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    Bugbear in the Playground
     
    Dr.Orpheus's Avatar

    Join Date
    Sep 2011
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    Deanimating the dead.
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    Male

    Default Master of the Forbidden Style [PF Monk Archetype]

    The Master of the Forbidden Style is from one perspective a ruthless killer, but from another he shows a deep respect for the martial arts. This archetype is based off a mix between those old horror films that are very gory but have bad special effects and those old unrealistic karate/kung-fu films where people can jump over buildings. A player may choose to act power hungry looking for the most destructive attack or be a refined nobleman that wishes that treasures the opportunity to show off his fighting style more then the people he will kill in the posses. Ether way the martial art is forbidden for good reason and the monk will be banished from dojos everywhere and turn in to a twisted sadist.

    Restrictions
    Must be evil as well as lawful for obvious reasons.
    You may take no fighting style feats or the feats Scorpion Style, Gorgon’s Fist, or Medusa’s Wrath because you must focus on your own fighting style.

    Class features
    Any regular monk class features not mentioned you still get at the normal levels and nothing about them is changed.

    No ac bonus, No flurry of blows, No evasion, No still mind, No Slow fall, No high jump, No diamond body, No improved evasion, No abundant step, no tongue of the sun and moon, no empty body, and no perfect self

    Bonus Feat
    Skill focus (intimidate) is added as an option at 1st level

    1st Mandatory Alternate Vows

    Vow of Application
    Whenever you fight an opponent you fight to kill. The philosophy behind it is sense you are aiming to master the art of killing to use it for a purpose other than to kill dishonors your art. A monk that does not wish to kill will simply not use there killing techniques which means you may use none of your offensive class features or bonus feats from the monk class (this does not include the higher damage dice for unarmed attacks or the improved unarmed strike feat).

    This vow gives a monk a 1 point bonus to ki per 5 levels.

    Other types of monks may take this vow if they choose.

    1st Fast Movement
    like barbarian instead of monk.

    1st Called Shot

    2nd Presence of Slaughter
    When the monk makes its first attack in an encounter the targeted opponent is the only one that can attack the monk from within the monks threatened area without having to make a will save (DC=10 +1/2 class level) if an opponent fails they do not attack and are shaken until there next turn. If you attack a new opponent then they can now attack without making a save, and if you kill all of your targeted opponents then a single opponent can attack and become your new targeted opponent.

    3rd Called Maneuver
    Like called shot and uses the same penalties to attack rolls except those attack penalties are now CMB penalties. Trips only work on the limbs that are touching the ground, but you can aim for a particular leg if one is weaker. grapple attempts are allow you to completely immobilize one body part, but let other parts of the body act as if not grappled. This is useful if an opponent has a light weapon that they can use while grappled like a dagger in one of their hands you may grapple that arm to disallow the use of the dagger or more specifically you ma grapple the hand the dagger is in to also gain a +2 bonus to a disarming attempt on that weapon. If a leg is not grappled the opponent may still move, but not out of your reach. If a leg is grappled the monk gets a +2 bonus to trip the opponent. If the neck is grappled you can begin to choke the opponent and use the suffocation rules. If you get a nat 20 on that neck grapple you may snap the neck the opponent must make a fort save (DC 10) vs death on a successful save the opponent is paralyzed if they beat the save by 2 they are paralyzed for 1 year if they beat it by 4 they are paralyzed for 1d2 weeks if they beat it by 6 they are paralyzed for 1d3 hours if they beat it by 8 they are paralyzed for 1d4 rounds. If you grapple the head casters must make a concentration check (DC 1/2 the CMB check). If the monk makes a disarm attempt on a neck, head, or hand holding nothing you may try to remove a boot, necklace, glove, mask, ring or other appropriate object from its body part. When you drag an opponent you may drag them by a leg which requires them to make a acrobatics check (DC 1/2 the ft. moved) when you move them or they fall prone. You may drag them by a hand making it impossible to use weapons in that hand until they free there hand if you drag a head the opponent being dragged must make a concentration check DC equal to your ½ your CMB check to cast spells. Other maneuver attempts cannot be made on a particular body part or are implied that you may use them on any body part already.

    There are many special cases where your DM may change these rules due to your opponents shape, limbs, ect..

    4th Ki Pool
    At 10th level attacks are evil not lawful.

    You may not spend points on flurry of blows sense you don’t know it and instead the dc of stunning fist by 2 for 1 point or you may decrease the attack penalty of called shot or called maneuver by 2 for 1 point or at 9th level you may as an standard action make an attack roll or a CMB check (only one) for a called shot or called maneuver and if it is successful you get to both attack and perform a maneuver on that area you may choose to apply the effects of one before the other.

    6th Touch of Pain
    Any successful called shot or called maneuver to the head, neck, chest, or smaller place within those areas does additional damage equal to your level.

    7th Strength of Body
    The monk may temporarily use the diehard feat if they have 1 or more ki and my extend the max negative hp they may have by 3 per ki the wish to spend , but ki may only be spent for this pourpose the moment the monk goes below 0 hp and this boost to the max negative hp threshold lasts till the next time the the monkreaches 0 or more hp.

    8th Improved Called Shot

    10th Finishing Blow
    If you are making a full attack and you kill an opponent with remaining attacks you may for go those attacks to make an intimidate check against all opponents you have attacked and not killed yet in sight.

    12th Greater Called Shot

    18th Constant Presence of Saughter
    Now this effect is active the moment combat starts and 2 is added to the DC.

    20th The “Purist” Most Corrupted Technique
    You consider it as pure, it’s the others that think it’s corrupted. You have learned the most destructive and gruesome non magic attack possible. I could not describe such a thing, but if I was able to and if I did it would certainly get me banned. This attack is risky business it may only be used when you have full ki the attack drains you of all of your ki (meaning you may start dying after the attack if it is used at negative hp) and you take damage equal to the ki used, but for each person you kill with this attack you instantly regain 1 ki. After spending ki you take a full round action in order to make an attack of CMB check against each adjacent opponent (at your highest base attack bonus if you choose attacks) if it hits it is automatically a critical threat and if only one attack hit or if there is only one adjacent opponent then the critical is automatically confirmed and the damage roll is maximized they also must make a fort save as if the attack was a coup de grace. Then everyone around must make a will save if they see a victim they are nauseated and staggered for 1d4 rounds and are panicked for 2d4 rounds if the save is successful nothing happens the (DC = 15 + your level + your str mod + your ranks in intimidate). Ya this is an impossibly hard save, but if you are the monks ally you get a + 10 bonus to the save and a + 20 bonus if your evil. If anyone you attack survives they are knocked prone and then are exhausted for 3d4 rounds no save. People immune to fear by a means other than creature type they are still vulnerable to the fear from this attack. Anyone killed by the attack has their body in to many different pieces to be resurrected by spells that require a significant amount of the body, and all good aligned creatures who have watched you perform this attack will have nightmares for the next 1d20 yrs. And will remember the screams of your victims forever.
    Last edited by Dr.Orpheus; 2012-03-12 at 09:33 PM.
    "If you are after mere parlor tricks you will be sorely disappointed, for if I reach behind your ear, it will not be a nickel I pull out, BUT YOUR VERY SOUL!" The Venture Bros.

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