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The Hulk
Alignment: Any
Hit Die: d8.
Class Skills: 2+Int
The hulk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Jump (Str), Knowledge (anatomy) (Int), Profession (Wis), Swim (Str), and Tumble (Dex).
BAB: Middle
Saves: All high
Class Features by Level
Code: Select all
[br] 1 Flurry of blows, superior unarmed strike, [br] armored in life, intuitive dodge, unarmed damage 1d8[br] 2 Body hardening, skilled fist[br] 3 Evasion, mettle[br] 4 Tamishiwara, unarmed damage 1d10[br] 5 Rage 1/day, power attack[br] 6 Style focus[br] 7 Skin like the mountain[br] 8 Focus blows, unarmed damage 2d6[br] 9 Kyokushinkai[br]10 Rage 2/day, foot of fury[br]11 Greater flurry, improved power attack[br]12 Improved style focus, unarmed damage 2d8[br]13 Break the blade[br]14 Soul like the mountain[br]15 Rage 3/day, greater rage[br]16 Shattering fist, unarmed damage 2d10[br]17 Supreme power attack[br]18 Style mastery, shattering pulse[br]19 Break the body[br]20 Rage 4/day, tireless rage, shattering burst, [br] unarmed damage 3d6[br]
Class Features
All of the following are class features of the hulk.
Weapon and Armor Proficiency: The hulk is proficient with all weapons that count as an unarmed strike, such as gauntlets and spiked gauntlets.
Flurry of Blows (Ex): When unarmored, a hulk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus. A hulk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a hulk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a hulk applies her Strength bonus (not Str bonus x 1-1/2 or x1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The hulk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a hulk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a hulk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Superior Unarmed Strike: At 1st level, a hulk gains Improved Unarmed Strike as a bonus feat. A hulk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a hulk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a hulk striking unarmed. A hulk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a hulk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A hulk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A hulk’s unarmed strike damage is modified by the size of the hulk identically to any other weapon.
Armored in Life (Ex): A hulk’s flesh is his armor, and as such, the hulk has turned his ki to his own defense. A hulk’s skin may be enchanted like armor, and at the same cost in gold and XP. The time required to do so, however, is one hour per 1,000 gp rather than one day for the same cost. The same rules apply to the enchantment of the hulk’s unarmed strike as a weapon.
Intuitive Dodge (Su): A hulk gains his Wisdom bonus to his AC in addition to his Dexterity bonus. His Wisdom bonus is capped by his armor’s Max Dex identically to his Dexterity. Because this AC bonus is predicated on a supernatural level of awareness, it does not vanish when the hulk looses his Dex bonus to AC.
Body Hardening (Ex): A hulk of at least 2nd level gains Damage Reduction X/-, where X is the hulk’s class level divided by three (rounded down), plus one.
Skilled Fist (Ex): A hulk of 2nd level or higher gains the virtual feats Weapon Focus: Unarmed and Weapon Specialization: Unarmed, which he can use as long as he remains unarmored.
Evasion (Ex): The 3rd level hulk can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the chohouin is wearing light armor or no armor. A helpless hulk does not gain the benefit of evasion.
Mettle (Ex): If a hulk of 3rd level or higher makes a successful Fortitude or Will save against an effect that would normally have a lesser effect on a successful save (such as a Will half save or a Fortitude partial save), he instead completely negates the effect. An unconscious or sleeping hulk does not benefit from this ability.
Tamishiwara (Ex): At 4th level, a hulk gains the ability to attack objects, including with Sunder, without regard to the size of the weapon vs. the size of the object attacked. Furthermore, the hulk gains +1d6 damage per two levels against any unattended object he attacks in this manner.
Rage (Ex): A hulk of at least 5th level can fly into a rage a certain number of times per day. In a rage, a hulk temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the hulk’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a hulk cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A hulk may prematurely end his rage. At the end of the rage, the hulk loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level hulk, at which point this limitation no longer applies; see below).
A hulk can fly into a rage only once per encounter. At 5th level he can use his rage ability once per day. Every five levels thereafter, he can use it one additional time per day (to a maximum of four times per day at 20th level). Entering a rage takes no time itself, but a hulk can do it only during his action, not in response to someone else’s action.
Power Attack (Ex): A hulk gains Power Attack as a bonus feat at 5th level.
Style Focus (Ex): At 6th level, a hulk chooses between Hard Style, Hard/Soft Style, or Soft Style. A hulk that chooses Hard Style gains a critical multiplier of x3 on his unarmed strikes. A hulk that chooses Hard/Soft Style gains a threat range of 19-20 on his unarmed strikes. A hulk that chooses Soft Style gains a threat range of 19-20 on his unarmed strikes.
Skin like the Mountain (Su): At 7th level, the hulk’s constant training brings him an increased benefit: he gains a Natural Armor bonus equal to his Constitution modifier.
Focus Blows (Ex): A hulk of 8th level or greater may, on any round that he does not use his Flurry of Blows ability, deal double damage with each of his successful attacks. This stacks normally with the multiplication of damage caused by a critical hit, or by the Foot of Fury ability.
Kyokushinkai (Ex): A hulk of 9th level and beyond totally ignores all damage reduction, hardness, or other effects that would otherwise directly lower the amount of damage his blows deal to his target. Furthermore, he may apply the bonus damage gained from Tamishiwara to any attack made against a helpless creature.
Foot of Fury (Su): A hulk of 10th level or higher can, as a full-round action, make a single unarmed strike and expend one use of his Rage ability (without actually entering into a Rage). If the strike hits, it automatically deals double it’s normal maximum damage, and any creature hit by the attack is flung backwards for the hulk’s Strength modifier x5 in feet, minus 5 feet for each size category bigger or smaller than the Hulk that the creature is. If a creature flung in such a manner hits an object that stops it’s motion, it takes damage for having fallen the distance that it would have traveled had it’s motion not been ceased. The object that stopped the creature takes the same amount of damage. The creature attacked must make a Balance check with a DC equal to the damage dealt or be knocked prone by this attack. The damage multiplication effect of this ability stacks normally with the multiplication of damage caused by a critical hit, or by the Focus Blows ability.
Improved Power Attack (Ex): At 11th level, whenever the hulk uses his Power Attack feat, he gains three points of damage for every two points of attack bonus he sacrifices.
Improved Style Focus (Ex): At 12th level, a hulk’s mastery of his Style increases. A hulk that chose Hard Style gains a critical multiplier of x4 on his unarmed strikes. A hulk that chose Hard/Soft Style gains a threat range of 18-20 on his unarmed strikes. A hulk that chose Soft Style gains a +4 bonus to confirm criticals made by his unarmed strikes.
Break the Blade (Su): At 13th level, a hulk’s flesh has gained a supernatural hardness that may cause blades to shatter on his skin if the hulk concentrates his ki. A hulk of 13th level or higher who takes a Full Defense Action and is successfully struck by a weapon during that round automatically deals damage to that weapon as though he had attacked it and hit. Similarly, a hulk of 13th level or higher who fights defensively and is struck by a weapon during that round has a 20% chance to deal damage to that weapon as though he had attacked it and hit.
Soul like the Mountain (Su): A hulk of 14th level or higher gains Spell Resistance equal to 10 plus his character level.
Greater Rage (Ex): At 15th level, a hulk’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
Shattering Fist (Sp): A hulk of 16th level or greater can activate the spell-like ability Shatter at will at a caster level equal to his character level, but with a range of Touch. The hulk may also use this ability to affect weight-equivalent portions of larger objects. Similarly, once per day per point of Wisdom modifier, a hulk of 16th level can activate the spell-like ability Disintegrate at the same caster level and with the same range and weight-equivalency rules.
Supreme Power Attack (Ex): At 17th level, whenever the hulk uses his Power Attack feat, he gains two points of damage for every one point of attack bonus he sacrifices.
Style Mastery (Ex): At 18th level, a hulk’s mastery of his Style is complete. A hulk that chose Hard Style gains a critical multiplier of x5 on his unarmed strikes and a +4 bonus to confirm criticals made by his unarmed strikes. A hulk that chose Hard/Soft Style gains a threat range of 17-20 on his unarmed strikes, and a +4 bonus to confirm criticals made by his unarmed strikes. A hulk that chose Soft Style gains a critical multiplier of x3 on his unarmed strikes.
Shattering Pulse (Sp): A hulk of 18th level or greater can, once per day per point of Wisdom modifier, cast Shatter on everything within a line 10’ wide, 10’ high and 100 + 10 feet per class level long. Once per day, the hulk can cast Disintegrate on everything within the same area.
Break the Body (Su): At 19th level and beyond, a hulk may add his Wisdom modifier to his damage rolls when making unarmed attacks.
Tireless Rage (Ex): At 20th level and higher, a hulk no longer becomes fatigued at the end of his rage.
Shattering Burst (Sp): A hulk of 20th level and beyond can, once per day, cast Shatter on everything within a 40’ radius of himself, and disallow all nonmagical items in that area (even attended nonmagical items) a saving throw.
The Ascetic
Alignment: Any, but must be within one step of her god’s
Hit Die: d8.
Class Skills: 6+Int
The ascetic’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Knowledge (anatomy, religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Tumble (Dex).
BAB: Middle
Saves: All high
Class Features by Level:
Code: Select all
[br] 1 Flurry of blows, superior unarmed strike, [br] armored in life, intuitive dodge, unarmed damage 1d8[br]2 Whisper from god[br] 3 Turn/rebuke undead, lay on hands[br] 4 Divine inspiration[br] 5 Divine health, smite 1/day[br] 6 Style focus[br] 7 Mortification of the flesh[br] 8 Word from god[br] 9 Fist of faith[br]10 Smite 2/day[br]11 Greater flurry, divine body[br]12 Improved style focus[br]13 Fist of conviction[br]14 Wisdom from god, deny flesh[br]15 Smite 3/day[br]16 Exaltation of the soul[br]17 Fist of devotion[br]18 Style mastery[br]19 Divine revelation[br]20 Smite 4/day, weapon from god[br]
Class Features
All of the following are class features of the ascetic.
Weapon and Armor Proficiency: As the PHB Monk.
Flurry of Blows (Ex): When unarmored, an ascetic may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus. An ascetic must use a full attack action to strike with a flurry of blows.
When using flurry of blows, an ascetic may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, an ascetic applies her Strength bonus (not Str bonus x 1-1/2 or x1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The ascetic can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, an ascetic may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When an ascetic reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Superior Unarmed Strike: At 1st level, an ascetic gains Improved Unarmed Strike as a bonus feat. An ascetic’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an ascetic may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for an ascetic striking unarmed. An ascetic may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually an ascetic’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
An ascetic’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. An ascetic’s unarmed strike damage is modified by the size of the ascetic identically to any other weapon.
Armored in Life (Ex): An ascetic’s flesh is her armor, and as such, the ascetic has turned her ki to her own defense. An ascetic’s skin may be enchanted like armor, and at the same cost in gold and XP. The time required to do so, however, is one hour per 1,000 gp rather than one day for the same cost. The same rules apply to the enchantment of the ascetic’s unarmed strike as a weapon.
Intuitive Dodge (Su): An ascetic gains her Wisdom bonus to her AC in addition to her Dexterity bonus. Her Wisdom bonus is capped by her armor’s Max Dex identically to her Dexterity. Because this AC bonus is predicated on a supernatural level of awareness, it does not vanish when the ascetic looses her Dex bonus to AC.
Whispers from God (Su): At 2nd level and beyond, an ascetic hears the voice of her god whispering warnings in her hear, gaining her Wisdom bonus to her initiative checks.
Channel Energy (Su): When an ascetic reaches 3rd level, she gains the supernatural ability to turn or rebuke undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns or rebukes undead as a cleric of three levels lower would.
Lay on Hands (Su): Beginning at 3rd level, an ascetic with a Charisma score of 12 or higher can heal or inflict wounds (her own or those of others) by touch. If the ascetic chose to turn undead, her touch heals wounds; if she chose to rebuke undead, her touch inflicts them. Each day she can heal or inflict a total number of hit points of damage equal to her class level x her Charisma bonus. An ascetic may choose to divide her healing or inflicting among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. As normal, lay on hands is reversed on undead: healing wounds damages them and inflicting wounds repairs them.
Divine Inspiration (Su): Once per day at 4th level and an additional time per day each 4 levels thereafter (8th, 12th, 16th, and 20th), an ascetic can call upon her deity for divine guidance, gaining a number of temporary ranks in a skill equal to her ascetic level. This ability is a full-round action, and the skill ranks exist until the next skill check the ascetic makes is completed.
Divine Health (Ex): An ascetic of 5th level or higher is immune to disease of any kind, including supernatural disease.
Smite (Su): Once per day, a 5th level ascetic may attempt to smite with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per ascetic level. At 10th level, and at every five levels thereafter, the ascetic may smite one additional time per day, to a maximum of four times per day at 20th level.
Style Focus (Ex): At 6th level, an ascetic chooses between Hard Style, Hard/Soft Style, or Soft Style. An ascetic that chooses Hard Style gains a critical multiplier of x3 on her unarmed strikes. An ascetic that chooses Hard/Soft Style gains a threat range of 19-20 on her unarmed strikes. An ascetic that chooses Soft Style gains a threat range of 19-20 on her unarmed strikes.
Mortification of the Flesh (Ex): An ascetic of 7th level or higher can simply discard the distracting sensations of her body, acting regardless of negative sensations. She becomes immune to dazing, stunning, nausea, and any effect that relies on causing pain to have an affect. Furthermore, she gains Damage Reduction X/-, where X is her class level divided by four.
Words from God (Sp): Once per day per point of Wisdom modifier, an ascetic of 8th level or higher may activate Divination as a spell-like ability.
Fist of Faith (Su): An ascetic of 9th level or higher deals +1d8 points of sacred damage with her unarmed strike per five class levels.
Divine Body (Ex): An ascetic of 11th level or higher is immune to poison of any kind, including supernatural poisons.
Improved Style Focus (Ex): At 12th level, an ascetic’s mastery of her Style increases. An ascetic that chose Hard Style gains a critical multiplier of x4 on her unarmed strikes. An ascetic that chose Hard/Soft Style gains a threat range of 18-20 on her unarmed strikes. An ascetic that chose Soft Style gains a +4 bonus to confirm criticals made by her unarmed strikes.
Fist of Conviction (Su): An ascetic of 13th level or higher deals an additional +1d20 points of sacred damage for each point of critical multiplier beyond the first when he critically hits with an unarmed strike.
Wisdom from God (Sp): Once per day per point of Charisma modifier, an ascetic of 14th level or higher may activate Commune as a spell-like ability.
Deny Flesh (Su): An ascetic of 14th level and higher can survive on her connection to the divine, no longer needing to sustain her body. She no longer needs to eat, drink, sleep, or even breathe – all that she needs to live, her god provides. She also becomes immune to petrification and polymorphing effects, having no mortal physiology to affect in such a manner.
Exaltation of the Soul (Su): A 16th level ascetic’s soul has ascended to a new level of nearness to her god, and is protected from the ravages of defiling magic. The ascetic is immune to ability drain, level drain, and [death] effects.
Fist of Devotion (Su): An ascetic of 17th level and higher adds his Wisdom modifier to attack and damage rolls made with his unarmed strikes.
Style Mastery (Ex): At 18th level, an ascetic’s mastery of her Style is complete. An ascetic that chose Hard Style gains a critical multiplier of x5 on her unarmed strikes and a +4 bonus to confirm criticals made by her unarmed strikes. An ascetic that chose Hard/Soft Style gains a threat range of 17-20 on her unarmed strikes, and a +4 bonus to confirm criticals made by her unarmed strikes. An ascetic that chose Soft Style gains a critical multiplier of x3 on her unarmed strikes.
Divine Revelation (Su): Once per day per ten levels, an ascetic of 19th level or higher may ask her god a single question which must be about a fact either observable in the present or observable or researchable about the past. The god immediately answers questions about observable facts with 100% accuracy. Questions requiring research, the god either answers immediately with 75% reliability, or answers within 1d20 hours with 100% reliability (ascetic’s choice). The god cannot reliably answer questions about the future, nor can it answer questions about unobservable phenomenon (such as “What is the queen thinking about?”) unless the question relates directly to the god’s portfolio.
Weapon from God (Sp): Once per day, an ascetic of 20th level can channel divine energy into her body, forging herself into a weapon of deific energy. This ability lasts one round per five class levels, and takes a standard action to activate. While this ability is active, the ascetic gains a BAB equal to a Fighter of her character level. Each round, the total number of hit points she can heal or inflict with her Lay on Hands ability resets as though a day had passed, as does the number of Smites she may make. During her turn, the ascetic may use her Lay on Hands ability on herself as a free action until this ability ends. Finally, the ascetic is surrounded by an aura of retribution: any creature that deals damage to her while this ability continues takes an amount of sacred damage equal to half the amount of damage that creature dealt to the ascetic. When this ability ends, the ascetic’s remaining pool of Lay on Hands points and her remaining Smites are returned to the state they were in immediately before she activated this ability, and the ascetic becomes exhausted until she can rest for 10 minutes uninterrupted.