Zaydos
2015-03-05, 12:39 PM
The Jeering Monkey
An old discipline, if never the most famous. Overlooked by Reshar as the domain of street urchins and pick pockets, the Jeering Monkey discipline lacks much of the offensive focus of other disciplines. Turning first towards mobility and speed, the Jeering Monkey discipline much like its name looks to monkeys for inspiration. Like these simians it emphasizes speed and mobility to avoid foes over meeting them head on, and its loping, often exaggerated movements are used to feint and confuse enemies to create the openings it needs when it does finally close in for combat.
Practitioners of the Jeering Monkey are swift and agile first. They move across the battlefield striking foes along their way when they don't escape the scene entirely. Much as Reshar suspected them as being pick pockets and nothing more, many of the practitioners of the Jeering Monkey use it for theft first and combat second. They wield simple weapons, those that they can hide easily, and those that can be passed off as tools as opposed to weapons. Much in keeping with their weapons Jeering Monkey practitioners do not stand atop the battlefield as a god, moving from war ground to war ground, instead they pass through the crowded streets as if merely another pedestrian.
Associated Skill: Sleight of Hand. Many Jeering Monkey practitioners also put a heavy emphasis on Jump.
Discipline Weapons: Club, Sap, Dagger, Quarterstaff, Sickle, Hand Axe, and Unarmed Strike.
Learning the Jeering Monkey Discipline: A Swordsage, Warblade, or Protean Hunter (http://www.giantitp.com/forums/showthread.php?306674-Morphic-Claw-%283-5-ToB-Base-Class-PEACH%29) may trade access to any one of their disciplines for Jeering Monkey style. If they do so they add Sleight of Hand to their class skill list and remove the associated skill of the lost discipline unless they have another discipline with that skill or it is Jump. A Wildwood Knight (http://www.giantitp.com/forums/showthread.php?401772-Wildwood-Knight-%28Fey-themed-martial-initiator-Base-Class-PEACH%29) may trade Diamond Mind or White Raven for access to the Jeering Monkey style, they do not lose the associated skill but must select Winter for their Seasonal Skill.
New Maneuver Type: Dash
A dash maneuver is used as a move action and includes some amount of movement. Actions which can normally be taken as part of a move action, such as drawing a weapon with BAB +1 or higher. If a check or ability requires moving at half or less speed it can be used as part of a dash if you move no more than that proportion of the movement granted by the dash maneuver.
Edit: It has been brought to my attention that when people homebrewed move action maneuvers previously they were called Rushes. For all practical purposes the two should be considered the same thing.
Jeering Monkey Disciplines (overview)
Agile Dash: 1st, Dash. Ignore difficult terrain and move through magical impediments.
Piercing Feint: 1st, Strike. Sleight of Hand check adds damage.
Robber's Stance: 1st, Stance. Pick pockets as you hit people.
Quick Lope: 1st, Dash. Move double your speed.
Wall Slide: 1st, Counter. Slide down wall to slow your fall.
Disorienting Feint: 2nd, Counter. Replace AC with Sleight of Hand check.
Monkey Feint: 2nd, Strike. Deny target their Dexterity bonus.
Steal Weapon: 2nd, Strike. Disarm foe, and steal weapon.
Stumbling Dodge: 2nd, Counter. When missed move yourself and enemy.
Wall Runner: 2nd, Dash. Move up a wall.
Agile Riposte: 3rd, Counter. Attack target which missed you.
Double Strike: 3rd, Strike. Make 2 attacks as a standard action.
Monkey Dance: 3rd, Stance. Do not provoke attacks of opportunity with movement.
Scamper Stance: 3rd, Stance. Gain bonus to speed based on your IL.
Thieving Walk: 3rd, Dash. Move your speed and rob everyone you pass.
Dashing Strike: 4th, Strike. Move forward and strike an opponent gaining bonus damage based on your speed.
Monkey Roll: 4th, Counter. Gain bonus to AC and move away.
Spring Jump: 4th, Boost. Running jump as a swift action.
Baboon Rush: 5th, Strike. Move forward attacking every foe you pass by.
Vexing Flurry: 5th, Strike. Make a full attack with 2 extra attacks.
Weaving Dodge: 5th, Stance. Whenever an opponent misses you, you may take a 5-ft step.
Evasive Leap: 6th, Boost. Jump as an immediate action to get out of range of an attack or effect.
Monkey Hammer: 6th, Strike. Make 2 attacks, the first renders target flat-footed and gives a bonus to damage on the second.
Switching Blow: 6th, Strike. +4 to hit, +6d6 damage, switch position with target.
Free Run: 7th, Dash. Move 4 times your speed ignoring impediments.
Monkey King's Leap: 7th, Boost. Swift action triple length jump.
Darting Footwork: 8th, Stance. Make 2 extra 5-ft steps each round.
Supernal Theft: 8th, Counter. Steal magical effect which would affect you.
Monkey King's Dance: 9th, Strike. Move forward full attacking every foe you pass.
Jeering Monkey Feats:
Monkey Lope
You are capable of leveraging your speed on the battlefield to strike foes hard.
Prerequisites: One Jeering Monkey Dash.
Benefit: Whenever you use a Dash maneuver you gain a +1 bonus to hit and a +1 Dodge bonus to AC. If your BAB is +6 or higher these bonuses increase to +2, increasing again at +11 and +16 to +3 and +4 respectively.
Quick Dash:
You are capable of blazing your way across the battlefield at speeds to amaze foe and friend alike.
Prerequisites: 3 or more Jeering Monkey maneuvers, Monkey Lope.
Benefit: As long as you are in a Jeering Monkey stance you may use Dash maneuvers as swift actions or as move actions.
Monkey Canopy Dance [Tactical]:
The Jeering Monkey discipline was developed by pick pockets and thieves. It emphasizes using legerdemain and misdirection to turn your target's blind spots against it, using various methods to distract the target to leave them open, to retreat from combat, or to stay close regardless of how they try to flee.
Prerequisites: Monkey Lope, BAB +6, 2 Jeering Monkey maneuvers.
Benefit: The Monkey Canopy Dance feat grants three tactical options.
Disorienting Monkey Dance: To use this option you must begin your turn adjacent to a creature and then move at least 10-ft. On your next turn if you are adjacent to that creature you may make a DC 20 Sleight of Hand check as a free action. If you succeed that creature is flat-footed against your first attack this turn.
Thieving Magpie Vanish: To use this option you must successfully take an object from a creature with a Sleight of Hand check which goes unnoticed by them. That creature cannot see you until end of turn or you attack that creature.
Unseen Monkey Shadow: To use this option you must attack a creature that is denied its Dexterity bonus against you. Until the beginning of your next turn if that creature moves you may move up to your speed as an immediate action as long as you end your movement adjacent to them; this movement does not provoke attacks of opportunity from the creature you follow.
An old discipline, if never the most famous. Overlooked by Reshar as the domain of street urchins and pick pockets, the Jeering Monkey discipline lacks much of the offensive focus of other disciplines. Turning first towards mobility and speed, the Jeering Monkey discipline much like its name looks to monkeys for inspiration. Like these simians it emphasizes speed and mobility to avoid foes over meeting them head on, and its loping, often exaggerated movements are used to feint and confuse enemies to create the openings it needs when it does finally close in for combat.
Practitioners of the Jeering Monkey are swift and agile first. They move across the battlefield striking foes along their way when they don't escape the scene entirely. Much as Reshar suspected them as being pick pockets and nothing more, many of the practitioners of the Jeering Monkey use it for theft first and combat second. They wield simple weapons, those that they can hide easily, and those that can be passed off as tools as opposed to weapons. Much in keeping with their weapons Jeering Monkey practitioners do not stand atop the battlefield as a god, moving from war ground to war ground, instead they pass through the crowded streets as if merely another pedestrian.
Associated Skill: Sleight of Hand. Many Jeering Monkey practitioners also put a heavy emphasis on Jump.
Discipline Weapons: Club, Sap, Dagger, Quarterstaff, Sickle, Hand Axe, and Unarmed Strike.
Learning the Jeering Monkey Discipline: A Swordsage, Warblade, or Protean Hunter (http://www.giantitp.com/forums/showthread.php?306674-Morphic-Claw-%283-5-ToB-Base-Class-PEACH%29) may trade access to any one of their disciplines for Jeering Monkey style. If they do so they add Sleight of Hand to their class skill list and remove the associated skill of the lost discipline unless they have another discipline with that skill or it is Jump. A Wildwood Knight (http://www.giantitp.com/forums/showthread.php?401772-Wildwood-Knight-%28Fey-themed-martial-initiator-Base-Class-PEACH%29) may trade Diamond Mind or White Raven for access to the Jeering Monkey style, they do not lose the associated skill but must select Winter for their Seasonal Skill.
New Maneuver Type: Dash
A dash maneuver is used as a move action and includes some amount of movement. Actions which can normally be taken as part of a move action, such as drawing a weapon with BAB +1 or higher. If a check or ability requires moving at half or less speed it can be used as part of a dash if you move no more than that proportion of the movement granted by the dash maneuver.
Edit: It has been brought to my attention that when people homebrewed move action maneuvers previously they were called Rushes. For all practical purposes the two should be considered the same thing.
Jeering Monkey Disciplines (overview)
Agile Dash: 1st, Dash. Ignore difficult terrain and move through magical impediments.
Piercing Feint: 1st, Strike. Sleight of Hand check adds damage.
Robber's Stance: 1st, Stance. Pick pockets as you hit people.
Quick Lope: 1st, Dash. Move double your speed.
Wall Slide: 1st, Counter. Slide down wall to slow your fall.
Disorienting Feint: 2nd, Counter. Replace AC with Sleight of Hand check.
Monkey Feint: 2nd, Strike. Deny target their Dexterity bonus.
Steal Weapon: 2nd, Strike. Disarm foe, and steal weapon.
Stumbling Dodge: 2nd, Counter. When missed move yourself and enemy.
Wall Runner: 2nd, Dash. Move up a wall.
Agile Riposte: 3rd, Counter. Attack target which missed you.
Double Strike: 3rd, Strike. Make 2 attacks as a standard action.
Monkey Dance: 3rd, Stance. Do not provoke attacks of opportunity with movement.
Scamper Stance: 3rd, Stance. Gain bonus to speed based on your IL.
Thieving Walk: 3rd, Dash. Move your speed and rob everyone you pass.
Dashing Strike: 4th, Strike. Move forward and strike an opponent gaining bonus damage based on your speed.
Monkey Roll: 4th, Counter. Gain bonus to AC and move away.
Spring Jump: 4th, Boost. Running jump as a swift action.
Baboon Rush: 5th, Strike. Move forward attacking every foe you pass by.
Vexing Flurry: 5th, Strike. Make a full attack with 2 extra attacks.
Weaving Dodge: 5th, Stance. Whenever an opponent misses you, you may take a 5-ft step.
Evasive Leap: 6th, Boost. Jump as an immediate action to get out of range of an attack or effect.
Monkey Hammer: 6th, Strike. Make 2 attacks, the first renders target flat-footed and gives a bonus to damage on the second.
Switching Blow: 6th, Strike. +4 to hit, +6d6 damage, switch position with target.
Free Run: 7th, Dash. Move 4 times your speed ignoring impediments.
Monkey King's Leap: 7th, Boost. Swift action triple length jump.
Darting Footwork: 8th, Stance. Make 2 extra 5-ft steps each round.
Supernal Theft: 8th, Counter. Steal magical effect which would affect you.
Monkey King's Dance: 9th, Strike. Move forward full attacking every foe you pass.
Jeering Monkey Feats:
Monkey Lope
You are capable of leveraging your speed on the battlefield to strike foes hard.
Prerequisites: One Jeering Monkey Dash.
Benefit: Whenever you use a Dash maneuver you gain a +1 bonus to hit and a +1 Dodge bonus to AC. If your BAB is +6 or higher these bonuses increase to +2, increasing again at +11 and +16 to +3 and +4 respectively.
Quick Dash:
You are capable of blazing your way across the battlefield at speeds to amaze foe and friend alike.
Prerequisites: 3 or more Jeering Monkey maneuvers, Monkey Lope.
Benefit: As long as you are in a Jeering Monkey stance you may use Dash maneuvers as swift actions or as move actions.
Monkey Canopy Dance [Tactical]:
The Jeering Monkey discipline was developed by pick pockets and thieves. It emphasizes using legerdemain and misdirection to turn your target's blind spots against it, using various methods to distract the target to leave them open, to retreat from combat, or to stay close regardless of how they try to flee.
Prerequisites: Monkey Lope, BAB +6, 2 Jeering Monkey maneuvers.
Benefit: The Monkey Canopy Dance feat grants three tactical options.
Disorienting Monkey Dance: To use this option you must begin your turn adjacent to a creature and then move at least 10-ft. On your next turn if you are adjacent to that creature you may make a DC 20 Sleight of Hand check as a free action. If you succeed that creature is flat-footed against your first attack this turn.
Thieving Magpie Vanish: To use this option you must successfully take an object from a creature with a Sleight of Hand check which goes unnoticed by them. That creature cannot see you until end of turn or you attack that creature.
Unseen Monkey Shadow: To use this option you must attack a creature that is denied its Dexterity bonus against you. Until the beginning of your next turn if that creature moves you may move up to your speed as an immediate action as long as you end your movement adjacent to them; this movement does not provoke attacks of opportunity from the creature you follow.