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|Status:||<-how close to completion->|
|Editing:||Constructive edits welcome|
 Become a Madman
Abilities: Strength and Dex.
Alignment: Any Chaotic.
Starting Gold: Gold?.
Starting Age: normal.
|1st||+1||+2||+0||+0||Impatient, Reckless, Two weapon Fighting|
|2nd||+2||+3||+0||+0||Critical Precision +1|
|3rd||+3||+3||+1||+1||Anger, Improved TripCritical Precision +1|
|4th||+4||+4||+1||+1||Critical Precision +2|
|6th||+6/+1||+5||+2||+2||Critical Precision +3|
|8th||+8/+3||+ 6||+2||+2||Critical Precision +4|
|10th||+10/+5||+7||+3||+3||Critical Precision +5|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
 Class Features
Impatient Madman takes -2 to all Concentrate, Bluff, Sense Motive, Craft(any kind), Disguise, Gather Information, Move Silently, Open Lock and Use Rope checks. Madman gains a +3 to all Initiative checks.
Reckless Madman's strikes find their way to target weak points, at a cost to his defense. Madman's attacks gain X2 to weapon critical range at a cost of -2 to AC. Can be stacked with other critical like enhancements.
Two weapon Fighting Gains the feat Two Weapon Fighting
Critical Precision Improves the confirmation of critical hits
Recklessness Through experience, Madman has learned where to strike for weak points although his impatients has gotten the best of him. He gains a X3 critical range at the cost of -4 to AC.
Heedless Further extends his ability to strike weak points, but has become rash and forgetful defensively. Madman's attacks gain X3 to weapon critical range at the cost of -6 to AC.
Anger For every 20 points of damage taken, Madman's critical damage multiplies by X1.5. When he lands a critical strike, the counter for Anger resets to his base critical damage bonus.
Improved Trip<i> Gains this feat regardless of meeting the prerequisites. Weapon and Armor Proficiency: Light and Medium Armor, Weapons in accordance to Unarmed Strikes such as Gauntlets.
 Ex Mad Man
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.
 Epic <-class name->
|22nd||Critical Precision +6|
|24th||Critical Precision +7|
|26th||Critical Precision +8|
|28th||Critical Precision +9|
|30th||Critical Precision +10|
4 + Int modifier skill points per level.
Improved impatient: Madman doesn't take -2 to all Concentrate, Bluff, Sense Motive, Craft(any kind), Disguise, Gather Information, Move Silently, Open Lock and Use Rope checks. Madman gains a +6 to all Initiative checks.
 Campaign Information
 Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
 <-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
 <-pluralized class name-> in the Game
<-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.->.