Ur-Warrior (Apath)

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Unofficial rules compendium

Ur-warrior

There was a time of dark legends among martial artists, before the ninja and monk became established. In these early days, the warriors of yore discovered the ways of martial arts and how to interact with the world. These warriors of the dawn of the world fought over what martial arts was to become. They were the ur-warriors. The result of those battles became the ninjas and monks of today, but a few ur-warriors still exist, still fighting that ancient battle.

Class Information

This is a multiclass archetype.

Primary Class: Monk.

Secondary Class: Ninja.

The ur-warrior has all the monk's class features except as noted here. An ur-warrior cannot multiclass as a monk, ninja, rogue or with any of their subclasses or combination classes.

Alignment: Any.

Class Abilities

Class Skills

The ur-warrior's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Weapon Proficiency

Ur-warriors are proficient with the brass knuckles<ref name="APG">From Advanced Player's Guide.</ref>, cestus<ref name="APG"/>, club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, short sword, shortspear, and shuriken. In addition to this, ur-warriors learn one weapon of choice. This can be any basic or martial weapon (including race-specific ones) or the kusarigama<ref name="UC"/>, kutetsu-shoge<ref name="UC"/>, sai, temple sword<ref name="APG"/>, or siangham. Ur-warriors are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, an ur-warrior loses his AC bonus, as well as his fast movement ability.

Lethal Sneak Attack

As he advances in level, an ur-warrior gains extra damage with melee and thrown attacks. If an ur-warrior can catch an opponent when she is unable to defend herself effectively, he can strike accurate blows to deal extra damage. The ur-warrior’s lethal sneak attacks deal this extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), but (unlike regular sneak attack) not when the ur-warrior flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every three ur-warrior levels thereafter, to a maximum of 7d6 at 19th level. This is precision damage and is not multiplied should the ur-warrior score a critical hit with a lethal sneak attack. Ranged attacks made with thrown weapons count as lethal sneak attacks if the target is within 30 feet. Lethal sneak attack does not work with missile weapons or ranged touch-attack spells.

Whenever an ur-warrior makes a successful melee attack or ranged attack with a thrown weapon against an opponent that is neither denied its Dexterity bonus to AC nor caught flat-footed, he deals an amount of extra damage equal to her minimum lethal sneak attack damage (1 point at 1st level, 2 points at 3rd level, and so on).

This replaces flurry of blows.

Secret Technique

The ur-warriors have a number of secret techniques. An ur-warrior is taught one secret technique from the list below at first level, and gain more secret technique at 4th level and every 4 levels thereafter.

This replaces stunning fist, still mind, maneuver training, wholeness of body, and diamond soul. An ur-warrior that takes the Stunning Fist feat but does not know the stunning fist technique does not count ur-warrior levels as monk levels for the benefits of the feat.

Bonus Feat: An ur-warrior can always choose a bonus feat instead of a secret technique, if desired. These are taken from the bonus feat class ability below.

Deceptive Moves (Ex): an ur-warrior with this technique can use the Bluff skill to feint as a swift action.

Deceptive Shuriken (Ex): Once per round, as a part of drawing or picking up one or more shuriken, an ur-warrior with this technique can make a Sleight of Hand check against a DC of 10 + an opponent's Perception skill bonus to render one opponent flat-footed against his thrown shuriken this round. An opponent with uncanny dodge or who is otherwise immune to being flat-footed is immune to this ability, and repeated uses against the same opponent suffers a -10 penalty. An ur-warrior with this ability can also throw Diminutive objects, including small daggers, darts, bolts, arrows and even objects that that are normally harmless (such as playing cards, dice, pebbles, coins) as if they were shuriken. An ur-warrior can pick up such objects within reach as a free action that does not trigger an attack of opportunity.

Improved Uncanny Dodge (Ex): The ur-warrior can no longer be flanked. This defense denies a ninja or rogue the ability to sneak attack the ur-warrior by flanking her, and denies another ur-warrior the full use of lethal attack, unless the attacker has at least four more ninja, rogue, or ur-warrior levels than the target does. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum ninja, rogue, or ur-warrior level required to flank the character. The ur-warrior must be at least 8th level to select this technique.

Lethal Flanking (Ex): When you flank an opponent in melee, you can use your full damage from lethal sneak attacks against that opponent. Against opponent's improved uncanny dodge, this ability works when sneak attack would work (see improved uncanny dodge). Ur-warrior levels stack with the level of any class that provides sneak attack for the purpose of overcoming improved uncanny dodge.

Light Steps (Ex): An ur-warrior with this technique gains the ninja’s light steps ability. The ur-warrior must be at least 6th level to select this technique.

Maneuver Training (Ex): An ur-warrior with this technique gains the monk’s maneuver training ability. The ur-warrior must be at least 4th level to select this technique.

Master Tricks: An ur-warrior may select a ninja’s master trick as a secret technique. An ur-warrior counts his ur-warrior level as his ninja level for the purpose of determining any level based effects or prerequisites, but cannot choose a master trick based on ninja class features he does not possess, and cannot learn master tricks based on sneak attack. The ur-warrior must be at least 12th level to select this technique.

Ninja Tricks: An ur-warrior may select a ninja trick as a secret technique. An ur-warrior counts his ur-warrior level as his ninja level for the purpose of determining any level based effects or prerequisites, but cannot choose a ninja trick based on ninja class feature he does not possess. Ninja trick based on sneak attack work with lethal sneak attack, but only when the lethal sneak attack inflicts its full dice of damage, not when it only inflicts one point per die.

Poison Use (Ex): The ur-warrior is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Slow Fall (Ex): An ur-warrior i with this technique gains the monk’s slow fall ability. The ur-warrior must be at least 4th level to select this technique.

Stunning Fist (Ex): This is the same as the monk's stunning fist class ability. See the note under secret technique for Stunning Fist taken as a feat and used without this ability.

Sudden Charge (Ex): This charge is so sudden that it is hard for the eye to follow. The target charged by an ur-warrior with this technique is flat-footed until the end of the ur-warrior's current turn. An opponent with uncanny dodge or who is otherwise immune to being flat-footed is immune to this ability. An ur-warrior may continue to move after attacking in a charge, up to a total movement equal to twice his speed. Any movement after the charge is completed need not be in a straight line. If this movement ends up in cover or concealment, the ur-warrior can try to use Stealth to hide at a -10 penalty.

Note that a flat-footed opponent does not get to make attacks of opportunity unless the opponent has the Combat Reflexes feat.

Sudden Step (Su): An ur-warrior can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his ur-warrior level. Unlike the spell, he cannot take other creatures with him when he uses this ability, but his turn does not end and any attack he makes after a sudden step until the end of his current turn catches the opponent flat-footed. An opponent with uncanny dodge or who is otherwise immune to being flat-footed is immune to this ability. An ur-warrior must be level 12 or higher to take this ability.

Unarmed Strike

At 1st level, an ur-warrior gains Improved Unarmed Strike as a bonus feat. An ur-warrior's attacks may be with fist, elbows, knees, and feet. This means that an ur-warrior may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for an ur-warrior striking unarmed. An ur-warrior may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

An ur-warrior's unarmed strike is treated as both 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 ur-warrior's unarmed strike does 1d6 lethal crushing and cutting damage (1d4 for a small ur-warrior). An ur-warrior can only do nonlethal damage with unarmed attack by taking the standard -4 attack penalty to do so.

This is a modification of the monk's unarmed strike ability.

Bonus Feats

At 2nd level, 6th level, and every 4 levels thereafter, an ur-warrior may select a bonus feat. These feats must be taken from the following list: Bludgeoneer<ref name="UC">From Ultimate Combat.</ref>, Catch Off-Guard, Combat Reflexes, Deflect Arrows, Distance Thrower<ref name="UC"/>, Dodge, Exotic Weapon Proficiency, Nimble Moves<ref name="APG">From Advanced Player's Guide.</ref>, Scorpion Style, Throw Anything.

At 6th level, the following feats are added to the list: Close Quarter's Thrower<ref name="UC"/>, Gorgon's Fist, Greater Feint, Improved Bull Rush, Improved Disarm, Mobility, Rapid Shot, Snatch Arrows.

At 10th level, the following feats are added to the list: Dimensional Assault<ref name="UC"/>, Disengaging Flourish<ref name="UC"/>, False Opening<ref name="UC"/>, Medusa's Wrath, Light Step<ref name="APG"/>, Shoot On The Run, Stunning Fist.

An ur-warrior need not have any of the prerequisites normally required for these feats to select them, but some feats have benefits based on the use of other feats, and these rules still apply.

Uncanny Dodge (Ex)

Starting at 3rd level, an ur-warrior can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. An ur-warrior with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If an ur-warrior already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

This replaces still mind.

Ki pool

At 4th level, an ur-warrior gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in an ur-warrior's ki pool is equal to 1/2 his ur-warrior level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.

  • At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
  • At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
  • At 10th level, whenever an ur-warrior makes a ki strike, his unarmed strikes are also treated as aligned (chaotic, evil, good, or lawful) according to the ur-warrior’s alignment. A neutral ur-warrior cannot use this ability.
  • At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, an ur-warrior can do one of the following:

  • Make one additional attack at his highest attack bonus when making a full attack, or
  • Increase his speed by 20 feet for 1 round, or
  • Reroll a failed Bluff, Sleight of Hand, or Stealth check. The ur-warrior must take the second result, even if it is worse. A single check can only be rerolled once by means of this ability.

Each of these powers is activated as a swift action. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

This is the a modification of the monk's ki pool ability.

Purity of Body (Ex)

At 13th level, an ur-warrior gains immunity to all diseases, including supernatural and magical diseases. This is the same as the monk ability of the same name.

Table: Ur-warrior

Level Base Attack Bonus Fort Save Ref Save Will Save Special Lethal Strikes AC Bonus Fast Movement
1st +0 +2 +2 +2 Lethal sneak attack, secret technique, unarmed strike +1d6 +0 +0 ft.
2nd +1 +3 +3 +3 Bonus feat, evasion +1d6 +0 +0 ft.
3rd +2 +3 +3 +3 Fast movement, uncanny dodge +2d6 +0 +10 ft.
4th +3 +4 +4 +4 Ki pool (magic), secret technique +2d6 +1 +10 ft.
5th +3 +4 +4 +4 High jump +2d6 +1 +10 ft.
6th +4 +5 +5 +5 Bonus feat +3d6 +1 +20 ft.
7th +5 +5 +5 +5 Improved uncanny dodge, ki pool (cold iron/silver) +3d6 +1 +20 ft.
8th +6/+1 +6 +6 +6 Secret technique +3d6 +2 +20 ft.
9th +6/+1 +6 +6 +6 Improved evasion +4d6 +2 +30 ft.
10th +7/+2 +7 +7 +7 Bonus feat, Ki pool (aligned) +4d6 +2 +30 ft.
11th +8/+3 +7 +7 +7 Diamond body +4d6 +2 +30 ft.
12th +9/+4 +8 +8 +8 Secret technique +5d6 +3 +40 ft.
13th +9/+4 +8 +8 +8 Purity of body +5d6 +3 +40 ft.
14th +10/+5 +9 +9 +9 Bonus feat +5d6 +3 +40 ft.
15th +11/+6/+1 +9 +9 +9 Quivering palm +6d6 +3 +50 ft.
16th +12/+7/+2 +10 +10 +10 Ki pool (adamantine), secret technique +6d6 +4 +50 ft.
17th +12/+7/+2 +10 +10 +10 Timeless body, tounge of the sun and moon +6d6 +4 +50 ft.
18th +13/+8/+3 +11 +11 +11 Bonus feat +7d6 +4 +60 ft.
19th +14/+9/+4 +11 +11 +11 Empty body +7d6 +4 +60 ft.
20th +15/+10/+5 +12 +12 +12 Perfect self, secret technique +7d6 +5 +60 ft.

Footnotes

<references/>

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Weapon proficiencies
  • Bonus Feats
  • Flurry of Blows
  • Stunning Fist (Including class benefits of feat)
  • Unarmed Strike
  • Maneuver Training (3)
  • Still Mind (3)
  • Wholeness of Body (7)
  • Abundant Step (12)
  • Diamond Soul (13)

See Also

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