Tyonisius
2008-01-08, 11:47 PM
Hakaisou
A Hakaisou is a monk who has turned from the core of his religious beliefs (shown in the change of alignment from Lawful to something else in this case), but he still follows a strict set of beliefs. Often this is the purification of the world through destruction (often of a ruling faction) and he does not mind siding with evil to accomplish this. Due to leaving the Monastery he does not learn many of the normal techniques of a monk. Instead he focuses on his strength and fighting ability, learning the ancient ability Futae No Kiwami.
Prerequisites
Alignment: Any non-lawful.
Base Attack Bonus: +4
Skills: Climb 10 or Jump 10 or Tumble 10.
Feats: Weapon Focus (Unarmed), Power Attack
Special: Must be an ex-monk. This means that in order to become a Hakaisou at least 1 level other than Monk must be taken and Monk cannot have been the last level taken.
Character Chart
Base
Attack Fort Ref Will AC Unarmed Unarmored
Level Bonus Save Save Save Special Bonus Damage Speed
1 +1 +2 +2 +2 Improved Natural Attack +1 1d10 +10 ft
2 +2 +3 +3 +3 Futae No Kiwami (Novice) +1 1d10 +10 ft
3 +3 +3 +3 +3 Natural Critical +1 +1 1d10 +10 ft
4 +4 +4 +4 +4 Futae No Kiwami (Adept) +1 2d6 +10 ft
5 +5 +4 +4 +4 Natural Critical +2 +2 2d6 +10 ft
6 +6 +5 +5 +5 Futae No Kiwami (Expert) +2 2d6 +20 ft
7 +7 +5 +5 +5 Natural Critical Multiplier +2 3d6 +20 ft
8 +8 +6 +6 +6 Futae No Kiwami (Master) +2 3d6 +20 ft
Natural Critical +3
9 +9 +6 +6 +6 +3 3d6 +20 ft
10 +10 +7 +7 +7 Futae No Kiwami (Grand Master) +3 4d6 +20 ft
Natural Critical +4
Hitdie - d8
Skills - As Monk.
Armor and Weapon Proficiency – The Hakaisou gains no proficiency with any armor, weapons, or shields. Wearing any armor or wielding a shield causes the Hakaisou to loses his AC bonus for Constitution and Class/level and his fast movement. Furthermore his special attacks all suffer the arcane spell failure chance that the armor type normally imposes. Normal penalties for wearing armor heavier than leather apply as well.
AC Bonus – The Hakaisou retains some of his sixth sense awareness from being a monk. In place of his Wisdom modifier he may use his Constitution modifier as a bonus to his armor class. In addition to this he gains an AC bonus based upon his level according to the chart above. These bonuses are not lose either of these bonuses even in situations where he would be denied his dexterity modifier due to being unprepared, ambushed, stunned, and so on. Hakaisou do lose these AC bonuses when immobilized.
Fast Movement – At level 1 and higher, a Hakaisou moves faster than normal as shown on the table above. A Hakaisou in armor (even light armor) or carrying a medium or heavy load loses this extra speed. A dwarf or a small Hakaisou moves more slowly than a medium-size Hakaisou.
Unarmed Strike – Being fallen monks, Hakaisou are highly trained in fighting unarmed, giving them considerable advantages when doing so. Unlike monks, Hakaisou focus even more upon their unarmed fighting techniques where monks focus on other extraordinary abilities. A Hakaisou fighting unarmed gains the benefits of the Improved Unarmed Strike feat and thus does not provoke attacks of opportunity from armed opponents that he attacks. A Hakaisou’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. There is no such thing as an off-hand attack for a Hakaisou striking unarmed. A Hakaisou fighting with a one-handed weapon can make an unarmed strike as an off-hand attack, but he suffers the standards penalties for two weapon fighting. The damage listed on this page replaces other sources of unarmed damage, such as from the Monk class.
Improved Natural Attack – At level 1, the Hakaisou gains the Improved Natural Attack feat. If he already has this feat his Natural Attack increases a second time.
Natural Critical – At level 3, the Hakaisou’s unarmed critical threat range increases by 1. At level 5, his unarmed critical threat ranges increases by another 1, at level 8, his unarmed critical threat range increases by another 1, and finally, by level 10 his unarmed critical threat range increases by a final 1. This brings his critical threat range to 16-20. This does not stack with Improved Critical(Unarmed) instead, if the Hakaisou already has this feat, it now increases the crit range by 1 more to 15-20. This ability never stacks with Impact.
Natural Critical Multiplier – At level 7, the Hakaisou’s unarmed critical threat multiplier increases by one step. (i.e. from x2 to x3.
Futae No Kiwami:
The Futae No Kiwami is an attacking technique that initially used the fist to hit an object twice near-instantly. The first hit was with middle knuckles of the fist, followed by the actual fist. The first contact (with the knuckles) is used to break the resistance or hardness of the target, and the second contact (with the fist) use used to transfer the full strength of the blow to the target. This allows the Hakaisou to deliver an incredible amount of destructive force. Through further study, this ability can be used through any part of the body and eventually can turn into the Touate which is basically the force of the Futae No Kiwami sent through the ground by stabbing a sword into it. This can be used to strike a single foe at a distance, or several foes near the Hakaisou.
Novice
Futae No Kiwami Punch - (1/round)
- Takes the place of a regular attack. (i.e. if the Hakaisou had 2 attacks at this point (naturally, with haste or using flurry of blows, etc.) he would only be able to make 1 Futae No Kiwami Punch and the other would be a regular attack.)
- Ignores 4 pts of hardness/damage reduction.
- Deals maximum unarmed damage. (i.e. if the Hakaisou has 2d6 Unarmed damage he deals 12 + any modifiers + enchantments. Magical enchantment damage is treated as normal.)
Adept
Futae No Kiwami Punch - (2/round)
- Takes the place of a regular attack. (i.e. if the Hakaisou had 3 attacks at this point (naturally, with haste or using flurry of blows, etc.) he would only be able to make 2 Futae No Kiwami Punches and the other would be a regular attack.)
- Ignores 8 pts of hardness/damage reduction.
- Deals maximum unarmed damage. (i.e. if the Hakaisou has 2d6 Unarmed damage he deals 12 + any modifiers + enchantments. Magical enchantment damage is treated as normal.)
Expert
Futae No Kiwami Punch - (3/round)
- Takes the place of a regular attack. (i.e. if the Hakaisou had 4 attacks at this point (naturally, with haste or using flurry of blows, etc.) he would only be able to make 3 Futae No Kiwami Punches and the other would be a regular attack.)
- Ignores 12 pts of hardness/damage reduction.
- Deals maximum unarmed damage. (i.e. if the Hakaisou has 2d6 Unarmed damage he deals 12 + any modifiers + enchantments. Magical enchantment damage is treated as normal.)
Touate - (Single Target)
- 1/day
- Full Round Action
- 90 Ft. Range
- Ranged Touch Attack
- Deals unarmed damage (including any bonuses).
Master
Futae No Kiwami Punch - (4/round)
- Takes the place of a regular attack. (i.e. if the Hakaisou had 5 attacks at this point (naturally, with haste or using flurry of blows, etc.) he would only be able to make 4 Futae No Kiwami Punch and the other would be a regular attack.)
- Ignores 16 pts of hardness/damage reduction.
- Deals maximum unarmed damage. (i.e. if the Hakaisou has 2d6 Unarmed damage he deals 12 + any modifiers + enchantments. Magical enchantment damage is treated as normal.)
Touate - (Single Target)
- 3/day
- Standard Action
- 90 Ft. Range
- Ranged Touch Attack
- Deals unarmed damage (including any bonuses).
Touate - (Area of Effect)
- 1/day
- Full Round Action
- 30 ft Radius.
- Reflex save (DC = 10 + Hakaisou Level + Wis Mod).
- Deals 1d6/Hakaisou level damage.
Grand Master
Futae No Kiwami Punch - (Unlimited)
- Takes the place of a regular attack. (i.e. if the Hakaisou had 6 attacks at this point (naturally, with haste or using flurry of blows, etc.) he would only be able to make 6 Futae No Kiwami Punches.)
- Ignores 20 pts of hardness/damage reduction.
- Deals maximum unarmed damage. (i.e. if the Hakaisou has 2d6 Unarmed damage he deals 12 + any modifiers + enchantments. Magical enchantment damage is treated as normal.)
Toutae - (Single Target)
- Standard Action
- 5/day
- 90 Ft. Range
- Ranged Touch Attack
- Deals unarmed damage (including any bonuses).
Touate - (Area of Effect)
- Standard Action
- 3/day
- 30 ft Radius.
- Reflex save (DC = 10 + Hakaisou Level + Wis Mod).
- Deals 1d6/Hakaisou level in damage.
Hakaisou Feats
Sanju No Kiwami
Prerequisites: ???
Description: The Sanju No Kiwami adds a third punch to the Futae No Kiwami
at the expensive of 2 stunning fist attempts. Only 1 attempt can be made a
round. When the Hakaisou performs a Sanju No Kiwami, it deals normal damage
except that any damage caused by strength mod or power attack is
doubled. As a secondary affect, when the Sanju hits, a bullrush attempt is
made against the target. This is resolved just like a regular bullrush attempt
and provokes no attacks of opportunity, but the Hakaisou cannot move with
the bullrush attempt.
I'm sure most of you can guess where this is from. What do you think balance wise primarily and flavor wise secondarily? Am I missing anything you think it should have? Any other feats that you think would be fun?
A Hakaisou is a monk who has turned from the core of his religious beliefs (shown in the change of alignment from Lawful to something else in this case), but he still follows a strict set of beliefs. Often this is the purification of the world through destruction (often of a ruling faction) and he does not mind siding with evil to accomplish this. Due to leaving the Monastery he does not learn many of the normal techniques of a monk. Instead he focuses on his strength and fighting ability, learning the ancient ability Futae No Kiwami.
Prerequisites
Alignment: Any non-lawful.
Base Attack Bonus: +4
Skills: Climb 10 or Jump 10 or Tumble 10.
Feats: Weapon Focus (Unarmed), Power Attack
Special: Must be an ex-monk. This means that in order to become a Hakaisou at least 1 level other than Monk must be taken and Monk cannot have been the last level taken.
Character Chart
Base
Attack Fort Ref Will AC Unarmed Unarmored
Level Bonus Save Save Save Special Bonus Damage Speed
1 +1 +2 +2 +2 Improved Natural Attack +1 1d10 +10 ft
2 +2 +3 +3 +3 Futae No Kiwami (Novice) +1 1d10 +10 ft
3 +3 +3 +3 +3 Natural Critical +1 +1 1d10 +10 ft
4 +4 +4 +4 +4 Futae No Kiwami (Adept) +1 2d6 +10 ft
5 +5 +4 +4 +4 Natural Critical +2 +2 2d6 +10 ft
6 +6 +5 +5 +5 Futae No Kiwami (Expert) +2 2d6 +20 ft
7 +7 +5 +5 +5 Natural Critical Multiplier +2 3d6 +20 ft
8 +8 +6 +6 +6 Futae No Kiwami (Master) +2 3d6 +20 ft
Natural Critical +3
9 +9 +6 +6 +6 +3 3d6 +20 ft
10 +10 +7 +7 +7 Futae No Kiwami (Grand Master) +3 4d6 +20 ft
Natural Critical +4
Hitdie - d8
Skills - As Monk.
Armor and Weapon Proficiency – The Hakaisou gains no proficiency with any armor, weapons, or shields. Wearing any armor or wielding a shield causes the Hakaisou to loses his AC bonus for Constitution and Class/level and his fast movement. Furthermore his special attacks all suffer the arcane spell failure chance that the armor type normally imposes. Normal penalties for wearing armor heavier than leather apply as well.
AC Bonus – The Hakaisou retains some of his sixth sense awareness from being a monk. In place of his Wisdom modifier he may use his Constitution modifier as a bonus to his armor class. In addition to this he gains an AC bonus based upon his level according to the chart above. These bonuses are not lose either of these bonuses even in situations where he would be denied his dexterity modifier due to being unprepared, ambushed, stunned, and so on. Hakaisou do lose these AC bonuses when immobilized.
Fast Movement – At level 1 and higher, a Hakaisou moves faster than normal as shown on the table above. A Hakaisou in armor (even light armor) or carrying a medium or heavy load loses this extra speed. A dwarf or a small Hakaisou moves more slowly than a medium-size Hakaisou.
Unarmed Strike – Being fallen monks, Hakaisou are highly trained in fighting unarmed, giving them considerable advantages when doing so. Unlike monks, Hakaisou focus even more upon their unarmed fighting techniques where monks focus on other extraordinary abilities. A Hakaisou fighting unarmed gains the benefits of the Improved Unarmed Strike feat and thus does not provoke attacks of opportunity from armed opponents that he attacks. A Hakaisou’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. There is no such thing as an off-hand attack for a Hakaisou striking unarmed. A Hakaisou fighting with a one-handed weapon can make an unarmed strike as an off-hand attack, but he suffers the standards penalties for two weapon fighting. The damage listed on this page replaces other sources of unarmed damage, such as from the Monk class.
Improved Natural Attack – At level 1, the Hakaisou gains the Improved Natural Attack feat. If he already has this feat his Natural Attack increases a second time.
Natural Critical – At level 3, the Hakaisou’s unarmed critical threat range increases by 1. At level 5, his unarmed critical threat ranges increases by another 1, at level 8, his unarmed critical threat range increases by another 1, and finally, by level 10 his unarmed critical threat range increases by a final 1. This brings his critical threat range to 16-20. This does not stack with Improved Critical(Unarmed) instead, if the Hakaisou already has this feat, it now increases the crit range by 1 more to 15-20. This ability never stacks with Impact.
Natural Critical Multiplier – At level 7, the Hakaisou’s unarmed critical threat multiplier increases by one step. (i.e. from x2 to x3.
Futae No Kiwami:
The Futae No Kiwami is an attacking technique that initially used the fist to hit an object twice near-instantly. The first hit was with middle knuckles of the fist, followed by the actual fist. The first contact (with the knuckles) is used to break the resistance or hardness of the target, and the second contact (with the fist) use used to transfer the full strength of the blow to the target. This allows the Hakaisou to deliver an incredible amount of destructive force. Through further study, this ability can be used through any part of the body and eventually can turn into the Touate which is basically the force of the Futae No Kiwami sent through the ground by stabbing a sword into it. This can be used to strike a single foe at a distance, or several foes near the Hakaisou.
Novice
Futae No Kiwami Punch - (1/round)
- Takes the place of a regular attack. (i.e. if the Hakaisou had 2 attacks at this point (naturally, with haste or using flurry of blows, etc.) he would only be able to make 1 Futae No Kiwami Punch and the other would be a regular attack.)
- Ignores 4 pts of hardness/damage reduction.
- Deals maximum unarmed damage. (i.e. if the Hakaisou has 2d6 Unarmed damage he deals 12 + any modifiers + enchantments. Magical enchantment damage is treated as normal.)
Adept
Futae No Kiwami Punch - (2/round)
- Takes the place of a regular attack. (i.e. if the Hakaisou had 3 attacks at this point (naturally, with haste or using flurry of blows, etc.) he would only be able to make 2 Futae No Kiwami Punches and the other would be a regular attack.)
- Ignores 8 pts of hardness/damage reduction.
- Deals maximum unarmed damage. (i.e. if the Hakaisou has 2d6 Unarmed damage he deals 12 + any modifiers + enchantments. Magical enchantment damage is treated as normal.)
Expert
Futae No Kiwami Punch - (3/round)
- Takes the place of a regular attack. (i.e. if the Hakaisou had 4 attacks at this point (naturally, with haste or using flurry of blows, etc.) he would only be able to make 3 Futae No Kiwami Punches and the other would be a regular attack.)
- Ignores 12 pts of hardness/damage reduction.
- Deals maximum unarmed damage. (i.e. if the Hakaisou has 2d6 Unarmed damage he deals 12 + any modifiers + enchantments. Magical enchantment damage is treated as normal.)
Touate - (Single Target)
- 1/day
- Full Round Action
- 90 Ft. Range
- Ranged Touch Attack
- Deals unarmed damage (including any bonuses).
Master
Futae No Kiwami Punch - (4/round)
- Takes the place of a regular attack. (i.e. if the Hakaisou had 5 attacks at this point (naturally, with haste or using flurry of blows, etc.) he would only be able to make 4 Futae No Kiwami Punch and the other would be a regular attack.)
- Ignores 16 pts of hardness/damage reduction.
- Deals maximum unarmed damage. (i.e. if the Hakaisou has 2d6 Unarmed damage he deals 12 + any modifiers + enchantments. Magical enchantment damage is treated as normal.)
Touate - (Single Target)
- 3/day
- Standard Action
- 90 Ft. Range
- Ranged Touch Attack
- Deals unarmed damage (including any bonuses).
Touate - (Area of Effect)
- 1/day
- Full Round Action
- 30 ft Radius.
- Reflex save (DC = 10 + Hakaisou Level + Wis Mod).
- Deals 1d6/Hakaisou level damage.
Grand Master
Futae No Kiwami Punch - (Unlimited)
- Takes the place of a regular attack. (i.e. if the Hakaisou had 6 attacks at this point (naturally, with haste or using flurry of blows, etc.) he would only be able to make 6 Futae No Kiwami Punches.)
- Ignores 20 pts of hardness/damage reduction.
- Deals maximum unarmed damage. (i.e. if the Hakaisou has 2d6 Unarmed damage he deals 12 + any modifiers + enchantments. Magical enchantment damage is treated as normal.)
Toutae - (Single Target)
- Standard Action
- 5/day
- 90 Ft. Range
- Ranged Touch Attack
- Deals unarmed damage (including any bonuses).
Touate - (Area of Effect)
- Standard Action
- 3/day
- 30 ft Radius.
- Reflex save (DC = 10 + Hakaisou Level + Wis Mod).
- Deals 1d6/Hakaisou level in damage.
Hakaisou Feats
Sanju No Kiwami
Prerequisites: ???
Description: The Sanju No Kiwami adds a third punch to the Futae No Kiwami
at the expensive of 2 stunning fist attempts. Only 1 attempt can be made a
round. When the Hakaisou performs a Sanju No Kiwami, it deals normal damage
except that any damage caused by strength mod or power attack is
doubled. As a secondary affect, when the Sanju hits, a bullrush attempt is
made against the target. This is resolved just like a regular bullrush attempt
and provokes no attacks of opportunity, but the Hakaisou cannot move with
the bullrush attempt.
I'm sure most of you can guess where this is from. What do you think balance wise primarily and flavor wise secondarily? Am I missing anything you think it should have? Any other feats that you think would be fun?