Heir of the Monkey King (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing text throughout (and an example NPC).


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Scales.png This page is of questionable balance. Reason: If there "can only be one heir" then this is not a base class, it should be a prestige class.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Heir of the Monkey King
Rating: Not rated
(Rate this class)
Status: <-how close to completion->
Editing: Constructive edits welcome

Heir of the Monkey King[edit]

The person chosen by the Ruyi Bang, is considered the Heir of the Monkey King. Since there is only one staff, there can only be one Heir. The heir is chosen every millennium (1,000 years). After 1,000 years of wielding the staff the Heir ascends to Nirvana. At this time, the staff may lie in wait for centuries until it finds another worthy wielder.

Making an Heir of the Monkey King[edit]

The heir of the monkey king can come from any background, as long as they have a strong will. Strength, and Dexterity are important to make quick, agile strikes as well as being able to move quickly when causing trouble. Charisma helps in disguising yourself, as well as convincing others to do what you want them to.

Abilities: Strength, Dexterity, and Charisma.

Races: Almost any race can be chosen by the Ruyi Bang, as long as they have a strong will. Animalistic/Monster races are never chosen (Goblin, Dragon, etc)

Alignment: Never Evil, even though some tricks and pranks may harm others.

Starting Gold: 300 Gold.

Starting Age: Any.

Table: The Heir of the Monkey King

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 Heir of the King
2nd +2 +1 +3 +1
3rd +3 +1 +3 +1 Create Floating Weapon I
4th +4 +1 +4 +1 Fire Breath
5th +5 +2 +4 +2 Stoneskin I, Magic Nimbus
6th +6/+1 +2 +5 +2 Monkey's Uncle, Create Clone (1), Teamwork I
7th +7/+2 +2 +5 +2 Strength +1
8th +8/+3 +3 +6 +3 Change Size [Shrink]
9th +9/+4 +3 +6 +3 Create Floating Weapon II
10th +10/+5 +3 +7 +3 Stoneskin II, Ice Breath
11th +11/+6/+1 +4 +7 +4 Dexterity +1
12th +12/+7/+2 +4 +8 +4 Create Clone (2), Teamwork II
13th +13/+8/+3 +4 +8 +4
14th +14/+9/+4 +5 +9 +5 Change Size [Grow]
15th +15/+10/+5 +5 +9 +5 Stoneskin III
16th +16/+11/+6/+1 +5 +10 +5 Paralyzing Breath
17th +17/+12/+7/+2 +6 +10 +6 +1 Charisma
18th +18/+13/+8/+3 +6 +11 +6 Create Clone (3), Teamwork III
19th +19/+14/+9/+4 +6 +11 +6 +2 to any two stats
20th +20/+15/+10/+5 +6 +12 +6 Extra Feat

Class Skills 6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Concentration (Con), Listen (Wis), Hide (Dex), Jump (Str), Climb (Str), Disguise (Cha), Escape Artist (Dex), Tumble (Dex), Sense Motive (Wis) .

Class Features[edit]

All of the following are class features of the Heir of the Monkey King.

Weapon and Armor Proficiency: The Monkey King heir has proficiency with all simple and martial weapons as well as unarmed fighting. However, they only gain a bonus when using the Ruyi Jingu Bang. They are also proficient with light armor, and medium armor. It is not uncommon for an heir of the Monkey King to be of the 6th or 7th level before finding the staff.

Skills and Abilities[edit]

Heir of the King: As an Heir of the Monkey King, you gain quite a few perks. You no longer takes penalties to ability scores for aging and cannot be magically aged. You also gain +2 to Jump (Str), and Climb (Str).

Create Floating Weapon: You may not posses the magical fur of the Monkey King but you can still use some of his magic. You can create 2 floating weapons out of thin air. Each weapon is of average quality, and is made of steel. The weapons are controlled by the Heir, and can only move withing 10 feet of him/her. At level 1, you can summon Longswords (1d8), Shortswords (1d6), and Rapiers (1d6). When you attack, you add the damage of the summoned weapon(s) to your attacks if they hit. You add half of your melee attack roll to each weapons die roll.

At level 2, your list of summons adds Light Maces (1d6), Morningstars (1d8), and Sickles (1d6). It also allows you to create 4 weapons, and increases the range to 10 feet.

Stoneskin: The legend of the Monkey King states that he was born from a magical stone. This gives you a natural defense. level 1: +3 Natural Armor level 2: +4 Natural Armor level 3: +5 Natural Armor

Magic Nimbus: At 5th level, you gain the ability to summon a magical cloud called "The Magic Nimbus". When riding the Nimbus, you can move 120ft, as the Nimbus itself has its own move actions. You can attack while on the Nimbus, but because you need to focus to keep from falling, you lose -5 on attack rolls while riding the Nimbus. You can also bull-rush while on the Nimbus. Jumping on and off the Nimbus counts as a move action.

Monkey's Uncle: You are now a true disciple of the Monkey King. You have grown a tail to prove it to. You gain +5 to balance, and climb checks. You can also attack with your tail for 1d4 damage as a free action. Your tail can be grappled, but because it is small it has a +4 to grapple checks.

Create Clone: You can create clones of yourself to help you fight, flank, and distract enemies. Can be used 3/day.

At level 1 you can create 1 clone, which has HP equal to your DEX modifier +4d6. Damage dealt by clones is equal to [caster level]d6 (level 6, would be 6d6).

At level 2 you can create 2 clones, which has HP equal to your DEX modifier +8d6. Damage dealt by clones is equal to [caster level]d8 (level 12, would be 12d8).

At level 3 you can create 3 clones, which has HP equal to your DEX modifier +12d6. Damage dealt by clones is equal to [caster level]d10 (level 18, would be 18d10).

Teamwork:' Using your clones, you can string together a combo, but using the combo depletes the clones strength and destroys them. You need at least one clone, per level of teamwork. You cannot use level 3 teamwork with less than 3 clones, etc.

Level 1: your clone makes a grapple (DC 20 + BAB) on the target. If they succeed, you are allowed one full round attack on the target immediately. If they fail, you must make a concentration check to keep the clone in existence. If the target is Huge or bigger, The Heir must increase the size of the clone through their own skills, or someone else.

Level 2: One of your clone makes a grapple (DC 20 + BAB) on the target. If they succeed, you are allowed one full round attack on the target immediately and your second clone is allowed one standard attack immediately. If they fail, you must make a concentration check to keep the clone in existence. If the target is Huge or bigger, The Heir must increase the size of the clone through their own skills, or someone else.

Level 3: One of your clone makes a grapple (DC 20 + BAB) on the target. If they succeed, you are allowed one full round attack on the target immediately and your second and third clones are allowed one standard attack immediately.. If they fail, you must make a concentration check to keep the clone in existence. If the target is Huge or bigger, The Heir must increase the size of the clone through their own skills, or someone else.

Change Size: Changing your size is one of the many tricks the Monkey King's heir can use. You can either grow or shrink yourself or clones.

Shrink: Using shrink, drops you a size class each time you use it going as low as Tiny. Can be used 5/day.

Grow: Using grow, increases you a size class each time you use it as high as Huge. Can be used 5/day.

Breath Attacks: Focusing your Ki allows you to use some very effective breath attacks, mastered by the Monkey King.

Fire Breath: You focus your Ki first for 1 full round and after that, as a standard action you can breathe fire up to three times, each time dealing 4d6 points of fire damage to a single or multiple targets up to 25 feet away, in a 10 foot cone. The victim can attempt a DC 17 Reflex save for half damage. This can be used 3/day.

Ice Breath: You focus your Ki first for 1 full round and after that, as a standard action you can breathe ice up to three times, each time dealing 8d8 points of ice damage to a single or multiple targets up to 25 feet away, in a 10 foot cone. The victim can attempt a DC 20 Reflex save for half damage. This can be used 3/day.

Paralyzing Breath: You focus your Ki first for 1 full round. This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. It may take purely mental actions, such as casting a spell with no components. Can be resisted with a Fortitude save of 25+ Casters Fortitude. Every 2 rounds, if paralyzed the targets can make a will save to shake off the paralysis DC: 20+ 1/2 Casters level. The caster can only use this once every 4 rounds, up to 3 time/day.

Ex-Heirs of the Monkey King[edit]

The Heir of the Monkey King can wield the Ruyi Bang for 1,000 years before they are brought to Nirvana. At this time, the staff waits for another wielder. If an Heir becomes Evil they are chased down, and punished by The Monkey King himself. He then absorbs them, ending their existence. The staff is then turned to stone for 1 year.

Epic Heir of the Monkey King[edit]

Table: The Epic Heir of the Monkey King

Hit Die: d8

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

6 + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

Human Heir of the Monkey King Starting Package[edit]

Weapons: Wooden Quarterstaff, Steel Dagger.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: Bedroll, Flint, Fire-starters, Kung-Fu Gi, 3 days of rations.

Gold: 250 Gold.

Campaign Information[edit]

Playing an Heir of the Monkey King[edit]

Religion: They worship the Monkey King himself, as he guides them to Nirvana.

Other Classes: The Heir will have little problem with anyone who is not evil, but he will play tricks on any members he or she deems "too serious".

Combat: Melee.

Advancement: Most Heirs train in the ways of Monks, as well as the teachings of the Monkey King.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: They spend most of the time training, some protect villages, others may travel and fight evil.

Notables: Sun Wukong, The Monkey King.

Organizations: N/A

NPC Reactions: Most people treat them the way they would anyone of their race, unless they can see their tails..

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 Their staffs are unusually heavy, but it doesn't seem to bother them.
10 A true heir will be able to make clones of themselves and possess a tail.
15 The heir can fly around on a magic cloud./ The heir lives for 1,000 years.
20 If the heir turns evil, they will be hunted down by the Monkey King and be absorbed into him, ending their existence.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



Back to Main Page3.5e HomebrewClassesBase Classes

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors