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The Thinktank => When Inspiration Strikes => Topic started by: bhu on January 25, 2009, 02:46:56 PM

Title: Chaos Monk Redux
Post by: bhu on January 25, 2009, 02:46:56 PM
CHAOS MONK

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"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
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
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
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


Weapon Proficiencies: Chaos Monks are proficient with 8 weapons of their choice.  They have no proficiency with Armor or Shields.
 
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 is trained to avoid blows, gaining their Wisdom modifier as a 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.

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 from the following list:

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.  

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

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 Age: You become immune to aging effects, and age related 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 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 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 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.

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

Narcissist's Boon: Your bonus hit points are calculated based on your Charisma Modifier, not your Constitution modifier. This is a Supernatural ability.

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

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.

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).

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.  

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.

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

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).

Natural Weapon:  This Mutation may be taken multiple times.  Each time you gain a new Natural Weapon, or upgrade an older one you already have. You gain either a Bite, Claws, Slams, Tentacles, Tail Strike, Radula, and Horn Gore or Head Butt.  Natural Weapons are considered Secondary Natural Weapons (adding half Str Modifier in damage) in addition to the Chaos Monks Unarmed Strike.

Bite (1d4 Small/1d6 Medium/1d8 Large), 1st upgrade can be Poison, Enhanced Damage, Enhanced Range, or Blood Drain.  2nd upgrade can be Deadly Poison if Poison has been selected.

Claws (1d3 Small/1d4 Medium/1d6 Large), 1st upgrade can be Poison, Enhanced Damage, Enhanced Range, or Rakes.  2nd upgrade can be Deadly Poison if Poison has been chosen, or Pounce if Rakes have been chosen.

Tentacles (1d3 Small/1d4 Medium/1d6 Large), 1st upgrade can be Enhanced Damage, Enhanced Range, or Improved Grab.  2nd upgrade is Constrict if Improved Grab was taken.

Tail Strike (1d4 Small/1d6 Medium/1d8 Large), if you choose Tail Strike choose whether or not it does piercing, slashing, or bludgeoning damage.  1st upgrade can be Enhanced Damage, Enhanced Range, Poison (if it does Piercing Damage), or Daze (if it does Bludgeoning Damage).  2nd upgrade is Deadly Poison if Poison was chosen, or Stun is Daze was chosen.

Radula (1d2 Small/1d3 Medium/1d4 Large), 1st upgrade can be Enhanced Damage, Enhanced Range, Poison, or Drill.  2nd upgrade can be Deadly Poison if Poison was chosen, or Enhanced Drill if Drill was chosen.

Horn Gore or Head Butt (1d4 Small/1d6 Medium/1d8 Large), Head Butt does Bludgeoning Damage, Horn Gore does Slashing or Piercing damage.  1st upgrade can be Enhanced Damage, Enhanced Range, Daze (if Head Butt), or Powerful Charge.  2nd upgrade can be Stun (if Daze was chosen), or Greater Powerful Charge if Powerful Charge was chosen.

Poison: The poison is Injury, Fortitude Save negates (Save DC is 10 plus half Hit Dice plus Constitution Modifier), Initial and Secondary Damage is either 1d4 Strength or 1d4 Dexterity

Deadly Poison: Initial and Secondary damage of Poison is now 1d4 Constitution.

Enhanced Damage: Damage increases 1 step (i.e. from 1d6 to 1d8).   This may be done more than once.  Or if you only have one Natural Attack you can choose this option to add double your Strength modifier to damage (this can be done once).

Enhanced Range:  Natural Weapons range is increased +5’.

Blood Drain: If you can pin your opponent in a Grapple you can Drain 1d3 Constitution every round you can maintain the Pin (you heal 5 hit points each time you successfully Drain an opponent).

Rakes: You gain two Rake attacks you can use in grapples (damage and to hit is equal to claw attacks).

Pounce: You can make a Full Attack on a charge (including Rake Attacks).

Daze: A successful critical hit with this attack Dazes your opponent for 1 round.

Stun: A successful critical hit with this attack Stuns your opponent for 1 round, and Stunned with a regular hit if he fails a Fortitude Save (DC is 10 plus half Hit Dice plus Strength Modifier).

Improved Grab: If the Chaos Monks successfully hits with his Tentacle attack he may make a Grapple Check as a Free Action without provoking an attack of Opportunity.

Constrict: The Monk does (double tentacle damage plus double Str Bonus) with a successful Grapple Check.

Drill: Attacks with the Radula are considered Adamantine for overcoming DR.

Enhanced Drill: Attacks with the Radula are now touch attacks.

Powerful Charge: Identical to the Feat in the Miniature’s Handbook.

Greater Powerful Charge: Identical to the Feat in the Miniature’s Handbook.

Note: The Chaos Monk can take Daze, Enhanced Damage, Enhanced Range, or Stun as enhancements to his Unarmed Strike Attacks.

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.

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.

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

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

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.  You may cast it once per day as a Spell-Like 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.

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

Extra Head:

Extra Arms:

Extra Legs:

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.

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
Title: Re: Chaos Monk Redux
Post by: bhu on January 25, 2009, 02:52:05 PM
INDEX

Feats
Chaos Feats (Page 1, Page 6)
Disturbed Feats (Page 1)

Prestige Classes

Drunken Bastard (Page 4)
Ethnic Fat Chick Kung Fu (Page 9)
Fist of Bubnoff (Page 6)
Frogboy (Page 8)
Giant Robot Kung Fu (Page 6)
Nekkid Mauler (Page 4)
Pierced Monk (Page 5)
The Profane Fist (Page 8)
The Unenlightened Fist (Page 7)
Zerth Whacker (Page 6)
Title: Re: Chaos Monk Redux
Post by: bhu on January 27, 2009, 02:34:36 PM
Phew!!! I got the rough draft of the fluff up.  Working on the crunch now.  Anyone have any thoughts on it so far?
Title: Re: Chaos Monk Redux
Post by: EjoThims on January 29, 2009, 02:45:32 PM
Look forward to seeing what you do with it, mechanically.

I just rolled the few changes in the original mechanics into the rest of my overhaul (http://brilliantgameologists.com/boards/index.php?topic=979.msg47133#msg47133) of the Monk class, but in both flavor and mechanics this seems to go a lot further in making a distinction between the two types.  :D
Title: Re: Chaos Monk Redux
Post by: bhu on January 30, 2009, 02:22:28 PM
Thanks much Ejo! I hope you like how it turns out.  I'm still deciding what to do with some of the abilities, but hopefully I'll get it done soon.
Title: Re: Chaos Monk Redux
Post by: Midnight_v on January 30, 2009, 03:42:36 PM
 :D
Work that magic Bhu!
Title: Re: Chaos Monk Redux
Post by: EjoThims on January 30, 2009, 06:13:25 PM
What is Babel Speech? I'm unfamiliar with the feat.
Title: Re: Chaos Monk Redux
Post by: bhu on January 31, 2009, 01:33:39 AM
What is Babel Speech? I'm unfamiliar with the feat.

It'll be a Homebrew Feat I'm making shortly
Title: Re: Chaos Monk Redux
Post by: bhu on January 31, 2009, 02:40:38 PM
Anyone think the Chaos Strike ability is too powerful?
Title: Re: Chaos Monk Redux
Post by: bhu on February 01, 2009, 02:36:21 PM
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.



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.


Fists of Confusion
Your unarmed strikes confused 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.



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.  



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.



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.



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 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 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 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.



Kung Fu Mystic
Some martial artists prefer styles based on inner strength...
 Prerequisites: Cha 13, Must be taken at 1st level
 Benefits: You may substitute your Charisma Modifier for all Chaos Monk abilities that rely on Wisdom.



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.



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 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.



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 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.



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).



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).



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.



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.



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.



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.



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



Boneless
You no longer have bones, your body is held up by Chaos alone.
 Prerequisites: Mutation (Flexible Body), Con 15+, Cha 15+, Character Level 12
 Benefits: 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.



Unearthly Beauty
You are attractive to the point of causing people to stare and gibber...
 Prerequisites: Mutation (Mutable Gender, Narcissist's Boon), Cha 19+
 Benefits: Opponents who would find you attractive (i.e. heterosexuals of the opposite gender or homosexuals of the same gender, depending on what you are at the time, etc) find you incredibly desirable.  Anyone fitting this description 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.



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



Xenophile
You are like candy to the natives of a certain realm.
 Prerequisites: Mutation (Extraplanar Blood), Cha 15+
 Benefits: 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.



Painless
It's not wise to fist fight you.
 Prerequisites: Mutation (Nerveless), Con 15+
 Benefits: 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.



Aberrant
Animals can sense your wrongness...
 Prerequisites: Mutation (Removed from Nature), Cha 15+
 Benefits: 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.



Hideous
Damn you is ugly
 Prerequisites: Any 1 mutation, cannot have Unearthly Beauty Feat
 Benefits: 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.



Infested
You are crawling with parasites.
 Prerequisites: Mutation (Internal Defenses), Con 15+
 Benefits: 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.



Carrier
You might be immune to disease, but you sure spread it around.
 Prerequisites: Mutation (Internal Defenses), Con 15+
 Benefits: 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).



Multi-Eyed
You has many eyes...too many...quit starin' dammit!
 Prerequisites: Mutation (Enhanced Senses or Third Eye), Spot or Search 8 ranks
 Benefits: You cannot be Flanked.  You gain a +2 Racial Bonus to Search and Spot checks.



Cyclops
That's uh...that's a big'un you got there...
 Prerequisites: Mutation (Enhanced Senses or Third Eye), Spot or Search 8 ranks, cannot have Multi-Eyed
 Benefits: 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.



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 Chaos 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 Chaos 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.



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 Chaos 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 all rolls 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 a body slot except rings and amulets/necklace/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.


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 a Chaos 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 a Chaos Bonus equal to your Charisma Bonus plus your level divided by 5 (rounded down).
 Special: To fulfill your vow you may not leave a fight unless you have done damage to your opponent, 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.


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.



Title: Re: Chaos Monk Redux
Post by: Radmelon on February 03, 2009, 03:50:07 AM
I think that this is a great idea, is there anything else like this?
Title: Re: Chaos Monk Redux
Post by: bhu on February 03, 2009, 11:07:11 AM
Not that I'm aware of but I'm pretty sure someone has had to try soemthing like it.
Title: Re: Chaos Monk Redux
Post by: bhu on February 05, 2009, 01:08:36 PM
Okay what do you think of the two example mutations I have up?  Too weird? Doable?
Title: Re: Chaos Monk Redux
Post by: Nanshork on February 05, 2009, 08:41:09 PM
Wait, mutations?  They have mutations?!?!  Do you have any idea of how much I love you for letting me play something with mutations!?!?!?!

 :embarrassed

....anyways.....I don't see any balance problems....
Title: Re: Chaos Monk Redux
Post by: bhu on February 06, 2009, 11:18:17 AM
Wait, mutations?  They have mutations?!?!  Do you have any idea of how much I love you for letting me play something with mutations!?!?!?!

 :embarrassed

....anyways.....I don't see any balance problems....

You miiiiight wanna wait till i get more of the mutations up.  Some of them will be pretty odd, and maybe abuseable.  I'm thinking of making some require prerequisites.  I have about half of them edited i n now.

Oh, and if you like mutations check out the Lab Experiment PrC in my other thread.
Title: Re: Chaos Monk Redux
Post by: Nanshork on February 06, 2009, 04:46:56 PM
I already did.   :D

I'll keep an eye on the class and let you know if I see anything unbalanced.
Title: Re: Chaos Monk Redux
Post by: bhu on February 08, 2009, 03:09:30 PM
Okay as soon as I edit in the last 3 that'll make for 20 mutations.  I'm assuming that's more than enough.


Unless of course anyone would like more  ;)
Title: Re: Chaos Monk Redux
Post by: Nanshork on February 08, 2009, 10:10:12 PM
The only one that I can see as actually abusable is Extraplanal Blood allowing for some template abuse.
Title: Re: Chaos Monk Redux
Post by: bhu on February 09, 2009, 05:08:31 AM
The only one that I can see as actually abusable is Extraplanal Blood allowing for some template abuse.

which template?
Title: Re: Chaos Monk Redux
Post by: Nanshork on February 09, 2009, 05:16:34 AM
I can't think of any off the top of my head, but there are some that require certain subtypes.
Title: Re: Chaos Monk Redux
Post by: bhu on February 09, 2009, 05:28:32 AM
ill peek through them and ill revise possibly if i find something
Title: Re: Chaos Monk Redux
Post by: bhu on February 10, 2009, 01:28:36 PM
Any options for Natural Weapon you think I've missed?
Title: Re: Chaos Monk Redux
Post by: Nanshork on February 10, 2009, 05:20:52 PM
Nope, looks like you've got all the basic natural weapons in there.
Title: Re: Chaos Monk Redux
Post by: EjoThims on February 10, 2009, 10:04:40 PM
You're missing tentacles and rakes. Also wing attacks.
Title: Re: Chaos Monk Redux
Post by: Nanshork on February 10, 2009, 10:43:38 PM
Rake isn't a natural attack so much as a special attack option.  And I forgot about the other two, for some reason I thought that I had seen wing buffets in the list.
Title: Re: Chaos Monk Redux
Post by: EjoThims on February 10, 2009, 11:11:18 PM
Rake isn't a natural attack so much as a special attack option.

They're listed as separate NAs for some creatures, and some creatures possess rakes without possessing claws. They aren't always only usable while pouncing or grappling either, iirc.
Title: Re: Chaos Monk Redux
Post by: Nanshork on February 10, 2009, 11:13:57 PM
What possesses a rake attack without having claws?
Title: Re: Chaos Monk Redux
Post by: EjoThims on February 10, 2009, 11:28:11 PM
What possesses a rake attack without having claws?

A skum (http://www.d20srd.org/srd/monsters/skum.htm) is one example.

But according to the SRD, it seems we are both partially right. It is a special ability that grants extra natural attacks.

"A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple."

As well, many creatures with a rake have special conditions under which they can use it in addition to grappling, such as a skum being able to use them while swimming or a lion while pouncing.
Title: Re: Chaos Monk Redux
Post by: Nanshork on February 11, 2009, 05:57:20 AM
For the record, the Skum does have claws.   :P
Title: Re: Chaos Monk Redux
Post by: bhu on February 11, 2009, 02:11:12 PM
I'm thinking I should merge the Breathless and Ascendance mutations.  Natural attack has been heavily edited.  Think I should add Blood Drain?
Title: Re: Chaos Monk Redux
Post by: EjoThims on February 11, 2009, 02:53:36 PM
For the record, the Skum does have claws.   :P

I'm blind. Swore it had only a bite.  :twitch
Title: Re: Chaos Monk Redux
Post by: Nanshork on February 11, 2009, 04:52:31 PM
I'm thinking I should merge the Breathless and Ascendance mutations.  Natural attack has been heavily edited.  Think I should add Blood Drain?

Merging them looks like it would probably be a good idea sense high level Chaos Monks gain what they grant for free anyway.

I like what you've done with the Natural Attacks.  I'm iffy about the blood drain.
Title: Re: Chaos Monk Redux
Post by: bhu on February 12, 2009, 11:41:01 AM
I'm thinking I should merge the Breathless and Ascendance mutations.  Natural attack has been heavily edited.  Think I should add Blood Drain?

Merging them looks like it would probably be a good idea sense high level Chaos Monks gain what they grant for free anyway.

I like what you've done with the Natural Attacks.  I'm iffy about the blood drain.


As a Native Outsider they are still required to breathe/eat/sleep.  Im just thinking of merging those two because how often do the problems they protect against pop up? 

Why iffy about Blood Drain?

I'm editing in the unnatural attacks now.  I'm thinking of adding a random face mutation.  You wake up each morning as a different person of your species.  Unsure what it would be good for though.
Title: Re: Chaos Monk Redux
Post by: Nanshork on February 12, 2009, 06:26:12 PM
Body in flux makes the chaos monk stop needing to sleep, breathe, eat, and drink.

I'm iffy about blood drain for more fluff reasons than anything, but then again you don't have any options for choosing bite more than once so go for it.  (Just remembered that weasels get blood drain so is ok with it now.)

Random face mutation would be odd, and probably only picked for fluff purposes.
Title: Re: Chaos Monk Redux
Post by: veekie on February 12, 2009, 06:30:13 PM
Better to have a Disguise Self at will thing, only with a physical change instead.
Title: Re: Chaos Monk Redux
Post by: bhu on February 13, 2009, 02:53:47 PM
Body in flux makes the chaos monk stop needing to sleep, breathe, eat, and drink.

I'm iffy about blood drain for more fluff reasons than anything, but then again you don't have any options for choosing bite more than once so go for it.  (Just remembered that weasels get blood drain so is ok with it now.)

Random face mutation would be odd, and probably only picked for fluff purposes.

Well poison is a bite option.  The random face thing does have its merits.  No one could ever find you without magic since you never look the same way twice from day to day.
Title: Re: Chaos Monk Redux
Post by: Nanshork on February 13, 2009, 04:44:30 PM
Poison is a bite option, but you've already got tail poison and I can see that you're trying to give every natural attack different goodies when you choose it more than once.
Title: Re: Chaos Monk Redux
Post by: bhu on February 14, 2009, 03:12:36 PM
Okay I added a few Natural Weapon options,  and finished off the Unnatural weapons.  Now I just need to do the defenses.  maybe add some movement mutations...
Title: Re: Chaos Monk Redux
Post by: Radmelon on February 15, 2009, 09:48:02 PM
Feces thats a lot of attacks... any way to make it more readable... it 'urts the eyes.

Here's a wierd effect:
:lmao :lmao :lmao
Title: Re: Chaos Monk Redux
Post by: bhu on February 17, 2009, 03:08:50 PM
Feces thats a lot of attacks... any way to make it more readable... it 'urts the eyes.

Here's a wierd effect:
:lmao :lmao :lmao

I'll reword it a lil to make it look better.  Thats the problem with adding stuff piecemeal: it doesnt look pretty.
Title: Re: Chaos Monk Redux
Post by: bhu on February 18, 2009, 02:59:07 PM
OK I got the natural weapon mutation rewritten.  It look okay?
Title: Re: Chaos Monk Redux
Post by: Nanshork on February 18, 2009, 04:53:56 PM
Looks good except I would suggest indenting all of the natural weapons/ options or doing something that makes it a hundred percent clear that all of it is part of the natural weapons ability.
Title: Re: Chaos Monk Redux
Post by: bhu on February 19, 2009, 02:53:05 PM
Okay I added Supernatural Defenses and movement mutations, which should be the last of them.  Lemme know what you think.

Now all I have to do is the Chaos Feats  :surrender
Title: Re: Chaos Monk Redux
Post by: Radmelon on February 20, 2009, 01:57:36 AM
Okay it's official: the unnatural attacks are AWSOME!  :D
Title: Re: Chaos Monk Redux
Post by: bhu on February 21, 2009, 03:30:46 PM
I edited in the first set of Chaos Feats on page 1.
Title: Re: Chaos Monk Redux
Post by: veekie on February 21, 2009, 04:01:19 PM
Now that I look at it, Horn Gore totally needs a Drill upgrade. :D
Should there be a mutation to use Cha for attack bonus?
Title: Re: Chaos Monk Redux
Post by: bhu on February 22, 2009, 12:00:56 PM
I think I had a Feat or two in mind for CHa somewhere.
Title: Re: Chaos Monk Redux
Post by: bhu on February 22, 2009, 02:57:42 PM
Edited in a few more Feats, ones for multiclassing this time.
Title: Re: Chaos Monk Redux
Post by: veekie on February 22, 2009, 05:49:40 PM
Don't the Disturbed Sorceror at least get to stack monk for CL? He IS losing out on higher spell levels after all.

Totally need a Disturbed Bard.
Title: Re: Chaos Monk Redux
Post by: bhu on February 23, 2009, 02:01:24 AM
Don't the Disturbed Sorceror at least get to stack monk for CL? He IS losing out on higher spell levels after all.

Totally need a Disturbed Bard.

It's based loosely on Ascetic Mage.  Which doesnt stack for cast level either unfortunately...
Title: Re: Chaos Monk Redux
Post by: veekie on February 23, 2009, 02:08:46 AM
Pity, that, they don't really think these things through anyway.
Title: Re: Chaos Monk Redux
Post by: bhu on February 23, 2009, 02:18:38 PM
Okay as will be obvious the Chaos Feats I'm doing are parodies of regular Monk Feats.  Once I get them done lemme know if you think I missed a good one (Disturbed Bard is upcoming btw).

I feel the Natural Attacks are kinda meh.  They open up possibilities, but they don't do as much damage as the unarmed strike does.  I'm thinking of rewriting them again.
Title: Re: Chaos Monk Redux
Post by: EjoThims on February 23, 2009, 02:36:04 PM
They open up possibilities, but they don't do as much damage as the unarmed strike does.

They can be used in addition to the unarmed attacks though.
Title: Re: Chaos Monk Redux
Post by: veekie on February 23, 2009, 06:00:31 PM
Well, I'd let them progress in damage along with unarmed attacks myself, considering you don't actually get all that many of them anyway. Or hell, make them alternative modes for your unarmed strikes, so you can punch someone with iteratives, or double claw him, but not both at once, with the claw dealing different damage type, and with your claw attack bonus effects(better crit range than unarmed perhaps?), as well as applying any feats and effects that would apply to unarmed strikes to natural weapons. Natural weapons can be used in conjunction with each other but not unarmed attacks.

Also, requesting Disturbed Templar. For paladins :D.
Title: Re: Chaos Monk Redux
Post by: bhu on February 24, 2009, 12:05:41 PM
Any particular Paladin ability you'd like it to advance?


Added more Chaos Feats
Title: Re: Chaos Monk Redux
Post by: bhu on February 25, 2009, 01:44:16 PM
Got the Disturbed Templar and other feats edited in.  Only have a few more Chaos Feats to go, and then it's ready fro playtesting.  If I can get it entered into the Arena, anyone feel up to it?
Title: Re: Chaos Monk Redux
Post by: veekie on February 25, 2009, 03:57:10 PM
Any particular Paladin ability you'd like it to advance?


Added more Chaos Feats
Well, I was going to say smite, but you got to it before I came back online. Heh.
Title: Re: Chaos Monk Redux
Post by: bhu on February 26, 2009, 02:07:33 PM
Added 2 more Chaos Feats.  Were there any Monk Feats in the Dragon magazine that anyone remembers?  I might wanna peek at them too for parodying...
Title: Re: Chaos Monk Redux
Post by: veekie on February 26, 2009, 09:50:32 PM
How about some feats that key off particular mutations?
I'm pretty sure the mutant limbs work for some exotic combat style.
Title: Re: Chaos Monk Redux
Post by: bhu on February 27, 2009, 02:58:48 PM
How about some feats that key off particular mutations?
I'm pretty sure the mutant limbs work for some exotic combat style.

They've been in the works from the beginning :D
Many PrC's shall be based o n them :D

Just wanted to get the parodies done first.
Title: Re: Chaos Monk Redux
Post by: bhu on February 28, 2009, 01:44:50 PM
Whilst I make some new Chaos Feats lets get the 1st PrC up shall we :D

THE DRUNKEN BASTARD

(http://Picture URL)
   
“Being drunk is a good disguise. I drink so I can talk to assholes. This includes me.”

 Chaos Monks try to get as close to Chaos as they can, and for some this means experimenting with drugs or alcohol in an attempt to lose self control and become one with the object of their desire.  Some may actually make it, and gain an altered mental state.  Many just end up obnoxious drunks (or dead from alcohol poisoning).

BECOMING A DRUNKEN BASTARD  
Most Chaos Monks who follow this path do so because they like to drink, and want an excuse to do so quite frankly.  Some few are serious about it, and generally a few levels in Chaos Monk is all it really takes to become a Drunken Bastard.

 ENTRY REQUIREMENTS
   Skills:  Craft (Brewing) 8 ranks
   Feats:  Endurance, Great Fortitude, Improved Unarmed Strike (or the Chaos Monks Unarmed Strike Ability
   Class Abilities:  Disturbed Mind, Body in Flux
   Special:  Must know at least 1 other Drunken Bastard and spent a night with him vomiting from alcohol poisoning, being incarcerated, and generally doing stupid things like mooning the local Beholder critters.  And not die.  Did we mention you have to not die?
  Alignment: Can't be Lawful or Good

Class Skills
 The Drunken Bastard's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Hide (Dex), Knowledge (Arcane, Local)(Int), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (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     +0    Exhalation of Fury, Monk Abilities
2. +1    +3     +3     +0    Comfortably Numb
3. +2    +3     +3     +1    Drunken Rage
4. +3    +4     +4     +1    Exhalation of Fury
5. +3    +4     +4     +1    Comfortably Numb
6. +4    +5     +5     +2    Drunken Rage
7. +5    +5     +5     +2    Exhalation of Fury
8. +6    +6     +6     +2    Comfortably Numb
9. +6    +6     +6     +3    Drunken Rage
10.+7    +7     +7     +3    Ascension


Weapon Proficiencies: Drunken Bastards gain no new weapon or armor proficiencies.
 
Monk Abilities: Your Drunken Bastard levels stack with your Chaos Monk levels for purposes of determining your Unarmored Bonus to AC, and your Unarmed Strike Damage.

Exhalation of Fury (Su): Your belches are possibly toxic due to the way alcohol interacts with your mutated innards.  If you have consumed 1 drink of 40+ proof alcohol (or multiple drinks of lower proof alcohol) within the last hour you may unleash a belch of the damned as a Standard Action.  This is a 10' Cone, and anyone in it must make a Fortitude Save (Save DC is 10 plus half Hit Dice plus Constitution Modifier) or be poisoned (Inhaled, Initial and Secondary damage is 1d6 Strength).

At 4th level if your opponent fails the Save he is also Dazed 1 round.

At 7th level he is Dazed 1 round whether he fails the Save or not, and is Stunned instead if he fails the saving throw.

Comfortably Numb (Su): When intoxicated, you are nearly immune to pain.  At 2nd level any time you take non lethal damage you may ignore the first 3 points from each attack/effect.  This increases to 5 points at level 5, and 8 points at level 8.  

Drunken Rage (Su): You are a mean drunk, prone to outbursts of anger.  But your anger seems to have beneficial effects for you.  If you have consumed 1 drink of 40+ proof alcohol (or multiple drinks of lower proof alcohol) within the last hour you may must make a DC 20 Willpower check if you are insulted (or believe you are), attacked, or in any way become angry.  If you fail (you may fail this saving throw willingly) you go into a Drunken Rage for 3 rounds plus 1 round per point of Constitution Modifier.  You are limited in your actions similar to the Barbarian Rage ability (see PHB pg 25) but the bonuses are different.  At 3rd level you do +1d6 damage with all melee attacks.  This increases to +2d6 at level 6, and +3d6 at level 9.  You also have a -2 penalty to Armor Class during Drunken Rage.  If you run out of enemies before the rage ends you will smash whatever is near until it does, and attack anyone who restrains you, including allies (however you will not initiate attacks against them).

Ascension (Su):  You have become something more than human, and your Type changes to Outsider with the Native Subtype.  You are now immune to Mind Affecting effects and Ability Drain or Damage that attacks your Intelligence, Wisdom, or Charisma.

PLAYING A DRUNKEN BASTARD
 Your an asshole.  A loud, obnoxious, spitting drunk.  At least you are once you've had a few in you.  And you do a lot of things you regret later.  Like sleeping with that fat ogre chick.  Or calling Orcus a "puss".  Few people want to be around you, but friends will admit you are astonishingly capable in a fight if your tipsy.  The site of them yelling at you to hurry up and chug your sake does tend to confuse opponents anyway...
 Combat: Drunken Bastards try to avoid fighting unless they are inebriated, at which point they usually actively seek combat out.  Considering many of their class abilities are alcohol based this makes sense.  No point getting into fights sober when you're so much better after 6 whiskey sours.
 Advancement: Most Drunken Bastards go down one of two paths: They either lose their way and become little more than a drunk, or they find the altered mental state they're looking for and ascend to something more than what they were.
Resources: Drunken Bastards spend the majority of their money on alcohol and recreational pharmaceuticals.  They're usually dirt poor unless they also go stealing at night.

DRUNKEN BASTARDS IN THE WORLD
“The hard part about being a bartender is figuring out who is drunk and who is just stupid”
 Drunken Bastards hope to find an altered mental state, a heightened sense of reality.  Most find themselves waking up in the street in their own vomit.  Theirs is a hard life, and their death rate is higher than most Chaos Monks.  The only good thing is that their chosen vocations generally make people believe they're just a hoodlum as opposed to a semi-religious mutate seeking a higher power.  This doesn't make them any more popular.  Some people tolerate drunks well, other much less so.  And the Law the Chaos Monks oppose definitely doesn't tolerate them well.  Hence they are well acquainted with jails of all sorts.
 Daily Life: Most Drunken Bastards spend their time getting drunk, plotting to get drunk, or spend their hours wishing they were drunk.  If they have a brewery of some sort they spend a lot of time perfecting their art, but their free time is spent enjoying the fruits of their labor.
 Notables: Feng Feng (CN Male Human Chaos Monk 6/Drunken Bastard 6) is a local lout who owns a tattoo parlor, and gets into bar fights.  Or at least that's what everyone believes. Zhoma Zhenting (CE Female Human Chaos Monk 6/Drunken Bastard 6) is a violent, bloodthirsty spitfire who likes to get drunk and murder the men who try to pick her up in bars.  Preferably in a disturbing manner.
 Organizations: The closest the Drunken Bastards have to an organization is if they are brewers of some sort (in which case they are likely members of a guild or monastery), or they manufacture illicit drugs.  Basically they're openly criminal, or they make booze.  Which they usually don't profit from as they drink as much of it as they sell.

NPC Reaction
 Most NPC's react to you with open disdain and revulsion.  After all you do likely appear to be a filthy disheveled drunk or a junkie.  However those who have attended parties with you know you're a total wildman, and something interesting always happens when you are around.  Interesting in the Chinese sense, not in the good sense.  After all there was that time you grabbed the Red Dragon from behind and yelled "SURPRISE BUTTSECKS".  Yeah that didn't turn out well.  But everyone admits it was definitely memorable.

DRUNKEN BASTARDS IN THE GAME
 This class can be hell on a DM if played by a Chaotic Stupid player.  Make sure the person playing it doesn't intend to use it to just cause trouble.
 Adaptation: This is mostly meant for a not quite serious campaign, but it could be done in a serious one as well.  Asuming the party can tolerate a severe alcoholic.
 Encounters: PC's will tend to encounter Drunken Bastards at brewery's, winery's, and bars all across the land.  And jail cells.  Almost all of them end up in jail once a week or so.

Sample Encounter
EL 12: The PC's are at a bar unwinding after an expedition has gone bad.  In the corner some girl with about a thousand tattoos apparently kills a man with a loud belch.  They get the feeling they may have picked the wrong bar...


Zhoma Zhenting
CE Female Human Chaos Monk 6/Drunken Bastard 6
Init +2, Senses: Listen +2, Spot +6
Languages Common
------------------------------------------------
AC 27, touch 21, flat-footed 24 (+3 Dex, +4 Wis, +4 Deflection, +6 Armor)
AC Raging 25, touch 19, flat-footed 22 (-2 Rage, +3 Dex, +4 Wis, +4 Deflection, +6 Armor)
hp 114 (12 HD)
Fort +11, Ref +12, Will +9  
Disturbed Mind
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +8/+3 (2d6) or +1 Collision Club +9/+4 (1d6+6)
Melee Raging Unarmed Strike +8/+3 (4d6) or +1 Collision Club +9/+4 (3d6+6)
Base Atk +8, Grp +8
Atk Options Chaos Strike (Magic), Exhalation of Fury, Drunken Rage
Combat Gear 2 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 10, Dex 14, Con 12, Int 8, Wis 15, Cha 16
SQ Unarmed Damage, Unarmored AC Bonus, Body in Flux (+3), Comfortably Numb
Feats Chaos Hammer, Endurance, Great Fortitude, Improved Sunder, Power Attack, Stunning Fist, Burrowing Touch (B), Fists of Confusion (B), Kung Fu Mystic (B), Shocking Blow (B)
Skills Bluff +7, Climb +5, Concentration +5, Craft (Brewing) +7, Hide +6, Intimidate +7, Jump +5, Knowledge (Arcana, Local) +3, Listen +6, Move Silently +6, Sense Motive +6, Use Magic Device +8
Possessions +4 Ring of Protection, +6 Bracers of Armor, +1 Collision Club, Bottle of Fine Wine, 2 Potions of Cure Serious Wounds, 190 GP



EPIC DRUNKEN BASTARD

Hit Die: d8
Skills Points at Each  Level : 4 + int
Drunken Rage The Drunken Bastards damage when using his Drunken Rage Ability increases by +1d6 at level 23 and every 3 levels thereafter.
Comfortably Numb You are immune to non lethal damage as long as it isn't magical in nature at level 22.
Bonus Feats: The Epic Drunken Bastard gains a Bonus Feat every 4 levels higher than 20th
Title: Re: Chaos Monk Redux
Post by: bhu on March 01, 2009, 03:04:12 PM
Think it would be okay to add another mutation?  As it stands now they don't get one till 8th level, which means Chaos Feats based off them would have some pretty high prereqs...
Title: Re: Chaos Monk Redux
Post by: veekie on March 01, 2009, 04:28:58 PM
Give em one early, can't see the harm in it, especially if there are level reqs for some of em.
Title: Re: Chaos Monk Redux
Post by: bhu on March 02, 2009, 02:00:01 PM
Added 1 at level 6, updating DB now.
Title: Re: Chaos Monk Redux
Post by: bhu on March 04, 2009, 12:58:46 PM
Okay I have a new Chaos Feat, I have the fluff up for Babel SPeech, and I almost have the DB done.
Title: Re: Chaos Monk Redux
Post by: veekie on March 04, 2009, 03:40:15 PM
Quote
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: Communication, Alteration, Blast Mind, or Unraveling.

I wonder if it's better named in another form. The options that is.
Like:
Communication->Mother of all Tongues
Alteration->Manifold Utterance
Blast Mind->Mind Twisting Words
Unraveling->Speech of Return
Just to add a bit of flavor.:P
Title: Re: Chaos Monk Redux
Post by: bhu on March 05, 2009, 02:15:13 PM
You're just assuming you know what they do yet  :smirk
Title: Re: Chaos Monk Redux
Post by: Radmelon on March 06, 2009, 03:02:52 AM
Isn't the DB a rewrite from somewhere else? ...

Oh god! you're running out of ideas!  :o
Title: Re: Chaos Monk Redux
Post by: bhu on March 06, 2009, 02:24:44 PM
Isn't the DB a rewrite from somewhere else? ...

Oh god! you're running out of ideas!  :o

 :lmao

Not running out of ideas.  I just wanted to parody the current monk PrC's first.

The Ethnic Fat Chick Kung Fu PrC is still a'comin'.
Title: Re: Chaos Monk Redux
Post by: Radmelon on March 08, 2009, 02:01:02 AM
To coin a phrase: WTF?  :bounce
Title: Re: Chaos Monk Redux
Post by: bhu on March 08, 2009, 01:57:11 PM
To coin a phrase: WTF?  :bounce


I'll be doing a lot of short PrC's based on odd Kung Fu styles.

Styles like:

Ethnic Fat Chick Kung Fu

Rubbah Tung Kung Fu

Homosexual Chicken Kung Fu

Brainfinger Kung Fu

Psycho Bitch Kung Fu

Pervert Monkey Kung Fu





Okay maybe not some of these, but you get the idea...
Title: Re: Chaos Monk Redux
Post by: bhu on March 11, 2009, 01:05:36 PM
added a few Chaos Feats (let me know if they're overpowered) and the first ability for Babel Speech
Title: Re: Chaos Monk Redux
Post by: bhu on March 14, 2009, 09:11:08 AM
Finished babel Speech, added new Chaos Feats, added all the class abilities to the DB excpet the capstone.  :)

Also tweaked Chaos Monk a lil

Your thoughts are appreciated :D
Title: Re: Chaos Monk Redux
Post by: bhu on March 15, 2009, 01:33:00 PM
More new CHaos Feats, and the capstone for the Drunken Bastard is up.
Title: Re: Chaos Monk Redux
Post by: bhu on March 16, 2009, 01:17:50 PM
NEKKID MAULER

(http://Picture URL)
   
"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.

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


Title: Re: Chaos Monk Redux
Post by: Radmelon on March 17, 2009, 01:31:17 AM
...what? :twitch
Title: Re: Chaos Monk Redux
Post by: bhu on March 17, 2009, 01:58:16 PM
...what? :twitch

Brutally unnecessary parody of the Reaping Mauler PrC
Title: Re: Chaos Monk Redux
Post by: Radmelon on March 17, 2009, 08:38:56 PM
ohhhhh.... makes much more sense now! :D

(the ironic thing is I just got complete warrior.)
Title: Re: Chaos Monk Redux
Post by: veekie on March 18, 2009, 04:27:48 PM
...what? :twitch

Brutally unnecessary parody of the Reaping Mauler PrC
Make sure the class pic is Hard Gay.
Title: Re: Chaos Monk Redux
Post by: bhu on March 21, 2009, 03:15:50 PM
I'm editing in a new type of Feat on page 1  :smirk
Title: Re: Chaos Monk Redux
Post by: Radmelon on March 22, 2009, 04:34:29 AM
Moose rapist...      I don't know what to say. :blink
Title: Re: Chaos Monk Redux
Post by: bhu on March 22, 2009, 04:42:29 AM
Moose rapist...      I don't know what to say. :blink

My sense of humor is somewhat caustic when I'm under stress  :blush
Title: Re: Chaos Monk Redux
Post by: Radmelon on March 22, 2009, 04:48:14 AM
If by caustic you mean hilarious then I concur!  :lmao
Title: Re: Chaos Monk Redux
Post by: bhu on March 23, 2009, 01:14:53 PM
Okay Nekkid Mauler is almost done, and the Disturbing Feats have their description and requirements up.  If you think I'm out of line on some of them lemme know.
Title: Re: Chaos Monk Redux
Post by: Radmelon on March 24, 2009, 04:15:47 AM
Is it wrong to think that a vow of nudity is BRILLIANT!
Title: Re: Chaos Monk Redux
Post by: bhu on March 26, 2009, 01:27:27 PM
The touchy part will be the benefits.  Vow of Nudity is sort of intended to be Chaos' Vow of Poverty.
Title: Re: Chaos Monk Redux
Post by: bhu on March 29, 2009, 01:56:15 PM
Other than possible AC and defensive powers how much does the Vow of Nudity restrict you do you think?  I'm thinking of it giving you a luck bonus to ac and perhaps a Fascinate ability.
Title: Re: Chaos Monk Redux
Post by: bhu on March 31, 2009, 01:43:39 PM
Okay I just have to do Crackin' Hold and the Nekkid Mauler is all but done.

Should I give it an Epic Level progression?  It's only a 5 level PrC...
Title: Re: Chaos Monk Redux
Post by: EjoThims on March 31, 2009, 06:52:21 PM
Other than possible AC and defensive powers how much does the Vow of Nudity restrict you do you think?  I'm thinking of it giving you a luck bonus to ac and perhaps a Fascinate ability.

I'd also add in energy resistance. Not much, but enough that you can walk around in the blizzards and volcanoes naked with absolutely no detriment.

Babel Speech is insanely powerful, especially for level 6 (the first you can take it at), and especially Touch of Chaos.

With a single action you can entirely cut off many of the feats and attack options and even spells of your opponent, not just for the combat, but permanently (there's no removal method given even, though at the least Wish should cover it). It's overpowered uses are literally endless, especially when you consider that it has no duration, no attack requirements, and can be used at will.

"We're being attacked by something sneaky; I'll permanently switch his ranks in Hide and in Profession(drag queen) with an at will standard action.."
"We're being attacked by a Paladin; I'll permanently switch his alignment with an at will standard action.."
"We're fighting a Dwarven Defender; I'll permanently turn him into an elf with an at will standard action."
"Oh, there's someone with 10 levels in a PrC based off of race/skill ranks/feat/feat with a stat prereq; I'll permanently make him lose the benefit of all those levels with an at will standard action."

Also, it's not specific enough and allows you to do things like "I'll put on this +6 item to make my Cha 24, then switch my Cha and Str, so I have 24 Str. Then I'll switch them back, so I have 24 Cha, +6 for the item to give me 30."

It's an interesting concept, but with no penalty, permanent duration, and no limitation on use or targeting, it's power is absurd.

Also, Reveal Secret is infinitely more useful than Blurred Communication, as Insanity is a permanent confusion affect (and a 7th level spell - granted at will at 6th level).
Title: Re: Chaos Monk Redux
Post by: bhu on April 01, 2009, 01:45:10 PM
I knew I'd forgotten to finish something.  Heck I haven't even done the unraveling part yet.

Peek now Im updating as we speak.

And thanks for jogging the ole memory Ejo.

It might not be finished before I go to bed, but it'll be tweaked a bit
Title: Re: Chaos Monk Redux
Post by: bhu on April 02, 2009, 01:56:34 PM
Okay I need to decide on the Vow of Nudity before finishing up the example NPC, but the Nekkid Mauler has a capstone now.  Also switched Babel Speech to a Disturbed Feat as opposed to a Chaos Feat, and added Chaos Feats.  And while you're waiting for me to get some time away from my job to think on it, lets start editing in the next one shall we (Im sure you can guess what its a parody of):

THE PIERCED MONK

(http://Picture URL)
   
"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), 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


Title: Re: Chaos Monk Redux
Post by: bhu on April 07, 2009, 01:29:35 PM
I got some of the fluff up fro the Pierced Monk.  I'm having to meet a deadline this week for my online job so I'll have the Feats edited in soon as I can.  Friggin' delays...
Title: Re: Chaos Monk Redux
Post by: bhu on April 08, 2009, 01:56:39 PM
Dare I ask if anyone here is into piercing and there's something I forgot on the piercing list for the monk?
Title: Re: Chaos Monk Redux
Post by: Nanshork on April 08, 2009, 03:58:20 PM
Here is the most comprehensive piercing list you're going to find. (http://wiki.bmezine.com/index.php/Category:Piercings)

Not sure how many of those you're actually going to want to add.   :P
Title: Re: Chaos Monk Redux
Post by: bhu on April 09, 2009, 11:49:23 AM
man I really shouldn't have looked at the pictures  :twitch

Thanks man.  I finished up the Epic Chaos Monk, and all the fluff for the Pierced Monk.  Now I just have to decide what the piercings do.
Title: Re: Chaos Monk Redux
Post by: Radmelon on April 10, 2009, 01:25:28 AM
one piering should have grapple damage, so it's a real piercing.
Title: Re: Chaos Monk Redux
Post by: bhu on April 13, 2009, 11:11:04 AM
All the Disturbed Feats have had their abilities edited in, and Babel Speech has been modified and moved to teh Disturbed Feats.
Title: Re: Chaos Monk Redux
Post by: bhu on April 20, 2009, 12:50:15 PM
i added in the majority of the piercings.  lemme know what you think.
Title: Re: Chaos Monk Redux
Post by: Nanshork on April 20, 2009, 05:12:46 PM
Achilles and Uvula piercings have the same ability.
Title: Re: Chaos Monk Redux
Post by: bhu on April 24, 2009, 01:35:27 PM
Fixed that.  I just have to do the 5 ear piercings and finish the example NPC, and I'll be doing my first PrC that isn't a parody of an already existing one: Giant Robot Kung Fu.
Title: Re: Chaos Monk Redux
Post by: bhu on April 27, 2009, 11:14:17 AM
Well if you like the piercings as is I'll finish up the example NPC, meanwhile:



GIANT ROBOT KUNG FU

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/giantrobotkungfu.gif)
   
"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): 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 increases by one again (i.e. from Large to Huge).  This 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.

At 6th level your Size Class increases by one again (i.e. from Huge 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.

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 opponent, 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.  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, 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 becomes 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.
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
Title: Re: Chaos Monk Redux
Post by: Radmelon on April 28, 2009, 02:59:53 AM
Quote
GIANT ROBOT KUNG FU

 :thought:rollseyes


Giant robot kung fu = retarded
retarded = awesome
Ergo, Giant robot kung fu = Awesome
Title: Re: Chaos Monk Redux
Post by: veekie on April 28, 2009, 09:34:49 AM
This warms my heart.
Title: Re: Chaos Monk Redux
Post by: bhu on May 03, 2009, 02:43:33 PM
This warms my heart.

Then you should love the pic I just put up. :D
Title: Re: Chaos Monk Redux
Post by: bhu on May 06, 2009, 01:52:51 PM
Anyone think I'm overdoing it so far?
Title: Re: Chaos Monk Redux
Post by: Radmelon on May 07, 2009, 02:53:54 AM
Isn't overdoing it the point?  :D
Title: Re: Chaos Monk Redux
Post by: mxninja on May 07, 2009, 07:17:18 PM
Wouldn't the opposite of Vow of Poverty be a Vow of Greed......    :o ??? ??? ??? ???
Title: Re: Chaos Monk Redux
Post by: bhu on May 08, 2009, 11:54:55 AM
Yup, but I haven't done that yet :D
Title: Re: Chaos Monk Redux
Post by: bhu on May 10, 2009, 01:09:20 PM
Isn't overdoing it the point?  :D
overdoing the fluff yes.  But I'd like to keep the power level playable.

Oh and the special attacks are up.

before anyone asks, yes there are no saves to lower the damage.  That was on purpose.
Title: Re: Chaos Monk Redux
Post by: bhu on May 13, 2009, 02:17:20 PM
OK all the Class Abilities are up.  Let me know if you like and I'll finish it up, and start the next parody :D
Title: Re: Chaos Monk Redux
Post by: bhu on May 14, 2009, 11:43:15 AM
FIST OF BUBNOFF

(http://Picture URL)
   
"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 'faggot'.  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
Title: Re: Chaos Monk Redux
Post by: mxninja on May 15, 2009, 04:16:32 PM
No Vow of Greed Yet...    ???   heh heh
Title: Re: Chaos Monk Redux
Post by: bhu on May 16, 2009, 01:34:37 AM
No Vow of Greed Yet...    ???   heh heh

I'm trying to figure out the possible benefit of having one.
Title: Re: Chaos Monk Redux
Post by: bhu on May 21, 2009, 02:17:50 PM
Okay I have most of the Fists of Bubnoff done. 

I think I need to make more low level Chaos Feats up before any more Vows.  I ntocie there aren't many low level ones, and you get bonus feats at levels 1, 2, and 6.
Title: Re: Chaos Monk Redux
Post by: bhu on May 22, 2009, 02:28:37 PM
CHAOS FEATS



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.


Extra Mutation
"Dad?  I uh...I got an embarrassing question..."
 Prerequisites: None
 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.


Long Limbed
"Yeah the long tongue has it's advantages..."
 Prerequisites: Mutation (Natural Weapon)
 Benefits: The Range of one of your Natural Weapons increases by +5'.  This can be taken multiple times, and applies to a different natural Weapon each time.


Energy Burst
"I Have the Powah!!"
 Prerequisites: Mutation (Energy Enhanced Attacks)
 Benefits: On a successful Critical you do +1d6 damage of the appropriate energy type.


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.


Yaoi Boi/Yuri Gurl
You are attractive enough to members of the same gender that you cause a great deal of reluctant soul searching...
 Prerequisites: Mutation (Unearthly Beauty)
 Benefits: Opponents who would find you unattractive due to your gender (i.e. heterosexuals of the same gender) 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 (i.e. homosexuals) are affected as if by a Charm Monster spell instead of the Charm Person ability you gained from Unearthly Beauty.


Crushing Innocence
You appear as a child to fool the unwary...
 Prerequisites: Mutation (Mutable Age)
 Benefits: 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.
Title: Re: Chaos Monk Redux
Post by: veekie on May 23, 2009, 01:01:21 AM
Doesn't the Heritage feats typically have a minor benefit in addition to the typechange?
Title: Re: Chaos Monk Redux
Post by: bhu on May 24, 2009, 12:15:31 PM
Doesn't the Heritage feats typically have a minor benefit in addition to the typechange?

Actually neither Fey Heritage or Fiendish Heritage change type.  I  added in the text for the other Feats.  Will be tweaking them if they need it (I say this cause its 6:30 am).
Title: Re: Chaos Monk Redux
Post by: bhu on May 27, 2009, 02:01:43 PM
Edited in 2 more Feats.  Any thoughts on prerequisites for Celestial Monk?
Title: Re: Chaos Monk Redux
Post by: bhu on May 29, 2009, 01:38:47 PM
As Bubnoff is done, let the parodies continue:


ZERTH WHACKER

(http://Picture URL)
   
"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 underaged, 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.  Buncha retards 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 rapists 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 okay.  People will still stare at you while you're playing but screw them they need a sense of humor.
 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
Title: Re: Chaos Monk Redux
Post by: Radmelon on May 29, 2009, 09:32:28 PM
 :twitch
Title: Re: Chaos Monk Redux
Post by: bhu on May 30, 2009, 01:01:09 AM
:twitch

Went too over the top did I?  :lmao
Title: Re: Chaos Monk Redux
Post by: veekie on May 31, 2009, 02:34:33 AM
xD That was good. xD
Title: Re: Chaos Monk Redux
Post by: bhu on May 31, 2009, 11:40:46 AM
xD That was good. xD

Lets see if you still feel that way after reading it again.  The fluff is up.  Abilities coming soon.
Title: Re: Chaos Monk Redux
Post by: AfterCrescent on May 31, 2009, 05:51:00 PM
:twitch
The fact that this is the first response is awesome. This class is so disturbing it's awesome.  I'm almost tempted to say it belongs in the Mature thread, ROFL. :lol
Title: Re: Chaos Monk Redux
Post by: bhu on June 02, 2009, 01:52:47 PM
Okay I've started editing in the class abilities.  I know you're gonna feel a little uneasy seeing the name of the capstone, but it's just an ability to allow you to get away with doing outrageous things really.  The name is just coincidentally bad...
Title: Re: Chaos Monk Redux
Post by: veekie on June 02, 2009, 02:15:52 PM
Okay I've started editing in the class abilities.  I know you're gonna feel a little uneasy seeing the name of the capstone, but it's just an ability to allow you to get away with doing outrageous things really.  The name is just coincidentally badgood...
Fixt.
Title: Re: Chaos Monk Redux
Post by: Radmelon on June 03, 2009, 02:12:23 AM
Quote
penis? Oh goodness no, this is an inflamed lymph node.  Why? Is it noticeable? (Su):

 :twitch whimper



itsjustadreamitsjustadreamitsjustadreamitsjustadreamitsjustadreamitsjustadream....
Title: Re: Chaos Monk Redux
Post by: bhu on June 04, 2009, 02:35:48 PM
Does the wording for Hey Look At Me! seem okay?
Title: Re: Chaos Monk Redux
Post by: bhu on June 07, 2009, 12:29:35 PM
Okay I have all the class abilities up but one, and I may need to make a Feat or so to give their Insanity ability some support.

But other than that whaddya think?  Still spooky?
Title: Re: Chaos Monk Redux
Post by: veekie on June 07, 2009, 01:07:25 PM
It's cool. Most DMs I know would flip though. rofl.
Title: Re: Chaos Monk Redux
Post by: bhu on June 10, 2009, 02:08:40 PM
Okay I added another Chaos Feat to page 6 (still trying to think of prereqs for Clestial Monk).

I finished up the Zerth Whacker but for the example NPC.  Any thoughts on the abilities?  If it's okay I'll tidy up and start a new one.
Title: Re: Chaos Monk Redux
Post by: bhu on June 14, 2009, 02:28:29 PM
THE UNENLIGHTENED FIST

(http://Picture URL)
   
"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): Despite the name of this ability, it applies to mental ability in general.  Total up your Int, Wis, and Cha; while the DM does the same for your opponent.  If your opponents total is greater, you gain a Morale Bonus equal to the difference on all attack and damage rolls against him.

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
Title: Re: Chaos Monk Redux
Post by: bhu on June 20, 2009, 11:01:15 AM
Added a new Feat on page 6, got Celestial Monk its prerequisites finally, and added the fluff to Unenlightened Fist.
Title: Re: Chaos Monk Redux
Post by: bhu on June 27, 2009, 02:36:13 PM
Unenlightened Fist is almost done, except for the capstone.
Title: Re: Chaos Monk Redux
Post by: Nuntius Mortis on June 29, 2009, 05:58:29 PM
Great work, bhu. I'm seriously thinking playing a Chaos Monk / Pierced Monk / Nekkid Mauler as one of my characters in the BG arena :clap

But I have a question. Kung Fu Mystic says that Cha modifier replaces the Wis modifier when it comes to Chaos monk abilities. Does it extend to Chaos Monk's AC?
Title: Re: Chaos Monk Redux
Post by: bhu on June 30, 2009, 12:59:18 PM
Yup
Title: Re: Chaos Monk Redux
Post by: Nuntius Mortis on June 30, 2009, 01:20:18 PM
Yup

Great. Now, the only think that I'm waiting about is that the Chaos Monk Redux is accepted by the Arena Manager in the BG arena :D

The Chaos Monk / Pierced Monk build is almost ready (only the race is partially undecided as of yet) :D
Title: Re: Chaos Monk Redux
Post by: bhu on June 30, 2009, 01:32:12 PM
I have patiently been awaiting an Arena review  :D

Nudge

Nudge

Title: Re: Chaos Monk Redux
Post by: Nuntius Mortis on June 30, 2009, 01:58:52 PM
If you take the Narcissist's Boon mutation then those HP apply for the level that you took the mutation and after or they apply to all the previous levels as well?
Title: Re: Chaos Monk Redux
Post by: bhu on June 30, 2009, 02:11:29 PM
Umm...we'll say it's retroactive and applies to past levels too.
Title: Re: Chaos Monk Redux
Post by: Nuntius Mortis on June 30, 2009, 02:15:21 PM
Yayyyyyyyyyyyyyy :D :lol

PS: If Kung Fu Mystic is taken then the Cha bonus applies to the Will save as well?

PS II: SR from Madonna piercing apply only for Pierced Monk levels or do they apply for Chaos Monk levels as well?
Title: Re: Chaos Monk Redux
Post by: Nuntius Mortis on June 30, 2009, 05:52:22 PM
Here's a build up for a Chaos Monk 7/Pierced Monk 10:

http://www.myth-weavers.com/sheetview.php?sheetid=136346

bhu, feel free to correct me if I've done anything wrong :D
Title: Re: Chaos Monk Redux
Post by: bhu on July 01, 2009, 11:47:26 AM
I only had time to peek at it briefly but my initial thoughts were:  :o
Title: Re: Chaos Monk Redux
Post by: Nuntius Mortis on July 01, 2009, 04:25:25 PM
I only had time to peek at it briefly but my initial thoughts were:  :o

For Babel Speech we must choose one out of the 4 options to use permanently or we can use all 4 but just not at the same time together?
Title: Re: Chaos Monk Redux
Post by: veekie on July 01, 2009, 04:48:25 PM
I'm guessing nobody wants to touch the naked, pierced maniac...not with a 10ft pole, not even with a fireball. :D
Title: Re: Chaos Monk Redux
Post by: Nuntius Mortis on July 01, 2009, 04:55:00 PM
I'm guessing nobody wants to touch the naked, pierced maniac...not with a 10ft pole, not even with a fireball. :D

Basically, with a Charisma of 30 I guess that he'd be pretty good-looking. But he still is a naked, pierced maniac as you said :lol
Title: Re: Chaos Monk Redux
Post by: veekie on July 01, 2009, 06:07:19 PM
"My EYES! I must not look and yet I cannot look away!"
Title: Re: Chaos Monk Redux
Post by: bhu on July 03, 2009, 03:17:47 PM
I only had time to peek at it briefly but my initial thoughts were:  :o

For Babel Speech we must choose one out of the 4 options to use permanently or we can use all 4 but just not at the same time together?

You can use any of the 4 effects, just only one at a time, like Dark SPeech.
Title: Re: Chaos Monk Redux
Post by: Nuntius Mortis on July 03, 2009, 03:29:34 PM
I only had time to peek at it briefly but my initial thoughts were:  :o

For Babel Speech we must choose one out of the 4 options to use permanently or we can use all 4 but just not at the same time together?

You can use any of the 4 effects, just only one at a time, like Dark SPeech.

Ah, great :)
Title: Re: Chaos Monk Redux
Post by: bhu on July 09, 2009, 01:58:21 PM
Okay the Unenlightened Fist now has a capstone.  Think it's too powerful?
Title: Re: Chaos Monk Redux
Post by: bhu on July 16, 2009, 01:51:38 PM
Guess not.  TIme for something new:

THE PROFANE FISTS

(http://Picture URL)
   
"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
Title: Re: Chaos Monk Redux
Post by: bhu on July 19, 2009, 02:19:48 PM
2 New Feats on page 6, Minor update ot the Profane Fists.
Title: Re: Chaos Monk Redux
Post by: bhu on July 27, 2009, 02:19:27 PM
Another minor update to the Profane FIsts.  Sorry this isn't working out as quickly as I'd originally thought.  Real life keeps finding ways to interfere.
Title: Re: Chaos Monk Redux
Post by: bhu on August 09, 2009, 02:48:09 PM
Minor update to Profane Fists.
Title: Re: Chaos Monk Redux
Post by: bhu on August 13, 2009, 02:41:10 PM
Another update to the FIsts.  They should be done soon.
Title: Re: Chaos Monk Redux
Post by: bhu on August 18, 2009, 02:16:44 PM
Capstone is up.  Any thoughts?
Title: Re: Chaos Monk Redux
Post by: bhu on August 23, 2009, 01:49:15 PM
FROGBOY

(http://Picture URL)
   
"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 as Secondary Natural Attacks that do slashing or piercing or bludgeoning damage (his choice) equal to his Unarmed Strike damage.

At 7th level the Frogboys claws and bite do 1 extra d6 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 use Planar Tolerance (as per the Spell) at will, but only to avoid the effects of Limbo.

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 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
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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
Title: Re: Chaos Monk Redux
Post by: Radmelon on August 26, 2009, 11:54:51 PM
With the mutable age ability, what happens if you are a true dragon because a wyrmling taking a few levels than immediatly becomeing a great wyrm?  :o
Title: Re: Chaos Monk Redux
Post by: bhu on August 27, 2009, 11:42:05 AM
With the mutable age ability, what happens if you are a true dragon because a wyrmling taking a few levels than immediatly becomeing a great wyrm?  :o

Hmm...I'll reword it a lil...
Title: Re: Chaos Monk Redux
Post by: bhu on September 05, 2009, 02:03:40 PM
Minor fluff update to Frogboy, and added Slaad Heritage Feat to page 6.  Lemm know if you think it's too unbalanced.
Title: Re: Chaos Monk Redux
Post by: bhu on September 07, 2009, 11:21:33 AM
Frogboy is pretty much done except for class abilities and the example NPC. Partially edited in some more Feats on page 6.  Since they'll prolly be a lil different from he usual Heritage Feats I wanna think on some ideas before editing in the rest.
Title: Re: Chaos Monk Redux
Post by: bhu on September 27, 2009, 03:53:25 PM
New Feat on page 6, working on Frogboys last abilities now.  Sorry the delay with the computer messing up kinda halted things for a bit.
Title: Re: Chaos Monk Redux
Post by: Radmelon on September 27, 2009, 08:03:59 PM
Quote
Yaoi Boi/Yuri Gurl

Headdeask  :D :banghead
Title: Re: Chaos Monk Redux
Post by: bhu on September 28, 2009, 12:54:41 AM
Quote
Yaoi Boi/Yuri Gurl

Headdeask  :D :banghead

hey the Chaos Monk is all about messing with other peoples heads...

and then beating them up
Title: Re: Chaos Monk Redux
Post by: Radmelon on September 28, 2009, 07:44:27 PM
Quote
Yaoi Boi/Yuri Gurl

Headdeask  :D :banghead

hey the Chaos Monk is all about messing with other peoples heads...

and then beating them up

Point taken.  :lol
Title: Re: Chaos Monk Redux
Post by: bhu on October 02, 2009, 02:15:30 PM
Slaad Heritage Feats are done on page 6, and I added Crushing Innocence.
Title: Re: Chaos Monk Redux
Post by: veekie on October 02, 2009, 04:13:28 PM
What be the DC of being innocent based off? 10+1/2 char level + cha?
And if Sanctuary is violated, how long does it take to return?
Title: Re: Chaos Monk Redux
Post by: bhu on October 03, 2009, 02:27:18 AM
What be the DC of being innocent based off? 10+1/2 char level + cha?
And if Sanctuary is violated, how long does it take to return?
Yup.  Standard Save DC for all SU abilities.  Ill think of something for the duration.
Title: Re: Chaos Monk Redux
Post by: bhu on October 08, 2009, 01:29:26 PM
Added two of the class abilities to Frogboy
Title: Re: Chaos Monk Redux
Post by: bhu on October 14, 2009, 12:29:37 PM
Frogboy is done with the exception of the example NPC.  If you like I will finish up and move on to the long awaited Ethnic Fat Chick Kung Fu..
Title: Re: Chaos Monk Redux
Post by: bhu on October 19, 2009, 01:25:10 PM


(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/57147.jpg)

ETHNIC FAT CHICK KUNG FU

(http://Picture URL)
   
"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 dont have access to decent food).  Some of these large women are socially invisible, which make them excellent disguises.  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 to 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 o 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 as a way to jab at people.
 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
Title: Re: Chaos Monk Redux
Post by: Radmelon on October 20, 2009, 02:33:01 AM
Heavens above you weren't kidding!  :o <faints>
Title: Re: Chaos Monk Redux
Post by: bhu on October 24, 2009, 01:58:44 PM
Minor update to the Fat CHick, edited the Blubber mutation onto page 1
Title: Re: Chaos Monk Redux
Post by: jojolagger on October 29, 2009, 03:07:27 AM
For Premature mutation does the text "(although you can take this twice at 1st level)" mean that the two times you would take the feat act as the chaos feat prerequisites for each other, that there is a limit of 2 copies of this feat at 1st level, or that the chaos monks bonus feat + 1st level feat + human bonus feat allows you to take it two times?
Title: Re: Chaos Monk Redux
Post by: bhu on October 29, 2009, 09:32:57 AM
I fixed the text, it should read easier now.
Title: Re: Chaos Monk Redux
Post by: Radmelon on October 30, 2009, 01:50:04 AM
For Premature mutation does the text "(although you can take this twice at 1st level)" mean that the two times you would take the feat act as the chaos feat prerequisites for each other, that there is a limit of 2 copies of this feat at 1st level, or that the chaos monks bonus feat + 1st level feat + human bonus feat allows you to take it two times?
Told ya!  :p
Title: Re: Chaos Monk Redux
Post by: bhu on November 03, 2009, 03:14:46 PM
Pic and most of the fluff for the Fat Chick are now up.
Title: Re: Chaos Monk Redux
Post by: Radmelon on November 04, 2009, 02:42:05 AM
I smell a flame war...  :scared
Title: Re: Chaos Monk Redux
Post by: bhu on November 04, 2009, 11:34:07 AM
I smell a flame war...  :scared

If the Zerth Whacker didn't freak people out, this won't cause argument.  It is provocative yes.  But I don't think people will freak out too much.  Many of these were written to portray some of the Chaos Monks as offensive, or deliberately taking advantage of societies prejudices. 
Title: Re: Chaos Monk Redux
Post by: Radmelon on November 05, 2009, 03:53:46 AM
I smell a flame war...  :scared

If the Zerth Whacker didn't freak people out, this won't cause argument.  It is provocative yes.  But I don't think people will freak out too much.  Many of these were written to portray some of the Chaos Monks as offensive, or deliberately taking advantage of societies prejudices. 
Point.
Title: Re: Chaos Monk Redux
Post by: jojolagger on November 05, 2009, 04:34:20 AM
Also nobody thinks bhu is actually trying to insult or offend anyone and the BG forums are reasonably casual and polite unlike some other forums. For example on the Datarealms forum (forum for cortex command(incomplete but highly mod-able game)) Cooljoesmith posts the EAF (http://www.datarealms.com/forum/viewtopic.php?f=61&t=16675) and Rawtoast starts the flame war on page 5 (http://www.datarealms.com/forum/viewtopic.php?f=61&t=16675&start=60) including blaming it for alleged sexual content (see rawtoast's second post). On the BG forums bhu posted the Katgrrl's (http://brilliantgameologists.com/boards/index.php?topic=3107.msg116065#msg116065) PRC with an obvious sexual theme and got praise. Notice the difference?
Title: Re: Chaos Monk Redux
Post by: bhu on November 05, 2009, 11:55:51 AM
Also nobody thinks bhu is actually trying to insult or offend anyone and the BG forums are reasonably casual and polite unlike some other forums. For example on the Datarealms forum (forum for cortex command(incomplete but highly mod-able game)) Cooljoesmith posts the EAF (http://www.datarealms.com/forum/viewtopic.php?f=61&t=16675) and Rawtoast starts the flame war on page 5 (http://www.datarealms.com/forum/viewtopic.php?f=61&t=16675&start=60) including blaming it for alleged sexual content (see rawtoast's second post). On the BG forums bhu posted the Katgrrl's (http://brilliantgameologists.com/boards/index.php?topic=3107.msg116065#msg116065) PRC with an obvious sexual theme and got praise. Notice the difference?


I still so cannot believe they let me post that at Wizards and GitP too  :ninja
Title: Re: Chaos Monk Redux
Post by: bhu on November 09, 2009, 03:04:30 PM
Added the first three wrasslin' holds to teh Fat Chick and finished the fluff.  Think the holds are true enough to actual wrestling (well, except that last one anyway...)
Title: Re: Chaos Monk Redux
Post by: jojolagger on November 10, 2009, 03:40:56 AM
No I'm sure that's a real wrestling move.
Title: Re: Chaos Monk Redux
Post by: bhu on November 10, 2009, 12:31:23 PM
No I'm sure that's a real wrestling move.

Facesitting?  Wow wimmens wraslin' has gotten kinkier since I watched last...
Title: Re: Chaos Monk Redux
Post by: jojolagger on November 11, 2009, 06:27:07 PM
no jk
we really need a sarcasm font
Title: Re: Chaos Monk Redux
Post by: blacklitelust on November 11, 2009, 10:19:24 PM
I don't know if I read this right, but as I understand it, you can get Mutable Age at level 6? That seems a little overpowered. Sure there is the pre-exisiting Dragonwrought Kobold Cheese, but this opens the way for every race to do the same thing... You may wish to reword it or restrict the level that players would take this mutation.

As is, you are letting a level 6 character gain +3 to Wis, Int, and Cha. No penalties, no questions asked, and they can do it even if they had started by playing an avarage aged character...
Title: Re: Chaos Monk Redux
Post by: bhu on November 12, 2009, 11:18:09 AM
I don't know if I read this right, but as I understand it, you can get Mutable Age at level 6? That seems a little overpowered. Sure there is the pre-exisiting Dragonwrought Kobold Cheese, but this opens the way for every race to do the same thing... You may wish to reword it or restrict the level that players would take this mutation.

As is, you are letting a level 6 character gain +3 to Wis, Int, and Cha. No penalties, no questions asked, and they can do it even if they had started by playing an avarage aged character...

Read again.  Your stats don't change at all, just your apparent age.
Title: Re: Chaos Monk Redux
Post by: blacklitelust on November 13, 2009, 01:22:18 AM
That's fine, but it still doesn't stop them from playing an old or venerable character and obtaining that ability. I still consider it overpowered.
Title: Re: Chaos Monk Redux
Post by: Bozwevial on November 13, 2009, 01:45:08 AM
That's fine, but it still doesn't stop them from playing an old or venerable character and obtaining that ability. I still consider it overpowered.

Add a clause in saying that previously obtained penalties still apply? Really, at best you're getting +1/+2 to your mental stat modifiers, and you took six levels in Chaos Monk for this as well as playing an old/venerable character. I'm not entirely sure why this is such a problem, since this class does require a pinch of MAD and this would seem to lessen it a bit.
Title: Re: Chaos Monk Redux
Post by: bhu on November 13, 2009, 12:42:13 PM
That's fine, but it still doesn't stop them from playing an old or venerable character and obtaining that ability. I still consider it overpowered.

If they're playing an old or venerable PC, they still have the physical stat penalties associated with being that age.  Yes this will remove those penalties when they get it, but who the hell is going to play an arthritic geezer for 6 levels just to say "AHA! I SUCK LESS NOW! HAHAHAHAHAHAHAHA!!! ow my back"
Title: Re: Chaos Monk Redux
Post by: jojolagger on November 14, 2009, 06:54:35 AM
the broken thing is human chaos monk, 3 feats. two flaws, 2 feats. 2 copies of premature mutation for Narcissist's Boon, Mutable Gender, then 2 feats for Unearthly beauty and Yaoi Boi/Yuri Gurl. Everyone you meet must save or be charmed at 1st level with room for another mutation,or drop human for a better race, or if you sell you soul you can get 3 mutations.

P.S. should Yaio Boi/Yuri Gurl add to targets for unearthly beauty and make unearthly beauty charm monster instead of making the people who would not possibly be attracted to you normally affected more.
Title: Re: Chaos Monk Redux
Post by: jojolagger on November 14, 2009, 07:01:34 AM
Also nobody thinks bhu is actually trying to insult or offend anyone and the BG forums are reasonably casual and polite unlike some other forums. For example on the Datarealms forum (forum for cortex command(incomplete but highly mod-able game)) Cooljoesmith posts the EAF (http://www.datarealms.com/forum/viewtopic.php?f=61&t=16675) and Rawtoast starts the flame war on page 5 (http://www.datarealms.com/forum/viewtopic.php?f=61&t=16675&start=60) including blaming it for alleged sexual content (see rawtoast's second post). On the BG forums bhu posted the Katgrrl's (http://brilliantgameologists.com/boards/index.php?topic=3107.msg116065#msg116065) PRC with an obvious sexual theme and got praise. Notice the difference?


I still so cannot believe they let me post that at Wizards and GitP too  :ninja

Of course they let you post that. you are obviously a tenth level ZERTH WHACKER (http://brilliantgameologists.com/boards/index.php?topic=3372.msg152016#msg152016)
Title: Re: Chaos Monk Redux
Post by: bhu on November 14, 2009, 02:08:12 PM
Oh man the mods at GitP would poop their own spleen if I posted the Zerth Whacker there...
Title: Re: Chaos Monk Redux
Post by: jojolagger on November 14, 2009, 10:27:01 PM
But their reaction might be worth. :devil
Title: Re: Chaos Monk Redux
Post by: veekie on November 15, 2009, 05:55:50 PM
I'm not sure they'd stop at pooping the spleen.
Title: Re: Chaos Monk Redux
Post by: bhu on November 21, 2009, 03:47:29 PM
Looking at the Chaos Monk and having worked on PrC's for it. I'm finding some flaws in the design.  I may have to redo it, and then  rework the current PrC's a lil better.  Any objections to my fiddling with the Base Class?
Title: Re: Chaos Monk Redux
Post by: Radmelon on November 21, 2009, 11:44:44 PM
Not really.
Title: Re: Chaos Monk Redux
Post by: bhu on November 22, 2009, 12:46:14 PM
How about this

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +2     +2    Unarmed Strike, Chaos Feat, Unarmed Damage, AC Bonus, Monk
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
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
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


I fold Body in FLux into mutations, and give them the above progression?  I'd still need to work out a few abilities.
Title: Re: Chaos Monk Redux
Post by: Radmelon on November 23, 2009, 01:26:23 AM
I like it.  :)
Title: Re: Chaos Monk Redux
Post by: bhu on December 07, 2009, 02:55:30 PM
Well since no one objects I'll edit it in to the front page
Title: Re: Chaos Monk Redux
Post by: bhu on December 07, 2009, 02:55:46 PM
Well since no one objects I'll edit it in to the front page.  As soon as I edit the base class to do the new abilities, I'll then audit the Feats and PrC's real quick.
Title: Re: Chaos Monk Redux
Post by: bhu on December 11, 2009, 03:18:57 PM
Revised abilities are up on page 1 (Still need to tweak mutations a lil).
Title: Re: Chaos Monk Redux
Post by: jojolagger on December 11, 2009, 07:05:39 PM
shouldn't chaos strike and moment of unpredictability also apply to natural attacks gained through mutations?
Edit: table has extra chaos feats at 1st &18th level
Title: Re: Chaos Monk Redux
Post by: bhu on December 12, 2009, 02:48:41 PM
The Chaos Feats are supposed to be there, I just had to audit the text of the entry.  Also fixed Chaos Strike, and mutations are done except the 3 I'm adding.  I need to think about Moment of Unpredictability.

If you guys like as is I'll fix up the Feats and PrC's real quick so I can get back to work.
Title: Re: Chaos Monk Redux
Post by: jojolagger on December 18, 2009, 07:31:32 AM
I feel the chaos monk should have more mutations because individuality is part of chaos and more mutations per monk increases the uniqueness of the each chaos monk dramatically.  :bigeye
Maybe a feat other than premature mutation for mutations or a variant class ability that lets you swap a bonus chaos feat for a mutation?
Title: Re: Chaos Monk Redux
Post by: bhu on December 18, 2009, 01:24:23 PM
I intend to add an extra mutation Feat.
Title: Re: Chaos Monk Redux
Post by: bhu on December 19, 2009, 12:40:00 PM
Okay I redid the following Feats: Unearthly beauty, Hideous, Chaotic heritage, Celestial Monk, Fiendish Monk, Premature Mutation is now Extra Mutation, Yaoi Boi.

Also: Does anyone think Brutal Stunning and Chaos Hammer are underpowered?
Title: Re: Chaos Monk Redux
Post by: jojolagger on December 19, 2009, 10:02:08 PM
Brutal Stunning - I Think is is a bit weak. Maybe boost it by adding +2 to the save DC and 1 more use per day in addition.

Chaos Hammer - Yes it is under powered. Have it also remove the 1/2 damage to objects that all normal attacks have. that is what the warlocks hammer blast did.

Unearthly Beauty - It was overpowered before, but the 10 ft range is a good counter balance.

Hideous - Seems Fine, Maybe even underpowered but as I don't use intimidate or fear effects much I wouldn't know.

Yaoi boi/ Yuri gurl - seems more balanced and confusion is far better for fluff than the old effect

Celestial/Fiendish monk - Is fine but maybe add +CHA mod damage to outsiders of the opposite side of the Good-evil axis.

Extra Mutation - Needs some form of prerequisites or other limiting factor because mutations are better than feats. Right now this feat should be the only one on any chaos monk now focused on something mutations can't do (which isn't much).
Title: Re: Chaos Monk Redux
Post by: Radmelon on December 19, 2009, 10:39:08 PM
Is it just me or does Yaoiboy/Yuri Girl seem a bit better than Unearthly beauty, seeing as it appears to be the same only people who wouldn't like you get confused?  ???
Title: Re: Chaos Monk Redux
Post by: jojolagger on December 20, 2009, 04:04:52 AM
It also makes unearthly beauty charm monster instead of charm person.
Edit: rules as written unearthly beauty is target those that like you charm person. Yaoi boi/Yuri Gurl is confusion if they wouldn't like you, Charm monster if they would. This means either make save or be confused OR make save or be charm person'd and make save or be charm monster'd.
To fix after "spell instead" add "of charm person."
Title: Re: Chaos Monk Redux
Post by: bhu on December 20, 2009, 02:35:17 PM
Feats revised, lemme know what you think
Title: Re: Chaos Monk Redux
Post by: jojolagger on December 21, 2009, 01:08:01 AM
I think the celestial monk should have sacred bonus not profane. Other than that copypasta and the lack of prerequisites on extra mutation it seems good.
Title: Re: Chaos Monk Redux
Post by: bhu on December 21, 2009, 02:00:36 PM
Fixed Monk.  YOu idnt think the 3 times only limit was enough for extra mutation?
Title: Re: Chaos Monk Redux
Post by: jojolagger on December 21, 2009, 10:01:11 PM
I missed that bit. I swear it wasn't there last time I checked. Personally I'd either limit by 1 per X HD (maybe 1 + 1/5 HD) or by stats, (like font of inspiration, which is 1 feat per 1 point of Int bonus) probably CHA or WIS because I dislike the straight limiting of stuff as It would kill epic use and I find that by HD is a good way to limit as it is almost always equal to their level.
Title: Re: Chaos Monk Redux
Post by: bhu on January 05, 2010, 03:04:47 PM
I changed the Extra mutation Feat, and added the 5th level ability to the Chaos Monk (apparently I'd forgotten it).
Title: Re: Chaos Monk Redux
Post by: bhu on January 07, 2010, 02:13:26 PM
The Drunken Bastard has been revised to be in line with the new class, and re fluffed a little.
Title: Re: Chaos Monk Redux
Post by: bhu on January 16, 2010, 03:47:33 PM
Nekkid Mauler has been revised (fluff mostly)
Title: Re: Chaos Monk Redux
Post by: bhu on January 19, 2010, 01:21:20 PM
Pierced Monk updated.
Title: Re: Chaos Monk Redux
Post by: bhu on January 30, 2010, 11:32:18 AM
Giant Robot Kung FU, Fist of Bubnoff, and Zerth Whacker are updated
Title: Re: Chaos Monk Redux
Post by: jojolagger on January 31, 2010, 03:35:17 AM
Is it possible to cuse the 3rd and 10th level zerth whacker abilities at the same time?
Title: Re: Chaos Monk Redux
Post by: bhu on January 31, 2010, 10:09:53 AM
Given the way they read, prolly not.
Title: Re: Chaos Monk Redux
Post by: bhu on February 06, 2010, 12:16:33 PM
Unenlightened Fists and Profane Fists updated and revised.
Title: Re: Chaos Monk Redux
Post by: bhu on February 08, 2010, 01:53:14 PM
Frogboy is updated now, so we can move on to finsihing Ethnic Fat Chick Kung Fu.
Title: Re: Chaos Monk Redux
Post by: bhu on February 10, 2010, 02:23:46 PM
Awright, Ethnic Fat CHick Kung FU has received its first update in a while, and we are back on schedule!
Title: Re: Chaos Monk Redux
Post by: bhu on February 21, 2010, 02:22:47 PM
Okay I got the EFCKF done cept for capstone.  Any thoughts before I add it?
Title: Re: Chaos Monk Redux
Post by: Radmelon on February 21, 2010, 10:53:58 PM
Any thoughts beside the fact that "Twin Cheeks of Doom" is a twisted, twisted idea?  :plotting
Title: Re: Chaos Monk Redux
Post by: jojolagger on February 22, 2010, 05:17:57 AM
Any thoughts beside the fact that "Twin Cheeks of Doom" is a twisted, twisted idea?  :plotting
And your not complaining about the Zerth Whacker for the same reason?
Title: Re: Chaos Monk Redux
Post by: Radmelon on February 23, 2010, 03:03:45 AM
Any thoughts beside the fact that "Twin Cheeks of Doom" is a twisted, twisted idea?  :plotting
And your not complaining about the Zerth Whacker for the same reason?
We've already discussed that in length when it was released.
Title: Re: Chaos Monk Redux
Post by: bhu on February 23, 2010, 02:33:00 PM
capstone is up
Title: Re: Chaos Monk Redux
Post by: bhu on March 03, 2010, 11:38:19 AM
work in progress

RUBBAH TUNG KUNG FU

(http://Picture URL)
   
"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
   Feats:  Extra Mutation (Radula, Extra Range), Long Limbed
   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).

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.  Fucking  hookers and their lack of any sense of humor...
 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
Title: Re: Chaos Monk Redux
Post by: Radmelon on March 04, 2010, 03:09:14 AM
Tooooooooo much free time.  :lol
Title: Re: Chaos Monk Redux
Post by: bhu on March 10, 2010, 04:38:33 AM
Finally a minor update.
Title: Re: Chaos Monk Redux
Post by: bhu on March 13, 2010, 12:21:56 AM
Rubbah Tungs are up cept for the class abilities.  The fluff isn't as disturbing as the Zerth Whacker so perhaps im losing my touch
Title: Re: Chaos Monk Redux
Post by: Radmelon on March 13, 2010, 02:38:20 AM
I think you're just getting desensitized. :rollseyes
Title: Re: Chaos Monk Redux
Post by: jojolagger on March 13, 2010, 07:30:41 AM
This reminds me of something that showed up in the mix/max board a short while ago.
[spoiler]
Chameleon Template from Underdark is +1, gives a +10 racial bonus to Hide checks, +4 to Move Silently, climb speed equal to 1/2 fastest non-flying speed (if only flying, the climb speed of 10 ft), and 10ft reach on touch attacks only.  Not bad for a stealthy character.

wraithstrike?
To be a little more specific, it's a tongue with 10 foot reach that can be used to deliver touch attacks.  Sorry, but I think Wraithstrike is a no-go.

Stormgaurd Warrior might have some fun, though...

source of stormguard warrior?
tome of battle, it's a tactical feat. for each attack you forgo in a round, you can make a touch attack. each touch attack that lands gives you +5 damage vs that foe in the next round, and the next round only.

ok, know what?
this mental image is disturbing.

PC: I shall initiate my ultimate attack sequence! AVALANCHE OF BLADES!

-licklicklickslurpslrplililillearch-

opponent: I-...I feel violated....

PC: belt of battle! TIME STANDS STILL!

lililrishprshlkcsplurtsquechslouoorp

opponent: PLEASE JUST KILL ME ALREADY!

next round

PC: daimond nightmare blade!

opponent: thank the gods!

[/spoiler]
Title: Re: Chaos Monk Redux
Post by: bhu on March 31, 2010, 06:31:30 AM
Rubbah Tung updated with two class abilities
Title: Re: Chaos Monk Redux
Post by: jojolagger on March 31, 2010, 02:49:14 PM
seems fine. When was the last time you updated the index?
Title: Re: Chaos Monk Redux
Post by: bhu on March 31, 2010, 05:10:00 PM
I dont usually add PrC's to the index till i finish them.  Did I miss some?
Title: Re: Chaos Monk Redux
Post by: archangel.arcanis on March 31, 2010, 10:05:47 PM
BHU you need to make a collection of all of your works one day. This is too insane not to have put into a pdf download that is properly organized, along with you other class & monster works.
Title: Re: Chaos Monk Redux
Post by: bhu on April 02, 2010, 06:02:02 AM
I have a pdf ofr the initial cat burglar, and there'll be one for the new version when it's done as well as this and my orc/gobbo stuff.  I'll prolly do the critters too when I have time.
Title: Re: Chaos Monk Redux
Post by: jojolagger on April 03, 2010, 12:04:25 AM
I have a pdf ofr the initial cat burglar, and there'll be one for the new version when it's done as well as this and my orc/gobbo stuff.  I'll prolly do the critters too when I have time.
I think he is talking about an ultimate compilation of all of your stuff in one PDF.
I would be awesome, but also a lot of work.
Title: Re: Chaos Monk Redux
Post by: bhu on April 03, 2010, 12:46:13 AM
I have a pdf ofr the initial cat burglar, and there'll be one for the new version when it's done as well as this and my orc/gobbo stuff.  I'll prolly do the critters too when I have time.
I think he is talking about an ultimate compilation of all of your stuff in one PDF.
I would be awesome, but also a lot of work.

Oh yeah.  Hell the Cat Burglar is 278 pages as it is.
Title: Re: Chaos Monk Redux
Post by: Agita on April 03, 2010, 01:08:49 AM
I have a pdf ofr the initial cat burglar, and there'll be one for the new version when it's done as well as this and my orc/gobbo stuff.  I'll prolly do the critters too when I have time.
I think he is talking about an ultimate compilation of all of your stuff in one PDF.
I would be awesome, but also a lot of work.

Oh yeah.  Hell the Cat Burglar is 278 pages as it is.
You should name the revised version of the pdf Complete Kitteh or something. :D
Title: Re: Chaos Monk Redux
Post by: Radmelon on April 03, 2010, 01:33:27 AM
I have a pdf ofr the initial cat burglar, and there'll be one for the new version when it's done as well as this and my orc/gobbo stuff.  I'll prolly do the critters too when I have time.
I think he is talking about an ultimate compilation of all of your stuff in one PDF.
I would be awesome, but also a lot of work.

Oh yeah.  Hell the Cat Burglar is 278 pages as it is.
You should name the revised version of the pdf Complete Kitteh or something. :D
Seconded!  :D
Title: Re: Chaos Monk Redux
Post by: bhu on April 17, 2010, 07:57:42 AM
Minor update to teh Rubbah Tung.   Sorry about the delays depression has made it hard to concentrate on all the threads I'm doing.
Title: Re: Chaos Monk Redux
Post by: Radmelon on April 17, 2010, 07:17:27 PM
Minor update to teh Rubbah Tung.   Sorry about the delays depression has made it hard to concentrate on all the threads I'm doing.
Don't worry, that's understandable.

Also, I noticed that the chaos monk's weapon proficiencies are quote "any 8 weqapons". Does this include exotic weapons? If so, yay.
Title: Re: Chaos Monk Redux
Post by: bhu on April 17, 2010, 08:11:15 PM
yes it does.
Title: Re: Chaos Monk Redux
Post by: bhu on April 19, 2010, 04:03:53 AM
Tongue Fu maneuvers are up and awaiting feedback.
Title: Re: Chaos Monk Redux
Post by: Radmelon on April 20, 2010, 01:46:13 AM
Cool.  :)
Title: Re: Chaos Monk Redux
Post by: bhu on April 23, 2010, 07:19:37 AM
My what a deafening response  :p

The capstone is up.  If you like I'll finish up and next on the block is Psycho Bitch Kung Fu.
Title: Re: Chaos Monk Redux
Post by: jojolagger on April 23, 2010, 06:46:14 PM
Other than what if you already have the mutations it gives, it seems good.
Title: Re: Chaos Monk Redux
Post by: bhu on May 11, 2010, 08:02:50 AM
PSYCHO BITCH KUNG FU

(http://Picture URL)
   
“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.  Make sure your group is okay with that.
 Adaptation: This could go in silly or serious campaigns, but be prepared fro some protests when people wanna use this one.
 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
Title: Re: Chaos Monk Redux
Post by: bhu on May 15, 2010, 09:04:14 AM
Minor update, got the prereqs and such up
Title: Re: Chaos Monk Redux
Post by: bhu on May 24, 2010, 07:13:37 AM
got most of the fluff up
Title: Re: Chaos Monk Redux
Post by: bhu on June 04, 2010, 07:52:28 AM
Got the rest of the fluff up, should have abilities soon
Title: Re: Chaos Monk Redux
Post by: bhu on June 15, 2010, 06:46:38 AM
Got the first abilities up.  Sorry for the delays.
Title: Re: Chaos Monk Redux
Post by: bhu on June 29, 2010, 05:37:03 AM
Psycho Bitch just needs capstone  :D
Title: Re: Chaos Monk Redux
Post by: bhu on July 21, 2010, 10:32:09 PM
Capstone and EPic levels are done'
Title: Re: Chaos Monk Redux
Post by: bhu on July 26, 2010, 11:39:00 PM
BRAINFINGER KUNG FU

(http://Picture URL)
   
"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
Title: Re: Chaos Monk Redux
Post by: Radmelon on July 28, 2010, 12:26:32 AM
At this point I shouldn't be surprised.
Title: Re: Chaos Monk Redux
Post by: bhu on August 12, 2010, 09:17:59 AM
Finally! A chance to update!
Title: Re: Chaos Monk Redux
Post by: bhu on August 21, 2010, 09:00:43 AM
Fluff is done and crunch is coming.  Good thing I'm not oding this at GitP
Title: Re: Chaos Monk Redux
Post by: bhu on September 06, 2010, 05:53:49 AM
Got the first part of the Brainfinger abilities up
Title: Re: Chaos Monk Redux
Post by: jojolagger on September 06, 2010, 05:59:25 AM
Does the finger strike thing count as a natural weapon?
Title: Re: Chaos Monk Redux
Post by: bhu on September 06, 2010, 06:02:01 AM
It could, why?
Title: Re: Chaos Monk Redux
Post by: bhu on September 26, 2010, 10:38:36 AM
Can anyone think of any applicable Feats I missed for the Giving People the Finger ability?
Title: Re: Chaos Monk Redux
Post by: bhu on October 16, 2010, 07:24:37 AM
Brainfinger now has everything except the particulars on the enhanced feats.
Title: Re: Chaos Monk Redux
Post by: bhu on November 13, 2010, 10:26:38 AM
About half of the giving people the finger abilities are up for review if anyone wishes to.
Title: Re: Chaos Monk Redux
Post by: bhu on December 12, 2010, 01:33:19 AM
Brainfinger is done.

I'll be going to hell for this next one  :D

HOMOSEXUAL CHICKEN KUNG FU

(http://Picture URL)
   
"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 Homosexual 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 HOMOSEXUAL  
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 Homosexual'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 Homosexual 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.

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.

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.

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 HOMOSEXUAL
 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 sexually molesting 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.

HOMOSEXUALS 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 odd.  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 t 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/Homosexual 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 Homosexual Chicken Kung Fu.  And since learning it involves long years of humiliation there are almost as many students.

NPC Reaction
 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.

HOMOSEXUALS 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.  Their efforts 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/Homosexual 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 HOMOSEXUAL

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 Homosexual gains a Bonus Feat every 4 levels higher than 20th
Title: Re: Chaos Monk Redux
Post by: Monotremeancer on December 13, 2010, 10:53:34 AM
My ... side ... hurts  :lmao  :lmao  :lmao
Title: Re: Chaos Monk Redux
Post by: bhu on January 04, 2011, 10:31:11 AM
and we finally have an update
Title: Re: Chaos Monk Redux
Post by: bhu on January 09, 2011, 11:45:58 AM
fluff and prerequisites are up
Title: Re: Chaos Monk Redux
Post by: bhu on January 23, 2011, 02:37:15 AM
Got most of the class abilities up.
Title: Re: Chaos Monk Redux
Post by: bhu on February 11, 2011, 09:32:49 AM
Should I tone down the capstone?
Title: Re: Chaos Monk Redux
Post by: jojolagger on February 11, 2011, 12:48:55 PM
Should I tone down the capstone?
+ "up to a maximum of your HD"
So you can't have lot's of back and forth grappling with someone to get +500 on all rolls against him
Title: Re: Chaos Monk Redux
Post by: Agita on February 11, 2011, 01:20:18 PM
Should I tone down the capstone?
+ "up to a maximum of your HD"
So you can't have lot's of back and forth grappling with someone to get +500 on all rolls against him

Why not? :p
Title: Re: Chaos Monk Redux
Post by: jojolagger on February 11, 2011, 11:21:24 PM
Should I tone down the capstone?
+ "up to a maximum of your HD"
So you can't have lot's of back and forth grappling with someone to get +500 on all rolls against him

Why not? :p
Attack rolls, Damage rolls, saves.
Title: Re: Chaos Monk Redux
Post by: Agita on February 11, 2011, 11:27:52 PM
Should I tone down the capstone?
+ "up to a maximum of your HD"
So you can't have lot's of back and forth grappling with someone to get +500 on all rolls against him

Why not? :p
Attack rolls, Damage rolls, saves.
And first you have to grapple with the guy for however long, which is a pretty subpar tactic if you're not pimped out for it. If you are, congratulations, you've devoted your build and ten levels in a PrC to grappling with someone in order to get bonuses against them at a rate of... +4 per round. That's assuming you succeed on all of the rolls. Note that in D&D, combat rarely lasts more than a few rounds. You'll still want to have something to do with that massive bonus.
Title: Re: Chaos Monk Redux
Post by: jojolagger on February 12, 2011, 04:09:30 AM
Should I tone down the capstone?
+ "up to a maximum of your HD"
So you can't have lot's of back and forth grappling with someone to get +500 on all rolls against him

Why not? :p
Attack rolls, Damage rolls, saves.
And first you have to grapple with the guy for however long, which is a pretty subpar tactic if you're not pimped out for it. If you are, congratulations, you've devoted your build and ten levels in a PrC to grappling with someone in order to get bonuses against them at a rate of... +4 per round. That's assuming you succeed on all of the rolls. Note that in D&D, combat rarely lasts more than a few rounds. You'll still want to have something to do with that massive bonus.
Better idea. Max out hide. Whenever you're hiding and you move, and someone could see you, that's a opposed check. Successful hide for 1 minute, and you've got +10 to all rolls agaisnt them. Hide for 5 minutes, and that's +50; half an hour, and  it's +300.
Title: Re: Chaos Monk Redux
Post by: bhu on February 16, 2011, 09:18:58 AM
limit has been added

SNAKEFARTER KUNG FU

(http://Picture URL)
   
"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 weapons, and Medium Vipers as two handed weapons.

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:cr 3-4 Hannya (OA), Huge Fiendish Viper, Jaculi (SK), Nagatha (MM4), Viper Swarm (FF), Yuan-Ti

Level 5: cr 5-6 Amphisbaena (SK), Fiendish Giant Constrictor, Yuan-Ti Halfblood

Level 8: r 7-8 Deathcoils (SK), 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: cr9-10 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 asians be poopin' snakes now."
 Much like any sect of monks sturdying 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 asumes 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
Class Ability
Class Ability
Bonus Feats: The Epic Snakefarter gains a Bonus Feat every x levels higher than 20th
Title: Re: Chaos Monk Redux
Post by: Radmelon on February 17, 2011, 04:28:26 AM
Where do you come up with this stuff? :wow
Title: Re: Chaos Monk Redux
Post by: bhu on February 17, 2011, 05:53:33 AM
watching fucked up asian movies.  Seriously a lot of 80's HK stuff is pure wtfery
Title: Re: Chaos Monk Redux
Post by: veekie on February 17, 2011, 09:11:49 AM
watching fucked up asian movies.  Seriously a lot of 80's HK stuff is pure wtfery
Listen to the man, he knows what hes talking about when hes talking wtfery.
Title: Re: Chaos Monk Redux
Post by: Bozwevial on February 17, 2011, 09:14:56 AM
watching fucked up asian movies.  Seriously a lot of 80's HK stuff is pure wtfery
Listen to the man, he knows what hes talking about when hes talking wtfery.
I could devote an entire thread to taking Uncle Kitteh's posts out of context.
Title: Re: Chaos Monk Redux
Post by: jojolagger on February 18, 2011, 03:24:06 AM
I could devote an entire thread to taking Uncle Kitteh's posts out of context.
:lmao that would be hilarious.
Title: Re: Chaos Monk Redux
Post by: bhu on February 18, 2011, 03:35:03 AM
He  should see my posts on the silly message board games at GitP...
Title: Re: Chaos Monk Redux
Post by: bhu on March 02, 2011, 01:12:59 PM
Okay preliminary fluff and prereqs are up.  I'd say it should give hints about this class but then the title explains itself.
Title: Re: Chaos Monk Redux
Post by: Radmelon on March 03, 2011, 04:43:49 AM
That is terrifying.
Title: Re: Chaos Monk Redux
Post by: bhu on March 19, 2011, 09:33:41 AM
Fluff is finally up.
Title: Re: Chaos Monk Redux
Post by: bhu on March 23, 2011, 07:51:22 AM
and now we begin the crunch  :devil
Title: Re: Chaos Monk Redux
Post by: Radmelon on March 24, 2011, 06:17:37 AM
Very wittily written.
Title: Re: Chaos Monk Redux
Post by: bhu on May 01, 2011, 10:12:33 AM
Should I replace snake fu with maneuver type stuff it seems so...limited.
Title: Re: Chaos Monk Redux
Post by: jojolagger on May 01, 2011, 06:34:22 PM
Shouldn't your summoned snakes also be immune to the stinking cloud effect?
Title: Re: Chaos Monk Redux
Post by: bhu on May 01, 2011, 09:07:37 PM
Shouldn't your summoned snakes also be immune to the stinking cloud effect?
Yup, fixed that.  Now about the snake fu.  :)
Title: Re: Chaos Monk Redux
Post by: bhu on May 04, 2011, 09:39:47 AM
Wow there is a dearth of snake monsters in DnD (and I had thought I remmebered there being tons).  May have to use templates or make a few up.
Title: Re: Chaos Monk Redux
Post by: Agita on May 04, 2011, 10:57:53 AM
Wow there is a dearth of snake monsters in DnD (and I had thought I remmebered there being tons).  May have to use templates or make a few up.
Sertrous's chapter in Elder Evils suggests a few, I believe, and introduces one.
Title: Re: Chaos Monk Redux
Post by: veekie on May 04, 2011, 04:43:43 PM
Theres a set of snaky outsiders here (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/protean)
Title: Re: Chaos Monk Redux
Post by: bhu on July 21, 2011, 06:42:50 AM
Whilst I finish off the Snakefarter it's time to do some preliminary work on the long awaited PrC I promised boz as a joke waaay back:

MASSIVE MAMMARY KUNG FU

(http://i212.photobucket.com/albums/cc70/bhutastan/PRCS/mamfu.jpg)
   
"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  
Onle 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....
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: A place to put the different proficiencies.
 Put all the different class abilities in here!
 
Buxom is Better:

Boobs of Steel:

Ms. Fanservice:

I Have Boobs You Must Obey!:

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 bitchy. 

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 expect.
 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.  Who ever heard of nuns getting married?  Then you see her, and compared to the woman who hired you understanding suddenly dawns.  Not before her left breast crushes your face like a hammer, but 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 +  
------------------------------------------------
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
Class Ability
Class Ability
Bonus Feats: The Epic Class Name gains a Bonus Feat every x 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:


NEW FLAWS

Topheavy
Your bosoms are stupidly big.  And yet somehow perky.  
 Prerequisites: Female
 Benefits:
Title: Re: Chaos Monk Redux
Post by: Radmelon on July 22, 2011, 12:04:25 AM
You are going straight to hell. Just sayin'. :devil
Title: Re: Chaos Monk Redux
Post by: Monotremeancer on July 22, 2011, 11:13:42 AM
You are going straight to hell. Just sayin'. :devil
We've known that for years, that's where all the cool kids end up
Title: Re: Chaos Monk Redux
Post by: bhu on September 13, 2011, 09:53:15 AM
the updatening has begun
Title: Re: Chaos Monk Redux
Post by: bhu on October 15, 2011, 11:53:28 AM
the updatening, round 2