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Pup's page
Organized Play Member. 19 posts. No reviews. No lists. No wishlists. 1 alias.
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I actually have a list of such characters, with the idea that they'd all be in a party together.
- Samsaran monk forsaker, vow of poverty, crane style
- Skinwalker alchemist
- Maenad vitalist mender
- Strix barbarian
- Fetchling oracle, dark tapestry mystery, deafened

The witch will be in the second pathfinder core rulebook, by the way. You can download the new classes in pdf for free from the pathfinder store.
Bounty Hunter seems more like a prestige class to me. And on a lot of levels, it seems like its basically an urban ranger.
I have yet to see a good psionic character for PF, and that would make me very happy. Problem is you'd really be dealing with a whole extra subdivision of magic, and thus you'd need to come up with a whole lot of new spells, as well as a unique spells per day/caster level dynamic, one that fits the roleplaying elements associated with psychic abilities. On that tip, a psionic monk would be f-in' ill.
As far as a finesse fighter, I think rogue and monk kinda have that squared away. But that's just me.
One thing I'd really like to see is a sort of technology driven class. The gnome who invents helpful little gadgets to aid his party, the blacksmith that makes powerful constructs to fight for him. Something like that would be fun. A little bit like an alchemist I suppose(once again, in the second core rulebook).
So that's my two cents.
Xpltvdeleted wrote: d12 HD should have full BAB to go with it or you should back down HD to d8 IMO. 3.X had some weird variations from this model, but PF seems to have standardized it (unless i missed something). apparently you did ;) both the HD and BAB I took right from the Dragon Disciple prestige class in the pathfinder core rulebook. I think for that prestige class, they saw it more as a way to improve a sorcerer's natural defenses, and I see it the same way for my monk. Sort of as a way to give him some natural abilities so that I'm not just some a&+++~$ punching stuff all the time. Don't get me wrong, I love playing a monk, but once you reach level 20, what do you do? Multi-classing can be a b@~$* for a monk
Louis IX wrote: I like this. It has a similar feel the Dragon Disciple gives off... without the obvious link with a Sorcerer Bloodling. It could be done by adding a few "+1 CL" spread along the PrC levels. With the special mentions that any Sorcerer/Infernal Warrior combo must require the Sorcerer to have the bloodline, of course. I honestly created this class out of frustration of not being able to find a good prestige class for my lawful evil tiefling Monk. Thats why I avoid the caster level/bloodline stuff, so that this could be a good class for any lawful evil character with infernal connections in some form or another.
Jonathon Vining wrote: I disagree. I think tiefling/aasimar work just fine as-is. I definitely don't think they somehow need to be able to use all martial weapons as some manner of racial ability.
Although I'd allow planetouched PCs as written, a lot of people here seem to think they're overpowered, based on some threads I've seen. So this stance that they're too weak seems quite unwarranted.
I definitely concur. I'm playing a tiefling monk right now, and at level four he is easily the most powerful member of the party. Darkness once per day really comes in handy when trying to make a quick escape, and the elemental resistance accentuates his frontlines value. Although, playing a monk I have little to no need for martial weapon proficiency. Maybe it would have been different had I chosen another class
Eyolf The Wild Commoner wrote: Oh, and my post was Minsc from Baldur's Gate. caught that. "SQUEEKY WHEEL GETS THE KICK, RIGHT BOO" or maybe a little "FULL PLATE AND PACKING STEEL!"
very cool, but i might make the alignment any lawful
I like it a lot. Monk and Barbarian are my favorite classes and you've rather deftly combined them. oooh, you could use this class for a were-gorilla. That'd be badass

INFERNAL WARRIOR
Some individuals are born, for whatever reason, with infernal blood running through their veins. This makes them instant outcasts in most circles in the Material Plane, though not all with this unholiest of afflictions allow it to become their identity. However, a person touched by the fires of Hell may choose to embrace this influence and use its power in an attempt to return to their rightful place as a corrupter of mortal souls and bringer of death and destruction to the mortal realm. Such a person is likely very ambitious as well as awestruck by the incredible power of the highest orders of devilkind. This manner of person may choose to become an infernal warrior in order to reflect this desire to “return home” to his rightful place among the other denizens of the Hellfire.
Role: An infernal warrior is a natural born killer, and delights in the suffering of others. This bloodlust makes him a helpful ally on the battlefield, but perhaps not the best traveling companion on many other fronts. A skilled leader and loyal servant, your value to an infernal warrior is as good as your use to him as a minion or guide, and he will not hesitate to dispense of you if it is convenient or you slight him too grievously in his eyes. However, he believes he will eventually become immortal, so will be very patient in planning his treachery or revenge. Bide your time, but be wary.
Alignment: As a servant of the pit, an infernal warrior’s alignment should reflect his respect for the authority of higher devils as well as his commitment to the corruption of mortal souls. Therefore for a character must have a Lawful Evil alignment to become an infernal warrior.
Hit Die: d12
Requirements:
To qualify to become an infernal warrior, a character must fulfill all the following criteria.
Race:[b] Any non-outsider
[b]Skills: Knowledge (planes) 5 ranks, Intimidate 5 ranks.
Languages: Infernal.
Class Skills:
The infernal warrior’s class skills (and the key ability for each skill) are Diplomacy (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Perception (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks at Each Level: 4 + Int modifier.
Class Features:
All of the following are class features of the infernal warrior prestige class.
Weapon and Armor Proficiency: Infernal warriors gain no proficiency with any weapon
or armor.
Fiendish Blood: An infernal warrior may cast scorching ray as a spell like ability a number of times per day equal to his levels of infernal warrior and with a number of rays equal to half his levels of infernal warrior for a max of 3. Also, he gains fire- electrical- and cold- resistance/-20.
Natural Armor Increase (Ex): As his skin thickens, an infernal warrior takes on more and more of his progenitor’s physical aspect. At 1st, 4th, and 7th level, an infernal warrior gains a +1 increase to the character’s existing natural armor (if any). These armor bonuses stack.
Ability Boost (Ex): As an infernal warrior gains levels in this prestige class, his ability scores increase. He gains a +2 bonus to Strength at level 2, a +2 bonus to Wisdom at level 4, a +2 bonus to Constitution at level 6, and a +2 bonus to Charisma at level 8.
These increases stack and are gained as if through level advancement.
Hellish Assistant (Su): At 3rd level, an infernal warrior may summon any non-chaotic but evil creature to become his assistant. This choice cannot be changed later. The creature he chooses must have 6 hit die or less and an intelligence score of at least 4. Should this assistant die, he may re-summon it once per day, but not on the day it died.
Unholy Climbing (Ex):[b] At 2nd level an infernal warrior gains spider climb as a permanent trait, as per the spell Spider Climb.
[b]Burst of Wickedness (Ex): At 5th level an infernal warrior gains to the ability to cast Unholy Blight as a spell-like ability 3 times/day. Treat his level of this prestige class as his caster level.
urse This Place (Ex): At 6th level an infernal warrior may cast Unhallow as a spell like ability once per day. Treat his level of this prestige class as his caster level.
Hell, Sweet Hell (Ex): At 7th level an infernal warrior may visit the Infernal Plane as per the spell Phase Shift once per day, in addition to the return trip. Though his ability to pinpoint where on the Infernal Plane he arrives remains inaccurate, he can always return to the precise spot where he left the Material Plane, if he chooses.
Trap the Soul (Ex): At 8th level, an infernal warrior gains the ability to cast Trap the Soul as a spell like ability once per day. Treat his level of this prestige class as his caster level.
Wings (Su): At 9th level an infernal warrior can sprout leathery, bat-like wings as standard action. These wings grant him the ability to fly at a speed equal to his base speed with average mobility.
Hell’s Embrace (Ex): At 10th level, an infernal warrior has truly become lesser devil, and is treated from then on as an infernal outsider. He gains complete immunity to fire and the ability to use a Hellfire breath weapon every 1d6 rounds. This attack does 5d6 fire damage and 5d4 unholy damage in either a 30 foot cone or 60 foot line.
Level _BAB _Fort _Ref __Will __Special Abilities
1 ____+0 ___+1 ___+0 ___+1 __Fiendish Blood, Natural Armor(+1)
2 ____+1 ___+1 ___+1 ___+1 __Spider Climb, Ability Boost(Str +2)
3 ____+2 ___+2 ___+1 ___+2 __Hellish assistant
4 ____+3 ___+2 ___+1 ___+2 __Natural Armor(+1), Ability Boost (Wis +2)
5 ____+4 ___+3 ___+2 ___+3 __Burst of Wickedness
6 ____+4 ___+3 ___+2 ___+3 __Curse This Place, Ability Boost (Con +2)
7 ____+5 ___+4 ___+2 ___+4 __Hell, Sweet Hell, Natural Armor (+1)
8 ____+6 ___+4 ___+3 ___+4 __Trap the Soul, Ability Boost (Cha +2)
9 ____+6 ___+5 ___+3 ___+5 __Wings
10 ___+7 ___+5 ___+3 ___+5 __Hell’s Embrace
Maeloke wrote: While we're talking about APG classes, what of the alchemist? The opportunities for self-buffing and healing are pretty ludicrous, and with the right discoveries *cough*mutagen*cough you'll put barbarians to shame.
I have no idea how you'd explain the alch/monk gestalt with regards to character identity, so that might be an issue.
Oh hang on... science + fisticuffs = Sherlock Holmes!
Badass. That's a good idea. I've been eyeballing the witch for a similar purpose
Abraham spalding wrote: Monk/cleric would be better than both of those... Monk/ Druid would probably work well too. I've found monk/cleric to be a bit... cumbersome, somehow. I've had fun with monk/wizards and monk/sorcerers before though, so maybe I just need to re-analyze my approach. I don't see monk druid at all though. They seem like fairly conflicting archetypes to me.

Felgoroth wrote: MolotovH wrote: Except ... no. "Drunken Boxing" is not low-brow drug humor. It's a style that emulates the swaying movements of a drunken man in order to throw opponents off-guard. It doesn't actually involve getting drunk.
Wikipedia article on Drunken Boxing
The Drunken Master prestige just takes some liberties with the name, as any good "themed" PrC is wont to do.
Still, this does look like a pretty good conversion for a humor campaign, so ... good job, if that was the intent. :-)
I realize Drunken Boxing is a actual style but how many Drunken Boxing or Zui Quan schools do you see? Most people that practiced it back in "medieval" China were laughed at, even if they beat people in fights they were still called drunkards and looked down upon and I'm pretty sure it would be the same case if you did it today. Although anyone that watches martial arts movies or plays D&D or likes anime might have a middle school crush on you.
I will have to say about the Green Monk I don't really think anyone will choose a penalty to dexterity when they smoke because even though you can boost your hit points or AC (with the bonus to wisdom) I don't think anyone's going to give them self a -10 to dex for a +10 to wisdom. I might also make suggest making the amount you can smoke equal to half your Green Monk levels because a -20 to an ability score is going to make you fall unconscious (most likely), yes this is something that can happen when you smoke weed but a +20 to an ability score is quite a big boost to an ability score even if it takes 10 move actions (or 5 full-round actions giving up your standard action) to get to. The Drunken master gave you a -2 penalty to 2 ability scores and a +2 to 1. Part of the purpose of that trait is that its a gamble, and maybe a bit of a trade off. Of course using any substance as performance enhancer is a mixed blessing, and I was trying to reflect that. I was just trying to pick abilities that worked well with the assets that a monk already has. Maybe a good change would to make the smoking give a bonus to your ki pool or something instead?
The real trouble is mixed campaigns, where you have PCs of different alignments trying to work together. The evil characters just want to do their thing, and the good characters just want to keep the evil characters from doing just that. This is especially problematic with good characters like druids, paladins, and cleric. Rogues, fighters, barbarians, monks, bards and arcane spellcasters have enough in common that they can focus on the tasks at hand and accept a little moral ambiguity. But druids paladins and clerics have too much attachment to their respective causes to leave the evil characters well enough alone. As soon as your lives cease to be mutually dependent, a blood bath likely ensues, the good and evil characters sick of each others crap. Only neutral characters get to sit back in awe, although I suppose that's the advantage of neutrality
MolotovH wrote: Except ... no. "Drunken Boxing" is not low-brow drug humor. It's a style that emulates the swaying movements of a drunken man in order to throw opponents off-guard. It doesn't actually involve getting drunk.
Wikipedia article on Drunken Boxing
The Drunken Master prestige just takes some liberties with the name, as any good "themed" PrC is wont to do.
Still, this does look like a pretty good conversion for a humor campaign, so ... good job, if that was the intent. :-)
At it's initial inception, it was meant to be serious. As i started to actually piece together the elements, it became all too obvious that it couldn't be take seriously. And what wrong with the occasional low-brow humor?
I'm just not sure what class would most benefit from taking this prestige class. It really sounds more like a creature to me.

Murkmoldiev wrote: Funny but socially irresponsible. This stoner monk would get bashed as his reflexes would be caned.
But hey maybe in a make believe world , drugs actually help you .
In which case, the class is RAD !
How is this anymore socially irresponsible than a drunken master class? Isn't pathfinder a make-believe world? And next time you have a headache, or get surgery, or watch some juicer football player crush his opponent, try and tell me drugs can't be helpful. Harmful, definitely, but appropriately applied to the right situation, helpful.
tallforadwarf wrote: A Wisdom bonus for a stoner is laughable! Nice comedy piece.
Peace,
tfad
Yes, a bonus to wisdom as we know it would be laughable. But in the world of a roleplaying game such as this, wisdom more closely represents values like patience, planning and concentration. Definite stoner traits. Plus, it works nicely with the monks wisdom bonus to AC.
Tanis wrote: BWAHAHAHAHA fkn funny man!
You forgot a class feature tho:
Munchies(Ex): 10 rounds after smoking a joint a Green Monk enters a food-frenzy for 2d6 rounds. He is drawn to any food within a 30ft radius and gains +10 blinker bonus to sleight of hand checks made to lift food from a person. Should there not be food within 30ft. the Green Monk gains a Bite natural attack and treats all creatures as if they were a roast lamb.
Oh man, I should have thought of that! That's way better than the fatigue thing I came up with.

I'm involved a very interesting evil-party dynamic right now. Each of the PC's chose their alignment and class without each other's knowledge, and the end result is a LE Half-orc Monk(myself), a NE Halfling bard, a CN elven wizard, and a LG human ranger. Now, we've just started this campaign, but I think it holds quite a bit of potential. Don't forget, alignments can theoretically be changed. As the campaign started, we were in a prison and 200 miles from any sort of civilization. Instantly, a "we're all in this together" dynamic took place. Now it's turned into a "let's peer pressure this goody two-shoes into not being such a square" dynamic, and that's been fun. My half-orc's skills with intimidation(improved intimidation was a good choice of feats) and LE alignment and the NE bard's silver tongue and charming, non-threatening demeanor have created a "good cop, bad cop" team that's ridiculously fun to roleplay, while our wizard sits back and relishes the chaos of the whole thing. It's like a sit-com, only with giant insects, drakes, and undead. So that's an example of a good mixed alignment campaign.

I'm sure you've all seen the "drunken master" prestige class by now, and per my fellow players request, I've re-tooled it to be a pot-smoking monk class. I'm especially happy with the capstone ability, but I'm open to any suggestions. My 7th level monk just took this class, so we'll see where it goes.
GREEN MONK
Hit Die: d8.
Requirements
To qualify to become a Green Monk, a character must
fulfill all the following criteria.
Skills: Acrobatics 5 ranks.
Feats: Dodge, Improved Unarmed Strike(or the monk’s unarmed strike ability).
Special: Flurry of Blows ability; Evasion ability
Class Skills:
The Green Monk’s class skills (and the key ability for each skill) are Acrobatics(Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Stealth (Dex), Sleight of Hand (DEX), Perception (Wis), Diplomacy (Cha), Profession: gardener(Wis), Profession: herbalist(Wis), Perform (Cha), Sense Motive (Wis), and Swim(Str)
HD: d8, Skill Points at Each Level: 4 + Int modifier.
If the character in question has any level of monk then the Green Monk prestige class stack with the monk level in regards to unarmed damage and flurry of blows, but not other abilities are gain in this way.
Level__Fort___Ref____Will_____Special
1______ +0____ +1_____ +0_____ Smoke like a Chimney, improvised weapons
2______ +1____ +1_____ +1_____ Expedient Saunter
3______ +2____ +2_____ +1_____ Stoned Sway
4______ +3____ +2_____ +1_____ AC bonus +2, improved improvised weapons
5______ +3____ +3_____ +2_____ greater improvised weapons
6______ +4____ +3_____ +2_____ Improved Feint
7______ +5____ +4_____ +2_____ Improved Grapple
8______ +6____ +4_____ +3_____ For medicinal purposes
9______ +6____ +5_____ +3_____ AC bonus +4, corkscrew rush, superior improvised weapons
10_____ +7____ +5_____ +3_____ Puff of Smoke
Class Features
All of the following are class features of the Green Monk prestige class.
Weapon and Armor Proficiency: Green Monks gain no proficiency with any weapon or armor, except that they are always proficient with their improvised weapons and shields.
Smoke like a Chimney (Ex): A Green Monk’s body handles herb differently from other people’s. He can smoke a joint as a move action. Every joint he consumes during combat reduces his Dexterity or Intelligence by 2 points, but increases his Wisdom or Constitution by 2 points, as the characters choice. A Green Monk may benefit from a number of joints equal to his class level. The duration of both the penalty and the
bonus is a number of rounds equal to the character’s Green Monk’s level + Wisdom bonus + 3. At the end of this bout of stoned prowess the Green Monk is still stoned but can start the bonus up again by “Maintaining the High”, regaining the previous bonus. However, after the duration is over the Green Monk gains fatigued status. If at this point the Green Monk “Maintains some more” he gains his bonuses back once more but still sufferers the fatigue status penalties and after the duration his status changes to exhausted. If the Green Monk dares to “Maintain” even more for the same duration, after the duration ends he falls asleep.
Improvised Weapons (Ex): While bongs and pipes are a Green Monk’s preferred improvised weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A Green Monk’s improvised weapon deals as much damage as his unarmed strike plus an extra 1d4 points. Most improvised weapons deal bludgeoning damage, although some (a broken glass bottle, for example) would deal piercing or slashing damage. A Green Monk can also throw an improvised weapon for damage equaling the extra damage it would receive as a melee weapon. When a Green Monk rolls a natural 1 on an attack roll while using an improvised weapon, that weapon breaks apart and becomes useless. Lastly, improvised weapons in a Green Monk’s hands are considered a special monk weapon for purposes of using it with flurry of blows.
Expedient Saunter (Ex): By zigzagging, stumbling, and staggering, a Green Monk of 2nd level or higher can make a charge attack that surprises his opponents. This ability has two beneficial aspects: First, the charge need not be in a straight line, even though the character can still move up to twice his speed. Second, if a Green Monk makes a DC 15 acrobatic check before beginning a charge, his movement through threatened squares provokes no attacks of opportunity.
Stoned Sway (Ex): At 3rd level, a Green Monk knows how to weave and bob during an attack, making him more difficult to hit. The character gains a +2 dodge bonus to Armor Class against any one opponent he chooses during his turn.
AC Bonus (Ex): At 4th level, a Green Monk gains a +2 bonus to Armor Class. This bonus improves to +4 at 9th level.
Improved Improvised Weapons (Ex): A Green Monk of 4th level or higher can use long improvised weapons (such as ladders) as reach weapons according to their length. In addition, flexible objects like clothing or towels may be used as improvised grappling weapons, granting a +4 bonus to grapple checks. Finally, large objects with broad, flat surfaces (such as tables) can be upended to become improvised tower shields. Lastly, any improvised weapons weighing less than five pounds are considered to be a light weapon.
Greater Improvised Weapons (Ex): At 5th level and higher, a Green Monk wielding an improvised weapon deals an extra 1d8 points of damage instead of 1d4. In addition improvised weapons weighing less than ten pounds are considered light weapons.
Improved Feint (Ex): A Green Monk who attains 6th level gains Improved Feint as a bonus feat even if he does not meet the prerequisites.
For Medicinal Purposes (Sp): At 8th level, a Green Monk gains the ability to convert a single joint he has smoked into a single potion of cure moderate wounds, as if he had just drunk a dose of the potion. To use this ability, the character must be under the effect of a joint (see Smoke like a Chimney, above). When he converts one joint into one dose of the potion, his ability scores change (-2 to Constitution or Wisdom, +2 to Intelligence or Dexterity) as if the duration of the alcohol’s effect had expired. This ability can be used up to three times per day. It is a standard action that does not provoke an attack of opportunity. This however will not remove a fatigue or exhausted status.
Corkscrew Rush (Ex): A Green Monk of 9th level or higher can perform this maneuver, leaping forward and twisting his body in midair as he attempts to head-butt an opponent. When making a charge attack he can, in addition to dealing normal damage, initiate a bull rush (without provoking an attack of opportunity). If the bull rush attempt succeeds, the opponent is stunned unless she makes a Will save (DC 10 + the Green Monk’s class level + the
Green Monk’s Wis modifier). However, if the bull rush attempt fails, the Green Monk lands prone in front of the opponent.
Superior Improvised Weapons (Ex): At 9th level and higher, a Green Monk wielding an improvised weapon deals an extra 1d12 points of damage instead of 1d8.
Puff of Smoke (Sp): A Green Monk who attains 10th level gains the ability to fill a small room or area with smoke, blinding all in it except for the Green Monk, whose eyes are used to the haze. A Green Monk can do this a number of times per day equal to his half his levels of Green Monk. The area of smoke fills a 30-foot radius sphere around the monk, which follows him wherever he goes and last for a number of minutes equal his Constitution modifier.
Multiclass Note: A monk who becomes a Green Monk may continue advancing as a monk.
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