'sokay with me, I've played with about a half dozen different gf/bf pairs, only once did it cause a problem. And i think that particular campaign would've had problems either way...
Anyways, so here's a run-down on that class I proposed. I don't have my actual notes with me (I'm kitchen staff at an oil camp, so I've been away from home for about 3 weeks), but I'm pretty sure I've got it all. (Also, I couldn't remember the name.. I had a really cool one, too...):
[sblock=PrC]
This PrC is basically about coming to a level of self control similar to what really good martial artists have.. Controlling your emotions, your reception of pain and damage, and even your death. It focuses on pushing the body beyond normal human (or humanoid) limits.
Requirements:
Race: Any but Construct, Ooze, Outsider, or Undead.
Skills: Concentration 8 ranks
Feats: Endurance
Other: BAB+4, Lawful alignment, Rage ability
Class Info:
Bab = 1/lvl.
Skills = 2/lvl
HD = d8
Saves = 'avg' (save bonus=half level, no good or bad saves)
Suggested Stats: Con, Wis.
Abilities:
LVL 1: Control State: Fury/Fear
LVL 2: DR 1
LVL 3: Control State: Fatigue
LVL 4: DR 2
LVL 5: Focus, Control State: Pain
LVL 6: DR 3
LVL 7: Control State: Emotion
LVL 8: DR 4
LVL 9: Control State: Death
LVL 10: Push the LimitDR 5
Damage Reduction: 1/2 level (round down). Your bodily self control helps you to slow your blood flow and to ignore some damage. This is twice as effective against Subdual damage (DR=level vs subdual)
Control States: Every odd level(starting at 1), the class gains the ability to control one of their 'states'.
lvl 1 : Fury&Fear - The first things you learn to control are the most basic instincts... Fear and Anger. You become immune to fear effects. In addition, even though you are Lawful, you regain use of any Rage ability you previously had, and your levels in this class stack with levels in barbarian (or other classes that have rage) for the purposes of determining your Rage effects and how often it can be used. Finally, you do not take the standard AC penalty when Raging. You know how to harness your anger in a cold and calculating way, rather than letting it control you.
lvl 3 : Fatigue - Soon, you learn how to push your body farther than most. You no longer become Fatigued normally, and anything that would make you Exhausted instead makes you fatigued. Your bonus from the Endurance feat increases by your class level. (EX: @ lvl 5 you would have a +9 bonus to any check/save that Endurance aids) You require 1 less hour of sleep or rest for each level in this class *This does not stack with magical sources such as a Ring of Sustenance which reduce the amount of rest you need, nor does it reduce the amount of time a spellcaster must wait before memorizing/readying new spells*. (At level 4, Elves require no rest, and at lvl 8 all others require no sleep. Also at level 8 you become immune to both Exhaustion AND Fatigue.
lvl 5 : Pain - Next, you learn to ignore the effects of Pain on your psyche and body. You become immune to pain based effects and damage (Such as torture, the spell "wrack", etc) as well as Stunning Effects.
lvl 7 : Emotion - Eventually, you learn to harness control over all of your emotions. You are no longer affected by anything that would influence your emotional state unless you choose to be (This includes Charm Person, Tasha's Hideous Laughter & Similar effects).
lvl 9 : Death - Finally, you become such a master of your own body that you can even delay or in some cases prevent your body from succumbing to the power of Death. Though this by no means makes you immortal, it is handy.
This ability has two functions:
First, whenever you are dealt damage that would reduce you to negative HP, you may make a Concentration check (DC = 10+your Negative HP) to stay conscious and functioning, ignoring the effects of the damage. This check must be made each round you remain in the negatives (At the beginning of your turn), and as normal every time you take an action while your HP are below 0, you take 1 additional damage.
EX: When reduced to -2 HP, you could make a DC 12 concentration check to remain functioning. You would then drop to -3, and if you took no more damage before your next action, you would be able to make another, DC 13 check.
There is no limit to how low you can sink with this ability, though if you ever fail a check, you succumb to the damage as normal (Meaning death if your HP are -10 or below). You can be healed as normal, meaning this ability could keep you alive long enough for an ally to aid you.
Secondly, whenever you are affected by a Saving throw vs a death effect (Or negative energy), you may substitute a Concentration Check for your saving throw. You may NOT take 10 on this concentration check, regardless of other abilities you have that would normally let you do so.
Focus: At 5th level, you become so focused on a task that once per day per Class level you may take 10 on any single d20 roll. This ability can only be used once in any round.
Push the Limit: At 10th level, the last thing you learn is to Push yourself beyond the normal limits of your body. While Raging, you gain +4 to Strength and Constitution (in addition to the normal benefits), and increase your speed by 10. These are NOT enhancement bonuses.
[/sblock]
So, what do you think? If there's minor problems with it, They can be adressed, but I've playtested it and it seems balanced.
Also, do you want more info on the half-orc Monk? His starting won't be dependant on whether he's later taking the PrC or not, so we don't have to wait till that's decided for me to do more work on him or come up with another concept if you don't think the half-orc would fit.
Eydis - Personally, I say go with the Ranger, but that's b/c I just don't like rogues.
What are your concepts for each of them and what role they would fill in a group?