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Isida KepTukari

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Isida Kep'Tukari
Note: This class uses feats from Oriental Adventures.

The Isida Kep'Tukari are those monks that have devoted their lives to becoming living weapons. Forsaking the path of purity that leads many monks to becoming outsiders, they strive for perfection of the here and now. They are a great deal more down-to-earth and understandable than other monks, speaking in simpler terms.

Many of the Isida Kep'Tukari are humans, and nearly as many are dwarves. Embracing a style of up-close and personal combat, reveling in strength, power, and cunning, the Isida Kep'Tukari can hold on their own even in the most brutal of combat. Because of their emphasis on strength, the Isida Kep'Tukari are often called the "Beloved of Kord".

The majority of the Isida Kep'Tukari are monks, or have some monk training. A few fighters or barbarians also find the path of the Isida complementary to their own fighting styles.

Requirments:
To qualify to become an Isida Kep'Tukari, a character must fulfill all the following criteria.
BAB: +5
Feats: Improved Unarmed Strike, Improved Grapple (OA), Earth's Embrace (OA), Choke Hold (OA)
Skills: Climb +10, Jump +10, Tumble +10, Escape Artist +10
Special: Ability to do at least 1d4 of normal damage unarmed.

Hit Dice: d12

Class Skills: Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Swim (Str), and Tumble (Dex).

Skill Points: 2 + Int mod per level

Level.....UBAB....Fort...Ref...Will...Special
1st.......+1.....+2.....+2....+0.....Forsake Steel, Cast Off the Turtle's Shell, Fists of Iron, Mighty Fists +1
2nd.......+2.....+3.....+3....+0.....Flying Kick, DR 1/-
3rd.......+3.....+3.....+3....+1.....Mighty Fists +2
4th.......+3.....+4.....+4....+1.....A Thousand Spider's Legs
5th.......+4.....+4.....+4....+1.....Eel's Skin, Mighty Fists +3, DR 2/-
6th.......+5.....+5.....+5....+2.....Strength of One
7th.......+6.....+5.....+5....+2.....Mighty Fists +4
8th.......+6.....+6.....+6....+2.....DR 3/-
9th.......+7.....+6.....+6....+3.....Mighty Fists +5
10th......+8.....+7.....+7....+3.....Death of One Hundred

Class Features:

Weapon and Armor Proficiency: The Isida Kep'Tukari gains no new weapon or armor proficiencies.

Forsake Steel: While most fighters and barbarians trust their weapons of forged metal or carved wood the Isida Kep'Tukari teach that your own body can become as steel, cutting down the greatest opponents. If an Isida Kep'Tukari uses a weapon, any weapon, it throws off her internal balance, denying use to her class abilities for 48 hours per Isida Kep'Tukari level.

Cast Off the Turtle's Shell: As with forsaking weapons, the Isida Kep'Tukari also forsake armor of any sort. The penalties for donning armor are the same as above, and stack with the penalties for using a weapon.

Fists of Steel: The Isida Kep'Tukari attacks only unarmed, so use table 3-10 in the PHB (pg. 38) to determine multiple attacks and unarmed damage. All monk levels stack with Isida Kep'Tukari levels for determining unarmed attack damage.

Mighty Fists (Su): The lists pluses give the Isida Kep'Tukari the ability to bypass damage reduction as if her fists were magical weapons of the listed bonus. This is not a true magical enhancement, as it does not give the listed bonus to attack or damage, it only allows the Isida Kep'Tukari to hit creatures with damage reduction.

Flying Kick: As the feat of the same name, from Oriental Adventures.

Damage Reduction (Ex): Grappling is one of the favored modes of attack of an Isida Kep'Tukari. However, it does carry its hazards if one bites off more than they can chew. The Isida Kep'Tukari gains the listed Damage Reduction.

A Thousand Spider's Legs (Ex): The Isida Kep'Tukari can make and maintain a grapple with the tenacity and skill of a spider. She gains a competency bonus equal to her level to grapple checks.

Eel's Skin (Ex): The Isida Kep'Tukari can wiggle out of even the tightest grasp. +4 to Escape Artist checks to wiggle out of a grapple.

Strength of One: The Isida Kep'Tukari is a tower of muscle. +2 inherant bonus to Strength.

Death of One Hundred: An Isida Kep'Tukari can fight even if dying or disabled (0 or up to -9 hit points). She can fight normally at 0 hit points and below, up to -10, where she dies normally. Also an Isida Kep'Tukari can choose to enter a display of fury if she drops below 0 hit points. She can go into a barbarian's rage, gaining all the bonuses and penalties. Unless she knows that help is on the way, this is usually the last act of one of these brave fighters. (3 times per day)
 
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MonkeyBoy prc

MonkeyBoys are those who have devoted themselves to the paths of simian kind.

MonkeyBoys focus on combat, and on making others look silly. Frequently
at the same time.

Note; this is by no means a power class :)

Pre Requisites:
BAB +5 or better
Wilderness Lore; 5 ranks
Bluff; 5 ranks

L BAB Special
1 +1 Monkey, Improved Unarmed Strike
2 +2 Batter, Brachiate
3 +3 Right Turn
4 +4 Gibber, Wrath of the Monkey
5 +5 Stunning Kiss
6 +6 Bad Monkey!

Monkey:
At first level the MonkeyBoy takes on the form of a monkey or
ape of the appropriate size. This change is permanent and once
the type of simian is set, it cannot be changed without magic.
The character gains the following benefits; ability to use their
feet as hands, with an effective dexterity of half their normal
score. Ability to survive on a diet consisting of 90% Bananas.
They do, however, lose the ability to communicate exceppt in a
series of "ooks".
Batter:
The monkey boy may make a flurry of blows attack, as per a monk.
Brachiate:
I believe there is a feat which does this in MotW - this grants
that feat.
Right Turn:
Once per day per level in the MonkeyBoy class. As a full round
action the character may make a single unarmed melee attack,
gaining +5 to hit and damage for that attack only. If the
MonkeyBoy is heavily inebriated, or if the MonkeyBoy has been mocked by
the target in the last 10 minutes of game time, they gain +1d6 damage
per class level. (creatures immune to criticals ignore this extra
damage)
Gibber:
As a full round action the MonkeyBoy may begin to gibber
incoherently, this is frequently accompanied by ill-coordinated
dancing and slapping of the ground plus plenty of grinning. All
within sight of the MonkeyBoy who have not witnessed this display
of silliness before must make Will saves (DC 10 + Cha Mod) or be
stunned for the following round. (use this ability only once per day)
Wrath of the Monkey:
Once injured in a melee combat, the MonkeyBoy may enter a Rage (as the
barbarian ability) this lasts only for the following round, and
the rage is only possible immediately after the first melee damage taken
in a combat. The MonkeyBoy is not fatigued after the rage round.
Stunning Kiss:
The MonkeyBoy plants a big, sloppy simian smacker on the victim.
The shock of this act stuns the victim for 1 round. The
MonkeyBoy must succeed in a melee touch attack to use this
ability.
Bad Monkey!:
As a final act of defiance against a world which mocks the
monkey, the MonkeyBoy flings poo at the victim. This ability may
only be used against a character that has mocked or disparaged the
MonkeyBoy. If the MonkeyBoy succeeds with a ranged touch attack,
the target suffers a -2 morale penalty to attacks and damage, and a -4
circumstance penalty to charisma until such time as they can wash
thoroughly. At the same time, the MonkeyBoy enjoys a +2 morale
bonus to attacks against the stinking victim.

Edit; I forgot the saves. MonkeyBoys don't get saves :D
 
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