Author Topic: Chaos Monk Redux  (Read 56192 times)

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bhu

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Re: Chaos Monk Redux
« Reply #100 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


   
"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
« Last Edit: January 30, 2010, 11:24:11 AM by bhu »

Radmelon

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Re: Chaos Monk Redux
« Reply #101 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
« Last Edit: April 29, 2009, 03:12:55 AM by Radmelon »

veekie

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Re: Chaos Monk Redux
« Reply #102 on: April 28, 2009, 09:34:49 AM »
This warms my heart.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

bhu

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Re: Chaos Monk Redux
« Reply #103 on: May 03, 2009, 02:43:33 PM »
This warms my heart.

Then you should love the pic I just put up. :D

bhu

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Re: Chaos Monk Redux
« Reply #104 on: May 06, 2009, 01:52:51 PM »
Anyone think I'm overdoing it so far?

Radmelon

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Re: Chaos Monk Redux
« Reply #105 on: May 07, 2009, 02:53:54 AM »
Isn't overdoing it the point?  :D

mxninja

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Re: Chaos Monk Redux
« Reply #106 on: May 07, 2009, 07:17:18 PM »
Wouldn't the opposite of Vow of Poverty be a Vow of Greed......    :o ??? ??? ??? ???

bhu

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Re: Chaos Monk Redux
« Reply #107 on: May 08, 2009, 11:54:55 AM »
Yup, but I haven't done that yet :D

bhu

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Re: Chaos Monk Redux
« Reply #108 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.

bhu

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Re: Chaos Monk Redux
« Reply #109 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

bhu

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Re: Chaos Monk Redux
« Reply #110 on: May 14, 2009, 11:43:15 AM »
FIST OF BUBNOFF


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

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

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

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


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

Hit Dice: d6

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


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


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

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

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

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

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

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

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

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

Sample Encounter
EL 12: The PC's are calmly having a drink at the Rusting Buttcrack when a strange looking man who smiles too much calls the party elf a '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
« Last Edit: January 30, 2010, 11:23:44 AM by bhu »

mxninja

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Re: Chaos Monk Redux
« Reply #111 on: May 15, 2009, 04:16:32 PM »
No Vow of Greed Yet...    ???   heh heh

bhu

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Re: Chaos Monk Redux
« Reply #112 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.

bhu

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Re: Chaos Monk Redux
« Reply #113 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.

bhu

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Re: Chaos Monk Redux
« Reply #114 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.
« Last Edit: January 05, 2010, 02:58:26 PM by bhu »

veekie

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Re: Chaos Monk Redux
« Reply #115 on: May 23, 2009, 01:01:21 AM »
Doesn't the Heritage feats typically have a minor benefit in addition to the typechange?
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

bhu

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Re: Chaos Monk Redux
« Reply #116 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).
« Last Edit: May 24, 2009, 12:24:46 PM by bhu »

bhu

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Re: Chaos Monk Redux
« Reply #117 on: May 27, 2009, 02:01:43 PM »
Edited in 2 more Feats.  Any thoughts on prerequisites for Celestial Monk?

bhu

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Re: Chaos Monk Redux
« Reply #118 on: May 29, 2009, 01:38:47 PM »
As Bubnoff is done, let the parodies continue:


ZERTH WHACKER


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

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

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

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


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

Hit Dice: d8

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


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

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

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

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

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

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

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

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

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

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

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

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

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

My penis? Oh goodness no, this is an inflamed lymph node.  Why? Is it noticeable? (Su):  At 10th level you have been such a thorn in the asscheek of society for so long that people sometimes no longer take notice of your conniption fits (it's cause of your latent unfocused psi abilities honestly).  You may commit any act, and anyone able to witness it must make a Willpower Save (DC 10 plus half Hit Dice plus Charisma Modifier), or they proceed as if you are doing nothing out of the ordinary.  And we mean anything.  You can run through the King's Court naked, eat babies, or floss your buttcheeks with the face of orphans.  You can fling poo, give full body shaves to the 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
« Last Edit: November 11, 2010, 04:23:20 AM by bhu »

Radmelon

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Re: Chaos Monk Redux
« Reply #119 on: May 29, 2009, 09:32:28 PM »
 :twitch