Chosen of the Monkey King (3.5e Class)
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Chosen of the Monkey King
The Monkey King has grown bored of his existence and seeks to go elsewhere however he needs an Heir to his throne to take his place before he leaves, he has sent down his precious Ruyi Jingo Bang to the mortal plane for a worthy mortal to find, are you able to wield this staff?
Making a Chosen of the Monkey King
Abilities: The most important abilities for the Chosen of the Monkey King are Strength and Charisma.
Races: Any race with a bonus first level feat can be the chosen Mainly Human.
Alignment: The Chosen must be Chaotic Good.
Prerequisites: Must chose the Powerful Build, and Improved Unarmed Strike as character creation feats.
Starting Gold: 2d4 x 10 gp (50GP).
Starting Age: Simple.
|Saving Throws||Special||Ruyi Jingu Bang||AC Bonus||Speed Bonus|
|1st||+1||+2||+2||+2||Monkey Grip, Bloodline||1d6/1d6 x2||+0||+0 ft|
|2nd||+2||+3||+3||+3||Uncanny Dodge||Summonable||+0||+0 ft|
|4th||+4||+4||+4||+4||Wildshape 1/day (Imperfect)||Sizing||+0||+10 ft|
|5th||+5||+4||+4||+4||1d6/1d6 19-20x2||+1||+10 ft|
|6th||+6/+1||+5||+5||+5||Create Clone||Clone Ability||+1||+20 ft|
|7th||+7/+2||+5||+5||+5||Improved Uncanny Dodge, Wholeness of Body||+1||+20 ft|
|8th||+8/+3||+6||+6||+6||Change Size [+1/-1]||Densifying||+1||+20 ft|
|9th||+9/+4||+6||+6||+6||Improved Evasion||1d6/1d6 19-20x3||+1||+30 ft|
|10th||+10/+5||+7||+7||+7||Wildshape 2/day (Imperfect)||Dancing 1 round 1/day||+2||+30 ft|
|12th||+12/+7/+2||+8||+8||+8||Create Clone II||Dancing 1 round 5/day||+2||+30 ft (10 Fly)|
|13th||+13/+8/+3||+8||+8||+8||Diamond Soul||1d6/1d6 18-20x3||+2||+30 ft (10 Fly)|
|14th||+14/+9/+4||+9||+9||+9||Change Size [+2/-2]||Dancing 1 round Unlimited||+2||+30 ft (10 Fly)|
|15th||+15/+10/+5||+9||+9||+9||Timeless Body||+3||+30 ft (20 Fly)|
|16th||+16/+11/+6/+1||+10||+10||+10||Wildshape 3/day (Imperfect)||Dancing 2 rounds||+3||+30 ft (20 Fly)|
|17th||+17/+12/+7/+2||+10||+10||+10||1d6/1d6 18-20x4||+3||+30 ft (20 Fly)|
|18th||+18/+13/+8/+3||+11||+11||+11||Create Clone III||Dancing 3 Rounds||+3||+30 ft (30 Fly)|
|19th||+19/+14/+9/+4||+11||+11||+11||Great Power||+3||+30 ft (30 Fly)|
|20th||+20+15/+10/+5||+12||+12||+12||Perfect Self||Dancing (Full)||+4||+30 ft (30 Fly)|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Chosen of the Monkey King.
Weapon and Armor Proficiency: The Chosen of the Monkey King is only proficient with Epic Weapons and Unarmed attacks, and does not have proficiency with any armor or sheilds.
Monkey Grip: See Tome Feat Monkey Grip this feat levels with your base attack bonus.
Unarmed Strike: Your unarmed damage is 1d6 this does not level with you as the monk. Unramed attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that you may even make unarmed strikes with your hands full. There is no such thing as an off-hand attack. Apply full Strength bonus on damage rolls for all unarmed strikes. Can choose to deal lethal or non-lethal damage with no penalties. Treated both as natural and manufactured weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Bloodline: Add Strength Modifier to AC and increase natural AC by +1 every 5 levels this affects you physically, each time mutating to more closely resemble a humanoid monkey, additionally grow a tail gaining +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.
Speed Bonus: The Chosen of the Monkey King gains speed as they level up increasing their base land speed by 10 feet every 3 levels starting at 3rd, and eventually at 12th level once they are moving at double their base land speed they gain the ability to fly with maneuverability Good
Uncanny Dodge: At 2nd level, the chosen retains their Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, they still lose the Dexterity bonus to AC if immobilized.
Evasion: At 3rd level or higher if the chosen makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. If helpless you do not gain the benefit of evasion.
Wildshape (Imperfect): At 4th level, the chosen gains the ability to turn themselves into any Medium animal and back again once per day. The options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability polymorph spell, except as noted here. The effect lasts for 1 hour per level, or until changed back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. The chosen’s wildshape is imperfect in a sense that they will always have their tail no matter what form is taken. Any gear worn or carried by the chosen melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet. The chosen loses their ability to speak while in animal form because they are limited to the sounds that a normal, untrained animal can make, but can communicate normally with other animals of the same general grouping as the new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) The chosen can use this ability more times per day at 10th, and 16th level. In addition, you gain the ability to take the shape of Small and Large animals at 8th level, and Tiny and Huge animals at 14th level. The new form’s Hit Dice can’t exceed the character’s level.
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 1/2 your total HP and has all your abilities, any abilities used by your clone count against your daily limit. Lasts for up to 1 min/lvl or until dismissed/killed. At level 2 you can create 2 clones. At level 3 you can create 3 clones. You may choose to only create 1 clone rather than your maximum number regardless of your limit however this still uses up a full use of the ability. While Clones are active your hit points are halved and when a clone dies or is dismissed your hit points are restored to normal with the exception that you lose half the amount of hit points the clone lost while it was active. If more than one clone are summoned at once their total hit points is equal to half your hit points divided among the number of clones created round up if this number ends in .5. If you chose to create only one clone when your maximum number is 2 you may chose to instead only reduce your hit points by 1/3 and use this as the full hit points for that clone, or 1/4 if your maximum number is 3.
Improved Uncanny Dodge: At 7th level and higher, the chosen can no longer be flanked. This defense denies a rogue the ability to sneak attack them by flanking, unless the attacker has at least four more rogue levels than the target has chosen levels.
Wholeness of Body: At 7th level or higher, the chosen can heal their own wounds. They can heal a number of hit points of damage equal to twice their current level each day, and they can spread this healing out among several uses.
Change Size: Changing your size is one of the many tricks the chosen can use. You can either grow or shrink yourself or clones. Duration 1min/level or until ended. 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.
Improved Evasion: At 9th level, the chosen’s evasion ability improves. They still take no damage on a successful Reflex saving throw against attacks, but henceforth takes only half damage on a failed save. If helpless you do not gain the benefit of improved evasion.
Diamond Soul: At 13th level, the chosen gains spell resistance equal to their level + 10. In order to affect the heir with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the heir’s spell resistance.
Timeless Body: Upon attaining 15th level, the chosen no longer takes penalties to ability scores for aging and cannot be magically aged. Any such penalties that they have already taken, however, remain in place. Bonuses still accrue, and the heir still dies of old age when her time is up.
Great Power: 1/day The Chosen can use Wish
Perfect Self: At 20th level, the chosen becomes a magical creature. They’re forevermore treated as an outsider rather than as a humanoid for the purpose of spells and magical effects. Additionally, the heir gains damage reduction 10/magic, which allows them to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the chosen can still be brought back from the dead as if they were a human.
Ex-Chosen of the Monkey King
If the Chosen and Ruyi Jingo Bang are ever separated aside from using the Staff's Dancing ability the Chosen looses any Spell like supernatural abilities, and is unable to advance in levels until they are reunited, once they are chosen however there really is no abandoning this class.
Epic Chosen of the Monkey King