The Monkey Class
A Monkey class unlocked in the Many Rats on Sticks Stonehell game I run.
Monkey
Starting Equipment: 3 slots of bananas (perishable rations) Skills: monkey, business
- A: monkey dice, mankey
- B: gibbon mind
- C: crinkled ape finger
- D: rise of the planet of the apes
At every template, the Monkey gains a random Monkey Channel, a random Monkey Art, and +1 Monkey Dice (MD).
Monkey Dice (MD) are expended on a 4-6 and kept on a 1-3. They are used to power Monkey class features.
A
Monkey Dice
Monkey Dice are similar to Magic Dice, in that they are restored by resting, returned on a 1-3, and expended on a 4-6. They
If you roll doubles (or more) on a Monkey Dice roll, you experience Monkey Business:
- Your MD only return on a 1-2 until you rest or lunch.
- Take 1d6 damage.
- You cannot speak Man until you take a minute to relax and compose yourself.
- You cannot move like a Monkey (including to use your unarmed attack and benefit from your Monkey defense) until you take a minute to relax and compose yourself.
- Random mutation for 1d6 rounds, then Save. Permanent if you fail OR if it's Monkey-related.
- Your Monkey Business pays off, and you get 1d6 GP.
Mankey
Man has no enemy like a monkey, for a man wishes to be monkey, and monkey wishes to be man.
As a Mankey, you have the gifts and curses of both. You may climb and brachiate on suitable surfaces (not sheer walls or ceilings). You look like a Monkey with the eyes of a Man, and may speak both Man and Monkey, but cannot read and write.
You cannot wear armor, but your Monkey hide and movement grant armor equal to 11 + [templates]. Your unarmed attack (which is a bite or a slam) deals (per [templates]) d6/d8/d10/d12.
B
Gibbon Mind
You possess Gibbon Mind. You are immune to all mental effects that could not affect both Man and Monkey (including all language-dependent effects and existential dreads). If it would affect Man and Monkey differently, you choose how it affects you.
If you are fully naked (carrying no manufactured equipment not produced by a monkey art or monkey channel), you get +1 MD (similar to wearing wizard robes for a wizard).
C
Crinkled Ape Finger
When you attack a target (including objects) with your unarmed attack, you may spend any amount of MD as a special Monkey Art. If [sum] equals or exceeds its remaining health, it is converted to a common Ape. It is not necessarily hostile, but is confused. The Ape has HD as the prior creature. Objects are instead converted into an equivalent mass of rotten banana (edible objects are converted into good bananas).
You must use this ability before attacking, and it only has effect on impact.
Your unarmed attacks always count as magical weapons, and you are not subject to harmful effects that trigger on contact or strike when hitting with your unarmed attacks.
D
Apex
You fully integrate man and monkey, becoming the perfect gestalt. Create a custom monkey art and monkey channel. You may benefit from two monkey channels simultaneously (if you would begin a third, you choose which one ends). You may end any ongoing monkey channels to regain half your spent monkey dice, rounded up, when you lunch.
Monkey Channels
You may only benefit from a single Monkey Channel at a time. It lasts until expended, you rest or take lunch, you dismiss it as a free action, or you use another Monkey Channel. Beginning a Monkey Channel is an action.
1: Albino Ape
You become albino, and a misty replica of yourself manifests in a space you can see within [10 x templates] feet.
It has your statistics and [sum + dice + templates] health. It shares your mind, and both you and the replica act on your initiative, though it may not use Monkey Arts or Monkey Channels or other limited-use abilities, and does not gain copies of your equipment. At the end of any round in which it takes directly hostile action, it loses 1 health. It cannot regain health by any means and immediately dissipates if reduce to 0 health.
If you die, this channel does not end unless the replica is destroyed. If it successfully gets a full rest and a meal, it wakes up as you, reformed, at 0 health and 0 MD (your equipment is not recovered).
2: Higher Baboon
Your forehead grows unusually large, granting you a +1 bonus on all knowledge checks. Additionally, you are trained in providing first aid. This bonus lingers for [templates] rounds after expending this channel (but not dismissing it or beginning a new one).
You develop superior tool use abilities. By expending one or more [dice] as an action, you can create a simple item that could be held in both hands from sticks, mud, rocks, and plant bits (which you seems to be able to find anywhere). Such items are obviously worthless. Determine the duration of the item according to the following chart based on X, where the base value of X is [sum+ templates ] and you can select any duration with a value not greater than X.
- -1: ability fails
- 0: 1 round
- 1: rest of the encounter
- 2: 1 hour
- 4: rest of the day
- 8: rest of the week
- 12: permanent
You may reduce X by 1 to use this ability as a free action. You may then halve X repeatedly (rounding down, and not if X is 0) to make items of such quality that they are +1 (or higher) items, to a maximum of +[templates].
3: Bone Monkey
You become skeletal, and gain the following abilities. You may use up to [sum + dice] points worth of abilities. All abilities are free actions that may be taken at any time. Additionally, you get a +[templates] bonus on all initiative checks and checks to resist effects that undead would be immune to.
- 1: You may make an additional unarmed attack this round. You may only use this ability on your turn, and only once per turn.
- 1: You do not need to breathe and cannot be afflicted with new poison or disease until the start of your next turn. Poisons and diseases currently affecting you are suppressed for the duration.
- X: You gain X temporary health that lasts until the start of your next turn. This temporary health does not stack with itself.
- 3: You are treated as undead for magical effects and the hostility of undead until the start of your next turn.
4: Plated Monkey
You develop metal plates and cybernetic components.
You gain +1 armor, +2 if MD is 3 or more. For each [dice] you used for this ability, you gain the noted ability from the following list, which you can use once per time you got that result:
- You activate your hydraulics, increasing the damage of a melee attack by [templates] or treating your roll as [templates] higher for a strength, dexterity, or movement check. This can be activated as part of a suitable check or when rolling damage for an attack.
- As an action, you engage active camouflage, giving you +[templates] on a stealth check (and all subsequent checks until you take a directly hostile action or end this channel). Alternatively, when you get hit, you may overload your camouflage systems, giving you a [templates]-in-6 chance to negate an incoming attack (you may use this ability after the damage of the attack is revealed).
- As a free action, you supercharge your cyber senses and cyber brain. For the next [templates] rounds, you can see invisible things, see in the dark, and get +[templates] on perception checks and intelligence checks. Additionally, you get +1 on all attacks and double the range of ranged attacks.
- As a reaction, you flood your system with nanomachines that harden in response to physical trauma. You regain [2 x templates] health, and reduce all damage taken until the end of your next turn by [1 + templates].
- As an action, you can fire a bolt of lightning, dealing [your unarmed damage + templates + your highest mental ability modifier] electricity damage in a 60 foot line (dex half).
- Choose any of the other effects.
Monkey Arts
1: Ape Out
R: see text T: self D: see text You hoot, spin, and vanish. If [sum] is even, you become invisible for [sum] minutes (ending if you take directly hostile action). If [sum] is odd, you may teleport anywhere within [5 x sum x dice] feet.
2: Random Chimp Event
R: 50 feet T: see text D: see text For each [result], the corresponding event occurs:
- Macaque swarm. For the next [dice] rounds, [sum] spaces within range become difficult terrain and impose -1 on attack and defense. Allied monkeys ignore this effect.
- Buffeting baboons. You divide [5 x sum] feet of pushing among creatures within range (STR to negate if unwilling, with advantage if moved to dangerous terrain).
- A loud hoot. [sum] sonic damage is divided as you choose among enemies with range (CON for half).
- Bananas. [sum] healing is divided as you choose among allies within range.
- Chimp. An allied chimp with [dice] HD, [dice + sum] HP, armor as leather, and attack [1d8 + dice] is conjures within range. It loses 3 health at the end of each of its turns.
- Roll 2d6 more free MD and add them to the pool used to cast this spell. Monkey Business is calculated based on the final total.
3: Go Bananas
R: 100 feet T: [sum] nearest creatures withing range, self included D: [2 x dice] rounds, see text
All targets get [5 x sum] feet faster movement speed and [sum] temporary health for the duration. Allies get an additional [5 x sum] feet faster movement and [dice] more temporary health, and the effect lasts for an additional [dice] rounds.
4: Monkey Type Beatdown
R: 100 feet T: creature D: 0
You unleash a powerful, unerring, Monkey Type Beatdown upon your target. The target must be within a straight leap range, and it takes [dice + sum] force damage as you pounce on it and pummel it, ending in an adjacent square. You may divide the dice between one or more targets (in order), leaping from one to the next, but the total distance leapt cannot exceed the range of this spell