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Kellus
2008-02-13, 11:27 PM
The Pirate of Monkey Island™

”How appropriate. You fight like a cow.”

Hit Die: d6.
Skill Points at 1st Level: (0 + Int modifier) x 4.
Skill Points at Each Additional Level: 0 + Int modifier.

Class Skills: None.

Table: The Pirate of Monkey Island™
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Voodoo Techniques Known

1st|
+0|
+0|
+0|
+0|Battle banter, expanded inventory|0

2nd|
+1|
+0|
+0|
+0|Better lucky than dead|0

3rd|
+2|
+1|
+1|
+1|Deep lungs|0

4th|
+3|
+1|
+1|
+1|Three-headed monkey|0

5th|
+3|
+1|
+1|
+1|Inevitable mutiny|0

6th|
+4|
+2|
+2|
+2|Monkey companion|0

7th|
+5|
+2|
+2|
+2|Grog! Grog! Grog!|0

8th|
+6/+1|
+2|
+2|
+2|Somewhat questionable voodoo|1

9th|
+6/+1|
+3|
+3|
+3|Endearing ineptitude|1

10th|
+7/+2|
+3|
+3|
+3|Rubber tree 2/day|1

11th|
+8/+3|
+3|
+3|
+3|Knowledge of the monkey|1

12th|
+9/+4|
+4|
+4|
+4|–|2

13th|
+9/+4|
+4|
+4|
+4|Somewhere between bravery and stupidity|2

14th|
+10/+5|
+4|
+4|
+4|Rubber tree 4/day|2

15th|
+11/+6/+1|
+5|
+5|
+5|Hey! I found a boat!|2

16th|
+12/+7/+2|
+5|
+5|
+5|–|3

17th|
+12/+7/+2|
+5|
+5|
+5|Monkey madness|3

18th|
+13/+8/+3|
+6|
+6|
+6|Rubber tree 6/day|3

19th|
+14/+9/+4|
+6|
+6|
+6|-|4

20th|
+15/+10/+5|
+6|
+6|
+6|Brew of the fermented root|4[/table]

All of the following are class features of the pirate of Monkey Island™.

Weapon and Armour Proficiencies: A pirate of Monkey Island™ is proficient with all simple and martial weapons, as well as with light armour. A pirate of Monkey Island™ is not proficient with any shields.

Battle Banter (Ex): A real pirate knows that if he’s going to survive, his wit needs to be twice as sharp as his sword. As a free action, he may engage in banter with any opponent that can understand him and hear him. The pirate and his target make opposed Charisma checks. The winner may apply his Charisma modifier as a monkey bonus to their attack rolls, damage rolls, and Armour Class against the other banterer for 1 round.

Expanded Inventory (Ex): A real pirate knows that anything and everything can come in handy; each item generally one time, afterwhich it is never used nor seen again. A pirate of Monkey Island™ adds five times his class level to the amount of weight he can carry before becoming encumbered.

A pirate of Monkey Island™ invariably finds a situation to use each of his items. Once per day per class level, plus an additional time per day per point of his Charisma modifier, the pirate may Use a mundane item to perform a specific task. In order to use this ability, he must be able to justify exactly how he uses the item to achieve the neccessary result. The item is consumed in the attempt. In addition, the pirate may only ever use a particular kind of item once with this class feature.

This ability grants a monkey bonus on any skill check equal to the pirate of Monkey Island’s class feature, and allows him to make the check even if he has no ranks in the skill being used.

Better Lucky than Dead (Ex): A real pirate doesn’t depend on any nancy-pants training or experience to survive! Beginning at 2nd level, a pirate of Monkey Island™ may use an immediate action to reroll any saving throw he makes. He loses this ability if he ever gains a good progression in any of his saving throws through entering another class.

Deep Lungs (Ex): A real pirate knows the areas of expertise to focus on. Beginning at 3rd level, a pirate of Monkey Island™ may hold his breath for 5 times his Constitution score, or 10 minutes, whichever is longer.

Three-Headed Monkey (Ex): A real pirate knows how to get out of a sticky situation. Beginning at 4th level, a pirate of Monkey Island™ may gain a +50 monkey bonus on any Bluff or Diplomacy check which is utterly ridiculous (believability modifier of +20 or higher). The targert receives a second Sense Motive check after 1 round which does not include this bonus. This ability is usable once per day.

Inevitable Mutiny (Ex): A real pirate knows how to attract cohorts of questionable loyalty. At 5th level, a pirate of Monkey Island™ receives the Leadership feat. However, this bonus feat works slightly differently than the normal Leadership feat. 1d6 days after the cohort or followers attracted by this feat join the character, their attitude becomes hostile towards him. In order to gain a new cohort or followers, the previous employees must die or leave his service. The DM rolls the mutiny check in secret.

Monkey Companion (Ex): A real pirate has no companion more trusted than his monkey! At 6th level, a pirate of Monkey Island™ receives an animal companion. This ability works exactly like the druid class feature of the same name, except that a pirate of Monkey Island™ may only select a monkey as his base animal. His effective druid level for the purposes of bonuses and benefits is equal to his pirate of Monkey Island™ class level. This ability works a little differently than for a druid:

• A pirate of Monkey Island™ does not share an empathic link with his monkey companion, nor can he ever speak the same language as his monkey through magic. The pirate and the monkey may attempt to communicate through pantomiming and charades if they so choose.

• A monkey companion does not receive tricks known, and the pirate of Monkey Island™ takes a -8 penalty on Handle Animal checks dealing with the monkey. However, the monkey has an Intelligence score equal to the pirate’s own Intelligence score +2.

• A monkey companion may invest skill ranks in Knowledge skills as if they were class skills for it.

Grog! Grog! Grog! (Ex): A real pirate doesn’t drink anything less than full-bodied, well-aged, stomach-dissolving grog! Beginning at 7th level, a pirate of Monkey Island™ gains a +5 monkey bonus on Fortitude saves against poison, and acid resistance 10.

Somewhat Questionable Voodoo (Ex): A real pirate knows how to use voodoo! Or, at least, can fake it reasonably well. Beginning at 8th level, a pirate of Monkey Island™ can use voodoo (http://www.giantitp.com/forums/showthread.php?t=63881). He may construct voodoo dolls. He may substitute a class level check in place of the Craft (voodoo) and Knowledge checks neccessary for creating the voodoo doll.

Unfortunately, a pirate of Monkey Island™ doesn’t have a whole lot of training with voodoo. He begins with access to one voodoo technique, selected from his list of techniques available. At every level indicated on Table: The Pirate of Monkey Island™, he may select a new voodoo technique to learn.

Whenever he learns a new voodoo technique, he may select it from the following list:

Crippling Voodoo Strike: As a swift action, the pirate of Monkey Island™ can inflict a minor injury on a target he posesses a voodoo doll of who is within 60ft. The target’s land speed is reduced by half until it receives a DC 15 Heal check or receives at least 1 point of magical healing. It may avoid this effect by succeeding on a Reflex saving throw against a DC equal to the TVM for the voodoo doll + the pirate’s Charisma modifier.

Excruciating Pain: As a swift action, the pirate of Monkey Island™ can inflict horrible pain on a target he posesses a voodoo doll of who is within 60ft. The target must make a Will saving throw against a DC equal to the TVM for the voodoo doll + the pirate’s Charisma modifier or lose the benefit of all morale bonuses affecting it.

Jump Into The Attack: The pirate of Monkey Island™ may force a target he posesses a voodoo doll of who is within 60ft. to intentionally put itself in danger. As an immediate action, he may force a target to take a penalty on AC against any one melee or ranged attack equal to 1/3 of the TVM for the voodoo doll in question.

Martial Arts Voodoo Style: The pirate of Monkey Island™ may make trip and disarm attempts against a target he posesses a voodoo doll of who is within 60ft. as a move action. Instead of the normal roll, he may use the TVM of the voodoo doll + his Charisma modifier.

Poke A Pin In It: The pirate of Monkey Island™ may deal piercing damage against a target he posesses a voodoo doll of who is within 60ft. equal to the TVM of the voodoo doll as a standard action that does not provoke attacks of opportunity. In addition, the poppet must make a Fortitude saving throw against a DC of the TVM for the voodoo doll + the pirate’s Charisma modifier or be stunned for one round.

That Tingly Feeling: The pirate of Monkey Island™ may use his magic to make the target uncomfortable. As a move action, he may attempt to unnerve a target he posesses a voodoo doll of who is within 60ft. This requires a Will saving throw against a DC equal to the TVM of the voodoo doll + the pirate’s Charisma modifier. Success indicates that the target is rendered flanked against attacks until the pirate’s next turn.

Endearing Ineptitude (Ex): A real pirate can always count on public opinion being in his favour. Beginning at 9th level, all NPCs that encounter the pirate of Monkey Island™ begin with an attitude of friendly or better, unless they have a specific reason to dislike or distrust the pirate.

Rubber Tree (Ex): A real pirate doesn’t depend on skill OR luck to save his life! He depends on neccessary plot contrivances! Whenever he is targetted by an ability or effect which would kill him, he may use an immediate action to instead drop to 1 hit point. He must have at least 1 hit point to use this ability. At 10th level, a pirate of Monkey Island may use this ability twice per day. At 14th level, and again at 18th level, he gains an additional two daily uses of this ability.

Knowledge of the Monkey (Ex): A real pirate doesn’t bother learning anything! That’s why he has a monkey! Beginning at 11th level, a pirate of Monkey Island™ may feed his monkey companion a banana as a standard action to grant it a +10 monkey bonus on any one Knowledge check. In addition, it may make any kind of Knowledge check, even one it has no skill ranks in. The monkey may impart the result of the Knowledge check through any means it desires, if at all.

Somewhere Between Bravery and Stupidity (Ex): A real pirate is too stupid to be afraid! Beginning at 13th level, a pirate of Monkey Island™ becomes immune to all fear effects.

Hey! I found a boat! (Ex): A real pirate has cunning senses and years of experience to use in finding a seaworthy vessel. Beginning at 15th level, a pirate of Monkey Island™ receives a +30 monkey bonus on Search, Spot, and Listen checks to find or detect a boat.

Monkey Madness (Ex): A real pirate knows what to do when one monkey just isn’t enough. Beginning at 17th level, a pirate of Monkey Island™ may spend a full-round action calling a whole bunch of monkeys. This ability calls five monkeys per class level, which arrive after three rounds. These monkeys are completely normal and nonmagical monkeys. The pirate’s monkey companion may speak fluently with called monkeys, and they follow its commands perfectly. The monkeys remain for up to 1 minute per class level, or until dismissed by the pirate of Monkey Island™ as a swift action. This ability may be used once per day.

Brew of the Fermented Root (Ex): A real pirate knows the one secret weakness of the damned: root beer! At 20th level, a pirate of Monkey Island may spend 10 minutes to create a thrown splash weapon filled with root beer. Any ghost hit by root beer must make a Fortitude saving throw (DC 10 + 1/2 the pirate’s class level + the pirate’s Cha modifier) or be instantly destroyed, voiding even the ghost’s Rejuvenation ability. Root beer ignores the normal incorporeal aspect of ghosts. A pirate of Monkey Island™ may only have one bottle of root beer at a time.

mikeejimbo
2008-02-13, 11:49 PM
I'm sighing and shaking my head right now. That said, I totally want to play it now.

Also, what's TVM in the voodoo references? I'm a real pirate, and therefore too stupid to know fear, much less discern acronyms.

Kellus
2008-02-13, 11:55 PM
There you go. Better?

mikeejimbo
2008-02-14, 12:18 AM
Much, thanks. Looks neat.

Kellus
2008-02-14, 07:21 PM
... any other comments? :smallfrown:

Thunderbuckets
2008-02-14, 08:09 PM
I seem to remember v1.0 had an 'Inexplicable Love Interest' ability which, honestly, really fits the theme of the class very well. Perhaps you could add in an ability where he can charm a member of the opposite gender 1/day or 1/week?

Kellus
2008-02-16, 03:13 PM
Hm... The ability was called 'Newfound Love Interest'. It might work just to make it into a charm person SPA, maybe so long as they found you physically desirable. It's not a lot, so it would probably fit onto one of the lower levels... Maybe at 3rd level along with Deep Lungs, or would that be too early? :smallconfused:

Mee
2008-02-16, 03:28 PM
WHAT!! I was going to do something like this ...

Oh well, you did first.

Riva
2008-02-16, 03:52 PM
BUWAHAHAHAHA!

You make me want to play that game again. Also, I would love to play this class for the lulz.

Of which there would be many.