Author Topic: Chaos Monk Redux  (Read 55350 times)

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bhu

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Chaos Monk Redux
« on: January 25, 2009, 02:46:56 PM »
CHAOS MONK


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

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

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

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

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

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +2     +2    Unarmed Strike, Chaos Feat, Unarmed Damage, AC Bonus, Monk
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
« Last Edit: May 15, 2010, 08:56:31 AM by bhu »

bhu

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Re: Chaos Monk Redux
« Reply #1 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)
« Last Edit: February 10, 2010, 01:55:59 PM by bhu »

bhu

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Re: Chaos Monk Redux
« Reply #2 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?

EjoThims

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Re: Chaos Monk Redux
« Reply #3 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 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

bhu

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Re: Chaos Monk Redux
« Reply #4 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.

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Re: Chaos Monk Redux
« Reply #5 on: January 30, 2009, 03:42:36 PM »
 :D
Work that magic Bhu!
\\\"Disentegrate.\\\" \\\"Gust of wind.\\\" \\\"Now Can we PLEASE resume saving the world?\\\"

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Re: Chaos Monk Redux
« Reply #6 on: January 30, 2009, 06:13:25 PM »
What is Babel Speech? I'm unfamiliar with the feat.

bhu

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Re: Chaos Monk Redux
« Reply #7 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

bhu

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Re: Chaos Monk Redux
« Reply #8 on: January 31, 2009, 02:40:38 PM »
Anyone think the Chaos Strike ability is too powerful?

bhu

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Re: Chaos Monk Redux
« Reply #9 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.



« Last Edit: February 06, 2010, 11:54:20 AM by bhu »

Radmelon

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Re: Chaos Monk Redux
« Reply #10 on: February 03, 2009, 03:50:07 AM »
I think that this is a great idea, is there anything else like this?

bhu

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Re: Chaos Monk Redux
« Reply #11 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.

bhu

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Re: Chaos Monk Redux
« Reply #12 on: February 05, 2009, 01:08:36 PM »
Okay what do you think of the two example mutations I have up?  Too weird? Doable?

Nanshork

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Re: Chaos Monk Redux
« Reply #13 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....
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bhu

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Re: Chaos Monk Redux
« Reply #14 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.
« Last Edit: February 06, 2009, 11:30:20 AM by bhu »

Nanshork

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Re: Chaos Monk Redux
« Reply #15 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.
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bhu

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Re: Chaos Monk Redux
« Reply #16 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  ;)

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Re: Chaos Monk Redux
« Reply #17 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.
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bhu

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Re: Chaos Monk Redux
« Reply #18 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?

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Re: Chaos Monk Redux
« Reply #19 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.
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