cast Message 1/day per Sissy Level.

Big Eyes (Sp): At 5th Level you can cast Mesmerizing Glare 1/day.

Never Saw It Coming (Su): If you have not acted in the round, you gain a +4 on attack and damage rolls, and if the attack requires a Save the DC is +2.  This is only for your first attack on the first round.

Dragon Fetish (Sp): At 7th Level you can cast Dragon Breath 1/day.

Non Sissy Dragon (Sp): At 8th Level you can cast Draconic Polymorph 1/day.

Mistress is Angry (Sp): At 9th Level you can cast Imperious Glare 1/day.

Polymorphously Perverse (Ex): At 10th Level you gain the Unearthly Beauty and Yaoi Boi/Yuri Gurl Mutations.  Choose two other Mutations/Greater Mutations if you already have these.

PLAYING A SISSY
 Sure the teacher is a little unusual, but that's a good thing.  Now if you can just convince the creepers to accept him.
 Combat: The road to power via this style is long, but worth it.  Eventually, you can become a Dragon off and on, which immediately becomes you first action in s fight.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: Chizzi can do the occasional favor, but otherwise you'll have to get a sugar daddy, or crack skulls for money.

SISSY'S IN THE WORLD
"Don't call him any names unless you want fired up."
 Society usually doesn't get you.  But that's okay, you have friends, and you look out for each other.
 Daily Life: You spend most days attending to assignments given to you, or training
 Notables:
 Organizations: Organizations clamor for your attention.  Especially once you hit 8th Level.

NPC Reaction
 NPC reaction to you depends a lot on whether or not they're bigots.

SISSY'S IN THE GAME
 This class may cause some issues depending on how prejudiced your PC's are.
 Adaptation: This is definitely for silly campaigns only.
 Encounters: Sissies can be found just about anywhere.

Sample Encounter
EL 12: The PC's are confronted by a young man in a gothic lolita dress who tells them "one shall pass!"  The Bard says he'll handle it, which makes the Paladin so visibly relieved that things suddenly feel awkward.


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



EPIC SISSY

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Sissy gains a Bonus Feat every 2 levels higher than 20th

« Last Edit: February 26, 2021, 06:56:41 PM by bhu »

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #89 on: April 08, 2017, 07:58:02 PM »
HOWLER MONKEY KUNG FU


   
"Y'all didn't mention the throat sac when I signed up."

 After studying a tribe of monkeys, you have literally learned to scream people to death.

BECOMING A HOWLER
You need to somehow have an epiphany while watching monkeys scream at one another, and think "I can weaponize this."

 ENTRY REQUIREMENTS
   Feats:  Kiai Shout, Greater Kiai Shout, Improved Unarmed Strike
   BAB:  +4
   Skills:  Climb 4 ranks, Intimidate 4 ranks, Jump 4 ranks, Survival 4 ranks


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

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Stunning Screech, Chaos Monk
2. +1    +0     +3     +3    Animal Sight, Shout 1/day
3. +2    +1     +3     +3    Kiai
4. +3    +1     +4     +4    Shout 2/day
5. +3    +1     +4     +4    Improved Kiai
6. +4    +2     +5     +5    Shout 3/day, Kiai
7. +5    +2     +5     +5    Rawr!
8. +6    +2     +6     +6    Shout 4/day
9. +6    +3     +6     +6    Kiai
10.+7    +3     +7     +7   Greater Shout

Weapon Proficiencies: A Howler gains no new proficiencies.

Stunning Screech (Sp): You may cast Stunning Screech a number of times per day equal to your Howler Level.

Chaos Monk: Your Chaos Monk and Howler Levels stack for purposes of determining your Unarmed damage, AC Bonus and Mutations.

Animal Sight (Ex): At 2nd Level you gain Low Light Vision.

Shout (Sp): At 2nd Level you may cast Shout 1/day.  You gain an additional daily use at Levels 4, 6, and 8.

Kiai: You gain an additional daily use of your Kiai Feat at Levels 3, 6, and 9.

Improved Kiai: Your Kiai Feat now affects opponents whose Hit Dice total doesn't exceed yours by more than 2 (i.e. if you are 8 HD, you can affect opponents up to 10 HD).

Rawr! (Sp): At 7th Level you can cast War Cry 1/day.

Greater Shout (Sp): At 10th Level you can cast Greater  Shout 1/day.
 
PLAYING A HOWLER
 People tend to avoid you.  Probably due to the incoherent yelling and iffy personal hygiene.
 Combat: You tend to howl at people before charging.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: You generally aren't one of the wealthier sects of Chaos Monks.

HOWLERS IN THE WORLD
"Shut the fuck up!"
 Sure you poor cause you spend your days screaming at people.  But  it beats working.
 Daily Life: Most of your day is spent emulating monkey behavior in the hopes of further mutations.
 Notables:
 Organizations: Some mercenaries have a use for your odd talents.

NPC Reaction
 The world generally finds you annoying.

HOWLERS IN THE GAME
 Howlers are annoying, which means they'll be latched onto by PC's who like to be annoying.  Be careful.
 Adaptation: This is possibly adaptable to more serious campaigns, but it will take some re-fluffing.
 Encounters: Howlers are generally found out in the woods, or lurking at the edge of town.

Sample Encounter
EL 12: The PC's are walking along a forest trail, when a bunch of idiots leap from the trees and begin hooting at them like rabid monkeys.  And they have weird throat sacs, ew...


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



EPIC HOWLER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Stunning Screech The number of times per day you can use Stunning Screech continues to increase with Howler Monkey Level.
Shout At Level 22 and every 3 Levels thereafter you may choose any spell-like ability gained via this Prestige Class to use one additional timer per day.
Bonus Feats: The Epic Howler gains a Bonus Feat every 3 levels higher than 20th

« Last Edit: June 26, 2022, 01:26:37 AM by bhu »

Offline Nanshork

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Re: Revised Class: Chaos Monk
« Reply #90 on: April 08, 2017, 09:04:38 PM »
Chaos Monk
 - I think Focus lets you be a little too SAD.  You've already got Cha abilities, why not just have Focus use Cha?  Especially because you've got feats to switch from Cha to other abilities.

Chaos Feats
 - Why do some of the feats grant you 1 extra use of stunning fist and other don't?  You could standardize and have every feat that requires using a Stunning Fist attempt grants you an extra use.
 - Is Extra Mutation not requiring the Mutation class feature intentional?

Disturbed Feats
 - Vow of Disobedience: What if a priest orders you to NOT kill yourself?  Orders you to keep your friends alive?  This can be super abused.

Mutations
 - Extra Arms: How do additional unarmed strikes work?  Normally you don't gain additional unarmed strikes for having more than 2 arms.
 - Extraplanar Blood: Do you gain all the bonuses/penalties from the subtype?
 - Mutable Age: Do you gain the bonuses/penalties to ability scores from changing age categories?
 - Natural Weapon: Needs reformatted.

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #91 on: April 09, 2017, 01:54:32 AM »
Chaos Monk
 - I think Focus lets you be a little too SAD.  You've already got Cha abilities, why not just have Focus use Cha?  Especially because you've got feats to switch from Cha to other abilities.

I will switch

Quote
Chaos Feats
 - Why do some of the feats grant you 1 extra use of stunning fist and other don't?  You could standardize and have every feat that requires using a Stunning Fist attempt grants you an extra use.
 - Is Extra Mutation not requiring the Mutation class feature intentional?

The feats are parodies of monk feats the same way the class is a parody of monk.  Some of them gave a bonus to stunning fist, some didn't, and that carried over.  Re: EM, yes that was intentional.  I'll add Chaos Monk Levels as a prerequisite.

Quote
Disturbed Feats
 - Vow of Disobedience: What if a priest orders you to NOT kill yourself?  Orders you to keep your friends alive?  This can be super abused.

I have rephrased

Quote
Mutations
 - Extra Arms: How do additional unarmed strikes work?  Normally you don't gain additional unarmed strikes for having more than 2 arms.
 - Extraplanar Blood: Do you gain all the bonuses/penalties from the subtype?
 - Mutable Age: Do you gain the bonuses/penalties to ability scores from changing age categories?
 - Natural Weapon: Needs reformatted.

Redid thes, any suggestions on what format would be best for nat weapons?  A spoielr maybe?

Offline Nanshork

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Re: Revised Class: Chaos Monk
« Reply #92 on: April 09, 2017, 01:51:11 PM »
All those look good.

For natural weapons, a spoiler would work.  Something like this.  (I reorganized them alphabetically and changed Enhanced Range to Enhanced Reach.

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.
(click to show/hide)

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #93 on: April 09, 2017, 03:37:31 PM »
Fix added!

Will be interesting to see your take on the PrC's....

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Re: Revised Class: Chaos Monk
« Reply #94 on: April 09, 2017, 07:24:50 PM »
Page 1 prestige classes

Nekkid Mauler
 - Does Embarrassment Hold stack with itself?

Pierced Monk
 - Needs Spot as a class skill.

Giant Robot
 - Stat bonuses and size increases feel like too much.
 - FUREEZO BEEMS! needs an activation action.
 - BUREST O FIYAH! also needs an activation action.

Unenlightened Fist
 - That capstone has too much math, DMs will not be happy.

Frogboy
 - Mutation: Are you aware that you can attack with all natural weapons after making a full attack with Unarmed Strikes?
 - Planar Travel 2nd level: Doesn't Extraplanar Blood already protect you from what the spell would protect you from?

Rubbah Tung
 - Adjust the pre-req, Extra Range is now Extra Reach.
 - Mutant Tongue: Do you get replacement mutations if you already have the mutation specified?

Homosexual
 - Enrage/Terrify opponent: Does this stack with itself?

Snakfarter
 - Okay, this is just weird and I have no idea how balanced it is.


Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #95 on: April 10, 2017, 12:44:27 AM »
Page 1 prestige classes

Nekkid Mauler
 - Does Embarrassment Hold stack with itself?

Giant Robot
 - Stat bonuses and size increases feel like too much.

Unenlightened Fist
 - That capstone has too much math, DMs will not be happy.

Frogboy
 - Mutation: Are you aware that you can attack with all natural weapons after making a full attack with Unarmed Strikes?
 - Planar Travel 2nd level: Doesn't Extraplanar Blood already protect you from what the spell would protect you from?

Rubbah Tung
 - Mutant Tongue: Do you get replacement mutations if you already have the mutation specified?

Homosexual
 - Enrage/Terrify opponent: Does this stack with itself?

Snakfarter
 - Okay, this is just weird and I have no idea how balanced it is.

I have altered or modified everything

embarassment hold doesnt stack

changed giant robot size to 1/day instead of permanent

now aobut if i simplify the unenlighteend fist cap to str vs wis?

changed frogboy the chicken atacks do not stack

yes re: rubbah tung

snakefarter is inspired by an old kung fu movie believe it or not.  You cease developing your martial skills for the ability to wield snakes as weapons, and pull snake monsters from bodily openings.  It's always a woman, and shes always possibly redeemable evil.

I honestly expected some head shaking out of the PrC's  :lol
« Last Edit: April 10, 2017, 12:47:06 AM by bhu »

Offline Nanshork

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Re: Revised Class: Chaos Monk
« Reply #96 on: April 10, 2017, 01:42:12 PM »
For giant robot, two suggestions.  First, move the following to the front of the ability entry: "You may increase your Size 1/day as a Standard Action.  It lasts a number of rounds equal to your Giant Robot Level plus your Cha Modifier."

Second, 1/day seems a little too limiting.  How about 1/day at 1st, 2/day at 4th, and 3/day at 7th.  I also just realized that the third bigness is 6th in text and 7th in level.  Lastly, if it's a temporary ability make it so that you can choose one of the lower options (be able to be large instead of huge at 4th for example).


For unenlightened fist that would probably work, just remember that most monsters have low Wis scores. 


There was some head shaking, but Snakefarter was the only one so off the wall that I had to comment on it (at least so far)!

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #97 on: April 10, 2017, 06:24:05 PM »
I would've thought it would be Zerth Whacker that stopped you up  :smirk

I has edited Fist and Robot.

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Re: Revised Class: Chaos Monk
« Reply #98 on: April 10, 2017, 07:27:37 PM »
Make Fist be 1/2 the difference, I think that would be better.

On to page 2?

Offline bhu

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Re: Revised Class: Chaos Monk
« Reply #99 on: April 10, 2017, 07:31:53 PM »
Make Fist be 1/2 the difference, I think that would be better.

On to page 2?

yup!