The Hao Han

Dandu

First Post
Li-Kui.jpg

Ever want to play a martial artist, but found the monk lacking in power and badassitude? Ever look at ToB and say to yourself "Damn, that'll never fly at my table!" and cry in despair?

Well cry no more, for here comes a class based off of the manly and heroic heroes from such epics as The Water Margin and The Romance of the Three Kingdoms, which delivers jianghu style kickass that enables you to promote honor and righteousness by beating people up across the land, be they local bullies, oppressive landlords, or corrupt government officials. You will kick ass, take names, and fall asleep in a drunken, Shaoxing wine induced stupor day after day with this base class.


Hao Han

[sblock]"Anyone who does that you your sister might as well have done it to my own. You and me are gonna break into the magistrate's office tomorrow and make it so that he's not going to be able to lay another hand on a woman when we're done with him. May Heaven help anyone who gets into our way, for no one in this world will."
- Lan Hua, the Terror of the Red Cliffs


Many people are repulsed by the great corruption and injustices that plague the world, but few have the bravery to confront them. However, there are men of honor and valor who will not hesitate to right wrongs that they encounter.

Though often uncouth and brash, a hao han - or "goodfellow" - is a man of integrity who knows the value of courage, loyalty, and goodness even in times where good men are persecuted for acting righteously. Thus, he often exists on the margins of polite society, on the run for crimes that he has committed in pursuit of justice. This often puts him at odds with lawful members of society such as paladins, though not all hao han are that way; indeed, many are former officers of the law who have been driven out by jealous and corrupt colleges and forced to live outside of the law.

The devotion to the idea of justice is the one thing that all hao han have in common, even if they often differ in their interpretation of what exactly justice is. Though they tend to be good aligned, evil hao han have been known to exist. These are often bloodthirsty men who carry out excessive acts of violence for their cause.

Due to the fact that hao han are men of action first and foremost, they tend to take vigilante actions and incite rebellions against illegitimate authority, which often make them folk heroes to poor and oppressed peasants. It is not uncommon for hao han to gather in bands of outlaws or secret societies and swear eternal brotherhood to one another to carry out their goals.

Alignment

Any

Hit Die

d12.

Class Skills

The hao han’s class skills (and the key ability for each skill) are Balance, Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Points at 1st Level

(4 + Int modifier) ×4.

Skill Points at Each Additional Level

4 + Int modifier

Level BAB​
Fort Ref Will​
Special​


1st +1​
+2 +0 +0​
Fast movement, illiteracy, fury 1/day​
2nd +2​
+3 +0 +0​
Uncanny dodge​
3rd +3​
+3 +1 +1​
Trap sense +1​
4th +4​
+4 +1 +1​
Fury 2/day​
5th +5​
+4 +1 +1​
Improved uncanny dodge​
6th +6/+1​
+5 +2 +2​
Trap sense +2​
7th +7/+2​
+5 +2 +2​
Damage reduction 1/—​
8th +8/+3​
+6 +2 +2​
Fury 3/day​
9th +9/+4​
+6 +3 +3​
Trap sense +3​
10th +10/+5​
+7 +3 +3​
Damage reduction 2/—​
11th +11/+6/+1​
+7 +3 +3​
Greater fury​
12th +12/+7/+2​
+8 +4 +4​
Fury 4/day, Trap sense +4​
13th +13/+8/+3​
+8 +4 +4​
Damage reduction 3/—​
14th +14/+9/+4​
+9 +4 +4​
Iron mind​
15th +15/+10/+5​
+9 +5 +5​
Trap sense +5​
16th +16/+11/+6/+1​
+10 +5 +5​
Damage reduction 4/—, Righteous fury 5/day​
17th +17/+12/+7/+2​
+10 +5 +5​
Relentless fury​
18th +18/+13/+8/+3​
+11 +6 +6​
Trap sense +6​
19th +19/+14/+9/+4​
+11 +6 +6​
Damage reduction 5/—​
20th +20/+15/+10/+5​
+12 +6 +6​
Mighty fury, fury 6/day​

Class Features

All of the following are class features of the hao han.

Weapon and Armor Proficiency
A hao han is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex)
A hao han frequently finds himself on the wrong end of the law and forced to flee for his life ahead of the local authority. As a result, his land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the hao han’s speed because of any load carried or armor worn.

Fury (Ex)
A hao han can channel the anger he feels at injustice and oppression into his martial arts a certain number of times per day. In this state of righteous anger, he temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases his hit points by 2 points per level, but these hit points go away at the end of the fury when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While using this ability, he is so focused on punishing an opponent that he cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise and metamagic feats. This state of fury lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier and can be ended prematurely if necessary. Upon expiration, the character loses all modifiers and restrictions, becoming fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

This ability can be used only once per encounter. At 1st level it can be used once per day. At 4th level and every four levels thereafter, it can be used it one additional time per day (to a maximum of six times per day at 20th level). Activating this ability takes no time itself, but it can only be done during the character's action, not in response to someone else’s action.

Illiteracy: Hao han often do not have the time to learn the art of reading and writing, though they may spend 2 skill points to gain the ability to read and write all languages that they are able to speak.
A hao han who gains a level in any other class automatically gains literacy. Any other character who gains a hao han level does not lose the literacy he or she already had.

Uncanny Dodge (Ex)
At 2nd level, a hao han's steady nerves allow him to retain his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a hao han already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Trap Sense (Ex)
Starting at 3rd level, a hao han's battle-honed reflexes grants him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three hao han levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex)
At 5th level and higher, a hao han becomes so accustomed to the chaos of battle that he can no longer be flanked. This defense denies a rogue the ability to sneak attack the hao han by flanking him, unless the attacker has at least four more rogue levels than the target has hao han levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Damage Reduction (Ex)
At 7th level, a hao han has spent so much time bursting through walls, tumbling through windows, and charging through doors that he has grown resilient to physical attacks and gains Damage Reduction. Subtract 1 from the damage he takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three hao han levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Fury (Ex)
At 11th level, a hao han’s devotion to justice is so great that his bonuses to Strength and Constitution during his fury each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2 so as to give the enemy a faint glimmer of hope at victory, which will only be brutally crushed by the hao han's mighty fists.

Steel Mind (Ex)
While in a righteous fury, a hao han of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells due to being just that angry over injustice. This bonus stacks with all other modifiers, as it damn well should.

Relentless Fury (Ex)
At 17th level and higher, a hao han's tireless devotion to justice prevents him from becoming fatigued at the end of his righteous fury. This often strikes fear into the hearts of bad men everywhere, as there is absolutely nothing preventing a swift beating from being delivered to their respective faces.

Mighty Fury (Ex)
At 20th level, a hao han’s belief in righteousness is such that bonuses to Strength and Constitution during his righteous fury each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2. In addition, anyone who is an enemy of honor, valor, and justice through the land immediately soils their clothing when this ability is activated.
[/sblock]
 
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Alternate Class Features

[sblock]Snake in the Eagle's Shadow
Replaces: The Ride skill.
Level 1 benefit: A nimble hao han may decide to forego mounted combat training in favor of learning acrobatic maneuvers. He loses the Ride skill, but gains the Tumble skill in its place.

Fist of Legend
Replaces: Medium armor proficiency, medium shield proficiency, and martial weapon proficiency.
Level 1 benefit: A hao han who had forgone advanced armor and weapon training in favor of beating people senseless with his bare hands gains the Improved Unarmed Strike feat even if he does not meet the prerequisites and the Two-Weapon Fighting when fighting unarmed.
Level 6 benefit: He gains the Improved Two-Weapon Fighting when fighting unarmed.
Level 11 benefit: He gains the Greater Two-Weapon Fighting when fighting unarmed, and a reduction in penalty for improvised weapons from -2 to -4.

Fists of Fury
Replaces: Fast movement.
Level 1 benefit: When a hao han decides that he has had enough of running and would rather face down his opponents in a manly fashion, he may learn to use the Fists of Fury technique, which trades speed for the ability to make a full attack at the end of a charge.

Black Whirlwind
Replaces: Fury, all later improvements to that class feature, and indomitable will.
Level 1 benefit: A hao han who prefers to beat up his enemies with a flurry of blows may choose an alternate martial technique known as the black whirlwind, which enables him to strike faster and temporarily gain a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While using the black whirlwind technique, the hao han may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity that might make before his next action.

Black whirlwind is otherwise identical to the standard fury in all other ways. At 11th level (when a standard hao han gains righteous wrath), the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. At 20th level (when a standard hao han gains mighty wrath), the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.

A hao han using this variant doesn’t gain steel mind at 14th level. Instead, he gains evasion, but only while using the Black Whirlwind technique.

This ability cannot be used with fury, rage, whirling frenzy, or any similar ability.

Kung Fu Hustle
Replaces: Fury, all later improvements to that class feature, and indomitable will.
Level 1 benefit: Once per day, the hao han can enter a state of adrenaline-fueled anger, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet).

He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check.

While using hustle, the hao han cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. The hustle lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The hao han may prematurely end his state of ferocity. At the end of the hustle, he loses the hustle modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level hao han, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened reduce the penalties to -1, but do not remove them entirely.

The hao han can invoke hustle only once per encounter. At 1st level he can use this ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level).

Greater Hustle: At 11th level, his bonuses to Strength and Dexterity during hustle each increase to +6. In addition, the duration of his hustle increases to 5 + your Constitution modifier (if positive).

Eight Trigram Steps: At 14th level, while in a state of hustle, he gains a +1 dodge bonus to Armor Class and Reflex saves.

In addition, while in a state of hustle, the hao han can stand from prone as a swift action that does not provoke attacks of opportunity. If a foe that threatens him has a base attack bonus that is 4 points or more higher than his hao han level, however, she gains an attack of opportunity as normal. (These abilities replace steel mind.)

Relentless Hustle: At 17th level, the duration of his hustle increases to 6 + his Constitution modifier (if positive), and he no longer become sickened at the end of his hustle. In addition, the dodge bonus granted by his eight trigram steps ability becomes +2.

Unstoppable Hustle: At 20th level, the hao han's bonuses to Strength and Dexterity during hustle each increase to +8.

Wolf Fang Fist
Replaces: Uncanny Dodge, Trapsense, Improved Uncanny Dodge
Level 2 benefit: A hao han who chooses to learn the Wolf Fang Fist gains the Improved Trip feat, even if he does not meet the prerequisites.
Level 5 benefit: Like a wolf, the hao han may now track down his enemies so as to deliver unto them a harsh and bloody vengeance. He gains Track as a bonus feat.

Sticky Fingers
Replaces: Trapsense
Level 3 benefit: A cunning hao han may decide that it is better to neutralize traps with his hands rather than his body. He learns to use his Survival skill to find mundane traps and can disable them with an attack roll if the result is equal to the DC to disarm the trap.

Iron Monkey
Replaces: If you select this class feature, you do not gain Iron Shirt at 7th level, or any of the improvements to damage reduction at higher levels.
Level 7 benefit: The hao han learns the Iron Monkey technique, which allows him leap across the battlefield in a dance of death.
At 7th level, the critical threat range of any charge attack he makes, or any attack he makes against a flat-footed foe, increases by 1. (Thus, a greataxe would threaten a critical hit on a roll of 19 or 20.) This ability stacks with the Improved Critical feat or the keen weapon enhancement.
At 10th level, the hao han can make a single turn, up to 90 degrees, during a charge.
At 13th level, the hao han can charge through squares occupied by his allies or by noncombatants.
At 16th level, the hao han can move up to four times his speed when making a charge attack, rather than double.
At 19th level, the hao han acquires a "cleaving charge." If he drops an opponent on a charge attack, and he has at least 10 feet of movement remaining, he can immediately make a new charge attack against a second foe. If he drops that foe and still has movement remaining, he can charge a third, and so on until he either fails to drop a foe, or runs out of movement. All the other standard rules for a charge attack still apply, including the fact that he must have at least 10 feet of distance to make the charge.
Even if he somehow gains the ability to make multiple attacks on a charge (such as by using fists of fury), he must drop the foe on the first attack to use this ability. Similarly, he cannot use this ability and Cleave or Great Cleave in the same round. [/sblock]
 
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Hmmm...


[ame=http://www.youtube.com/watch?v=pOW5hcbnxzk&feature=youtube_gdata_player]Axe Gang Dance Scene From Stephen Chow's "Kung Fu Hustle" - YouTube[/ame]
 

I was thinking more along the lines of this:

[ame=http://www.youtube.com/watch?v=-0PYU9HucSc]The Water Margin[/ame]
 
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I love how you can multiclass this Monk variant with Barbarian for Rage+Fury! Also, taking the Lion Totem Barb variant allows you to keep Fast Movement from Hao Han Monk!


:p:p:p


[also, I'd totally XP you, but it seems you're just too awesome right now]
 


You can XP me now.

So you have created a 'monk' barbarian?

Not really seeing the uniqueness here... It is quite possible that I am missing some large piece, but the ACFs seem to be the determining factor. Other than something to dip into without alignment restrictions to gain a bunch of top-end melee abilities... What is the crunch 'point' of this class?

Again, not trying to be mean or crappy, just not seeing where this class fits within other than as something someone dips in for combined Rage/psuedo-Rage cheese and gaining a bunch of abilities cheaply in the first-class dip (I trade (usually) auto-learn full BAB feats to gain twf/IUS/Imp. Improvised Weapon? Or any number of the other ACFs...

Slainte,

-Loonook.
 

You can XP me now.

Nope, have to spread some around...



So you have created a 'monk' barbarian?

Not really seeing the uniqueness here... It is quite possible that I am missing some large piece, but the ACFs seem to be the determining factor. Other than something to dip into without alignment restrictions to gain a bunch of top-end melee abilities... What is the crunch 'point' of this class?

Again, not trying to be mean or crappy, just not seeing where this class fits within other than as something someone dips in for combined Rage/psuedo-Rage cheese and gaining a bunch of abilities cheaply in the first-class dip (I trade (usually) auto-learn full BAB feats to gain twf/IUS/Imp. Improvised Weapon? Or any number of the other ACFs...

Slainte,

-Loonook.

The point is that it's a joke, but a meaningful one. With so many Monk and Fighter 'fixes' going around, Dandu's post is meant to show that good material already exists. As long as we're ready to re-fluff existing rules material, there's no need for homebrew, or for complaining about game balance.
 

So you have created a 'monk' barbarian?

Not really seeing the uniqueness here... It is quite possible that I am missing some large piece, but the ACFs seem to be the determining factor. Other than something to dip into without alignment restrictions to gain a bunch of top-end melee abilities... What is the crunch 'point' of this class?

Again, not trying to be mean or crappy, just not seeing where this class fits within other than as something someone dips in for combined Rage/psuedo-Rage cheese and gaining a bunch of abilities cheaply in the first-class dip (I trade (usually) auto-learn full BAB feats to gain twf/IUS/Imp. Improvised Weapon? Or any number of the other ACFs...

Slainte,

-Loonook.

The%20Matrix%20_DivX_%20149_0001.jpg


I am trying to free your mind.
 

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