Avatar of the Evil Monkey (3.5e Class)
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|type= Fighter |desc= The Avatar of the Evil Monkey is a special title given to those who have been chosen by the big evil monkey in the sky, your job is to be a vessel of chaos, whether you like it or not }}
Avatar of the Evil Monkey
The person chosen by the Evil Monkey, Avatar of the Evil Monkey. There can only be one Avatar. The heir is chosen every lifetime. After the death of the previous avatar, the avatar becomes one with the Monkey. At this time, there may be no avatar until one is made or chosen.
Avatar of the Evil Monkey
The Avatar of the Evil Monkey can come from any background, as long as they have a strong will. Constitution is vital for keeping yourself in one piece, Strength, and Dexterity are important to make quick, agile strikes as well as being able to move quickly when causing trouble.
Abilities: Strength, Dexterity, and Constitution.
Races: Almost any race can be chosen by as long as they have a strong will. Species that live longer are preferable.
Alignment: Any Alignment, but most Avatars are Chaotic because how The Evil Monkey hunts you down
Starting Gold: Any amount of Gold. But as a flat start 4d6 * 10
Starting Age: Any.
|1st||+1||+0||+0||+0||Avatar of the Evil Monkey, Rage|
|2nd||+2||+1||+1||+1||Extra Feat, Change Size +1|
|3rd||+3||+1||+1||+1||Create Gorilla Arms|
|6th||+6/+1||+2||+3||+2||Change Size +2|
|18th||+18/+13/+8/+3||+6||+6||+10||Change size +3|
|19th||+19/+14/+9/+4||+6||+8||+12||+2 to any two stats|
|20th||+20/+15/+10/+5||+6||+8||+14||Gorilla Tactics, Do The Monkey With Me!|
Class Skills 4 + Con modifier per level, ×4 at 1st level)
All of the following are class features of the Heir of the Monkey King.
Weapon and Armor Proficiency: The Monkey King heir has proficiency with all simple and martial weapons as well as unarmed fighting. They are also proficient with light armor, and medium armor. It is not uncommon for Avatar of the Evil Monkey to be of the 6th or 7th level before being chosen.
Skills and Abilities
Avatar of the Evil Monkey: As an Avatar of the Evil Monkey, you gain quite a few perks. You no longer takes penalties to ability scores for aging and cannot be magically aged. You also gain +2 to Jump (Str), and Climb (Str). your unarmed strikes deal 1d8 and count as natural weapons
Monkey Say, Monkey Do: Once a week, you must also either kill another creature or cause property damage equal to 100gp to keep your deity satisfied, lest he will chase you down and kill you if you fail to do either action within the time frame.
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Strength modifier + constitution
Create Gorilla Arms:
When unarmored, a Avatar of the Evil Monkey may use their demonic powers to summon gorilla arms from their own arm to unleash a barrage of attacks against the opponent. When doing so they make two additional attacks of 1d10, but all attacks suffer a -1 penalty to hit. Alternatively, The Avatar can make their unarmed strikes count as one size category larger instead. Additionally, when rolling for damage the Avatar of the Evil Monkey's Strength modifier and any die that rolls its largest denomination immediately inflicts that much damage + the Avatar of the Evil Monkey's Strength modifier to the Avatar of the Evil Monkey as strain for using the Evil Monkey's power. If this knocks out or kills the Avatar of the Evil Monkey, all attacks in the barrage are still resolved and any additional damage from these attacks still rebounds to hurt the Avatar of the Evil Monkey further. The -1 attack penalty applies for 1 round, so it also affects attacks of opportunity the Avatar might make before their next action. The self-damage and -1 penalty disappears when the Avatar reaches 14th level.
Monkey Business: The Avatar of the Evil Monkey is corrupting your body. This gives you a natural defense at the cost of your body. you get a +3 to your Natural Armor at the cost of 20 feet of your movement/Swim/Fly speed. You also take a -3 to all Dexterity checks
Rage: Rage (Ex): An Avatar of the Evil Monkey can fly into a rage on its turn. In a rage, an Avatar of the Evil Monkey 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 Avatar of the Evil Monkey'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, an Avatar of the Evil Monkey 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. An Avatar of the Evil Monkey may not prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run, Has Disadvantage on Will saves) for the duration of the current encounter (unless he is a 10th-level Avatar of the Evil Monkey, at which point this limitation no longer applies).
An Avatar of the Evil Monkey can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. Entering a rage takes no time itself, but a Avatar of the Evil Monkey can do it only during his action, not in response to someone else’s action.
Super Monkey: You are now a fine Avatar of the Evil Monkey. you now have gorilla fur on your chest to prove it too. You gain +3 to balance, and climb checks. you gain a +4 to grapple checks.
Change Size: Changing your size is one of the many tricks the Evil Monkey can use. You can grow to show your power.
Grow: As a swift action you can increase your size class by 1 each time you use it. Can be used 2/day for 1hour/character level. Starting at 6th level you can increase your size class by 2 stages, this continues at 18th level where you can increase your size class 3 stages. Doing this requires a Will save (DC 10 + Constitution) if you fail you will lash out in a rage causing everyone within 30 feet of you to make a Reflex save unless they take 4d4 of force damage and you create a 30 foot sphere of force around you and fail to transform and take 1d4/character level. You can go back to normal size at any time as a full-round action.
Gorilla Screech: Focusing allows you to scream very loudly, bursting the eardrums of nearby characters. You gain access to the Shout spell at 8th level, then Greater Shout at 15th level
Paralyzing Roar: Starting at 9th level you focus for 1 full round, then scream in a 60 foot cone. This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. It may take purely mental actions, such as casting a spell with no components. Can be resisted with a Fortitude save of 15+ Casters Constitution. Every round, if paralyzed the targets can make a will save to shake off the paralysis DC: 12+ 1/2 Casters level. The caster can only use this once every 4 rounds, up to 3 time/day.
Gorilla Grip: as a standard action your arms become gorilla arms, you gain Advantage on all strength checks and gain a temporary +4 to your Strength and Constitution modifier, and a +2 to your AC, and Advantage of grapple checks. at the end of your turn you must make a Will save (DC 15) to keep your sanity, if the Avatar fails they suffer the effects if Maddening Scream for 1d4 + 1 turns
Monkey Mode: You have become a good Avatar and are a perfect vessel for his chaos. Starting at 14th level, if your hp drops below 0 you immediately and permanently transform into a gorilla and return with full hp, but you must make a Will save (DC 15 + Constitution), if you succeed you retain all your memories but lose every racial bonus you previously had and gain the following racial bonuses of Gorillafolk. If you fail you lose all your memories and attack the closest creatures to you and go on a rampage until you are killed again when you transform back into your previous body or make a will save (DC 20 + Constitution) where you will lose 1d4 years of your memories for every failed save.This ability does not activate if the Evil Monkey kills you.
Primal Roar Once per long rest, you can let out a shout that reaches 300feet in every direction, every living creature that can hear-including the caster must make will save (DC 15 + Constitution) if the target fails the save they suffer under the effects of confusion for 3d4 turns.
Gorilla Tactics you have become so attuned with chaos that it becomes unbearable to stand near you, all creatures within 20 feet of you must make a will save (DC10 + character level) and if they fail, they suffer the effects of Weird and Maddening Scream the creature is unaffected on a successful save. All the abilities done with the Avatar of the Evil monkey do not have their negative penalty for 2d4 weeks if you kill 2d6 people daily or cause 1d20 * 1000gp worth of damage as decided by the Evil Monkey. The Avatar of the Evil Monkey can activate and deactivate this ability this at will.
Do The Monkey With Me! At max level you can share the pain with another! You can select any living creature you can see, the creature must make a will save (DC 25) with Disadvantage, on a failed roll the tagged creature is forced to levelup and multiclass into an Avatar of the Evil Monkey upon levelup, the Avatar of the Evil Monkey lose all their abilities but keep all their bonuses, also if this is used on a previous Avatar of the Evil Monkey, they automatically succeed.
Ex-Avatar of the Evil Monkey
The only way to escape being the Avatar of the Evil Monkey is through death, if and Ex-Avatar is resurrected they lose all their class abilities.
Playing an Avatar of the Evil Monkey
Religion: The Avatar of the Evil Monkey doesn't often serve other deities, because they are at the mercy of the Evil Monkey
Other Classes: The Avatar will have little problem with anyone who is not evil.
Advancement: Most Avatars either give into the chaos and die or resist it long enough to use it to their advantage
Avatar of the Evil Monkey in the World
|“||<-The monkey chose me...I must do this....->||”|
|—<-Pritch->, <-Aarakocra-> <-Avatar of the Evil Monkey->|
<-Where characters of this class fit in a d20 world.->
Daily Life: They spend most of the time resisting the urge of the evil monkey, or letting the chaos flow through them, wreaking havoc.
NPC Reactions: Most people treat them like outcasts as their aura causes people to not enjoy their presence..
<-Avatar of the Evil Monkey-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||They look possessed by some sort of evil deity|
|10||They accepted the path of the Evil Monkey|
|15||They can somewhat utilize the power of this Evil Monkey like some sort of warlock|
|20||The only way they can escape this life is through death|
<Avatars of the Evil Monkey> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-Harrik used to be one of our best men, then one day he started to act different, then he started to kill....->.