Multiclass Archetypes V: More Ultimate MCAs


Homebrew and House Rules

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Elghinn Lightbringer wrote:
You're only 4th on the queue Orelius. If it's not ready, we can move you down the queue. Its probabaly about 2 weeks a way at the outside, 1 week if things go really well with the two ahead of you. Bumping people back is no issue, it's bumping people forward that people would have an issue with.

No, it's fine. Just a bit surprising, considering how late I came in.

Advocates

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Just had a thought for a new MCA.
"Testamental Rival"
Primary: Summoner
Secondary: Inquisitor

The concept I have in mind is of someone that goes against a certain cause and those who follow it, so as to see how faithful they really are.


Lindley Court wrote:
"Testamental Rival"

Along similar lines, a similar but separate idea: a rogue/inquisitor who hides people from the inquisition, runs underground railroads, frees slaves, and generally is a pain in the ass for the inquisition and established law? Perhaps a term for an early abolitionist activist for a class name? (Need help here.)

Then again, maybe this is just a concept for a chaotic inquisitor?

This is just a wild idea at this point, up for adoption if someone fancies it. Actually, perhaps it is more fun to begin with a somewhat raw concept here and spruce it up together, rather than presenting something essentially complete that only needs polish, like my lin kuei,


#Dead Shaman
Some refuses- all the rest's okay!^^


#Lin Kuei - Ur-warrior
Did a rewrite based on my original and incorporating comments here. Not reworked the table, so not sure if some levels looks drear and empty and others are overloaded, but think not.

Got a little lazy on the formatting. Fully formatted version with faulty level table.

Ur-warrior

Spoiler:

There was a time of dark legends among martial artists, before the ninja and monk became established. In these early days, warriors were discovering the ways of martial arts and how to interact with the world. These warriors of the dawn of the world fought over how 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

Primary Class: Monk.

Secondary Class: Ninja.

The ur-warrior has all the monk's class features except as noted here. An ur-warrior cannot mulitclass as a monk, ninja, or rogue. Rogue multiclassing is prohibited because the ninja is a subclass of the rogue.

Alignment: Any.

Class Skills
Spoiler:

The ur-warrior may select three ninja skills to add to his class skills in addition to the normal monk class skills. The ur-warrior gains a number of ranks at each level equal to 4 + Int modifier.
Weapon Proficiency

Ur-warriors are proficient with the brass knuckles[1], cestus[1], 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[2], kutetsu-shoge[2], sai, temple sword[1], and 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 Strikes

Spoiler:

As he advances in level, a ur-warrior gains extra damage with melee and thrown attacks. This extra damage begins at 1d6 at 1st level, and advances by another d6 at level 3 and every third level after level 3, to a maximum of 7d6 at level 18. When the ur-warrior strikes an opponent that is unable to use his Dexterity bonus to armor class, he can add the full amount of this to his damage. When striking opponent's in other circumstances, he adds the minimum amount possible, as if all the lethal strike dice came up ones. This extra damage is not multiplied on a critical hit.

If a ur-warrior can catch an opponent when she is unable to defend herself effectively, he can strike increase the power of her blows to deal extra damage. The ur-warrior’s lethal strikes 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 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, should the ur-warrior score a critical hit with a lethal strike, this damage is not multiplied. Ranged attacks made with thrown weapons count as lethal strikes if the target is within 30 feet. Unlike sneat attack lethal strike does not work with missile weapons or touch-attack spells.

Whenever a 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 strike damage (1 point at 1st level, 2 points at 4th level, and so on).

This replaces flurry of blows.


Secret Technique
Spoiler:

The ur-warrior have a number of secret techniques. A 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 maneuver stunning fist, maneuver training, wholeness of body, improved evasion, and diamond soul. A 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.

Deceptive Moves (Ex): A 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, a 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. A 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. A ur-warrior can pick up such objects within reach as a free action that does not trigger an attack of opportunity.

Diamond Soul (Ex): A ur-warrior with this technique gains the monk’s diamond soul ability. The ur-warrior must be at least 14th level to select this technique.

Improved Evasion (Ex): A ur-warrior with this technique gains the monk’s improved evasion ability. The ur-warrior must be at least 10th level to select this technique.

Improved Uncanny Dodge (Ex): The ur-warrior can no longer be flanked. This defense denies another ninja or rogue the ability to sneak attack the ninja by flanking her, and 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 strikes against that opponent. Against opponent's improved uncanny dodge, this ability works when sneak attack would work (see the ninja ability sneak attack). 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): A 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): A 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: A ur-warrior may select a ninja’s master trick as a secret technique. A ur-warrior counts his 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 feature he does not possess. The ur-warrior must be at least 12th level to select this technique.

Ninja Tricks: A ur-warrior may select a ninja trick as a secret technique. A ur-warrior counts his 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.

Slow Fall (Ex): A ur-warrior 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 a 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. A 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.

Lethal Unarmed Strike

Spoiler:

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

A 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.

A lin kue's unarmed strike does 1d6 lethal crushing and cutting damage (1d4 for a small ur-warrior). A 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

Spoiler:

At 2nd level, 4th level, and every 4 levels thereafter, a ur-warrior may select a bonus feat. These feats must be taken from the following list: Bludgeoneer[2], Catch Off-Guard, Combat Reflexes, Deflect Arrows, Distance Thrower[2], Dodge, Exotic Weapon Proficiency, Nimble Moves[1], Scorpion Style, Throw Anything.

At 6th level, the following feats are added to the list: Close Quarter's Thrower[2], 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[2], Disengaging Flourish[2], False Opening[2], Medusa's Wrath, Light Step[1], Shoot On The Run, Stunning Fist.

A 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.

Note that while ur-warriors do not gain additional bonus feats at level 6 and 10, they can convert secret techniques into bonus feats and thus learn the new bonus feats that beome available at these levels.
Uncanny Dodge (Ex)

Starting at 3rd level, a 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. A ur-warrior with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

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

This replaces still mind.

Ki pool

Spoiler:

At 4th level, a ur-warrior gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a 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.
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, a 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.


Some other secret techniques might use Ki points.


Here is the table: Formatted version

Spoiler:

Level Base Attack Bonus Fort Save Ref Save Will Save Special Lethal Strikes AC Bonus Fast Movement
1st +0 +2 +2 +2 Lethal strikes, 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 +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 +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 +7d6 +5 +60 ft.

Level 9 and eleven are holes because the monk abilities from there were removed and made secret techniques. Next to the monk, it is lacking something at level 1 too.

Level 9 lost improved evasion. That could simply be returned (and removed from secret techniques).

Level 11 could retain diamond body and replace it with poison use as a secret technique - the ur-warrior totally lacks poison, which is a little odd for a ninja subclass.

Edit: Actually, the table was faulty. The ur-warrior has Diamond Body at level 11. Corrected table now. Found a new hole at lvl 13 where the monk has Diamond Soul - an ability that seems too mystical for the ur-warrior.


# Dead Shaman

Counselor on a Shoulder (Su): The familiar should not specified to be small. Small is a game-defined size, and there are very few Small outsiders available as familiars (tough there are some).

Balance-wise you get a lot of new options (by giving up choices in revelations) and you get some really nasty curses. Looks good.

Overall this looks fine, except that I could argue that it is a bit over-specific. But on thinking it over, I won't argue that after all and say this is fine as-is. I can easily imagine other revelations and bloodlines that could mix like this, but under different names. I could see several MCAs very similar to this but combining other revelations/bloodlines. And perhaps this is the best way to expand on this MCA: to make new similar ones. The text of this is already fairly long, and trying to cover every bloodline-revelation combo in as much detail as this would be too much for a single MCA.

Good to go except the nitpick about familiars.

Bardess wrote:

#Dead Shaman

Some refuses- all the rest's okay!^^

Not quite sure I understand this. Do you mean that Elglin refused some of your ideas?


I think lvl 11 is a bigger issue than 9, he gains and extra lethal strike die and extra movement at 9. Poison use should be a secret technique


I meant some typos (refusi). :P Excuse me- lost in translation!
You're right about the familiar. I meant "little", not small as size.


Bardess wrote:

I meant some typos (refusi). :P Excuse me- lost in translation!

You're right about the familiar. I meant "little", not small as size.

"Humbly begs forgiveness for not understanding, citing his non-native English." I am Swedish. Seriously, I love academic English and obscure expressions like these. Maybe because the first serious English i read was High Gygaxian spiced with Tolkien "version original". I'm just not very good at it.

Also, be very happy that you cannot see my posts before the spell checker has had a go at them! Typos is just the first name.


Did another overhaul on the ur-warrior, giving it back improved evasion (9), Diamond Body (11), and Purity of Body (moved from 5 to 13) and editing numerous spelling and other mistakes.

Spoiler:

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

Primary Class: Monk.

Secondary Class: Ninja.

The ur-warrior has all the monk's class features except as noted here. An ur-warrior cannot mulitclass as a monk, ninja, or rogue. Rogue multiclassing is prohibited because the ninja is a subclass of the rogue.

Alignment: Any.

Class Skills

The ur-warrior may select three ninja skills to add to his class skills in addition to the normal monk class skills. The ur-warrior gains a number of ranks at each level equal to 4 + Int modifier.

Weapon Proficiency

Ur-warriors are proficient with the brass knuckles[1], cestus[1], 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[2], kutetsu-shoge[2], sai, temple sword[1], 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.

Diamond Soul (Ex): An ur-warrior with this technique gains the monk’s diamond soul ability. The ur-warrior must be at least 14th level to select this technique.

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, 4th level, and every 4 levels thereafter, an ur-warrior may select a bonus feat. These feats must be taken from the following list: Bludgeoneer[2], Catch Off-Guard, Combat Reflexes, Deflect Arrows, Distance Thrower[2], Dodge, Exotic Weapon Proficiency, Nimble Moves[1], Scorpion Style, Throw Anything.

At 6th level, the following feats are added to the list: Close Quarter's Thrower[2], 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[2], Disengaging Flourish[2], False Opening[2], Medusa's Wrath, Light Step[1], 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 lin kuei’s alignment.
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 +7d6 +5 +60 ft.

^ a b c d e From Advanced Player's Guide.
^ a b c d e f g h From Ultimate Combat.

As I said earlier, I have this formatted for mediawiki and can post the code here.


I have a new MCA idea I've been batting around for a couple of days.

World Shaper
Primary class: Druid
Secondary class: Summoner (First Worlder)
Premise of the class is that after a few levels, she can use evolution points to evolve her animal companion, eventually making it into a living weapon of greater power than the Tane.
As in, the druid is creating and strengthening ties to the realm of the Fey and its primal energies.
It's intended as a class for Gnomes, because gnomes are cool.
Just add it to the back of the queue.


Starfox wrote:
Bardess wrote:

I meant some typos (refusi). :P Excuse me- lost in translation!

You're right about the familiar. I meant "little", not small as size.

"Humbly begs forgiveness for not understanding, citing his non-native English." I am Swedish. Seriously, I love academic English and obscure expressions like these. Maybe because the first serious English i read was High Gygaxian spiced with Tolkien "version original". I'm just not very good at it.

Also, be very happy that you cannot see my posts before the spell checker has had a go at them! Typos is just the first name.

Heh. Refusi is actually an Italian word. I'm Italian. Every now and then I have some slip of the metaphorical tongue when typing in English.^^


Orelius and Lindley, I've added your MCAs to the queue.

@Starfox
Just curious why you added back in those monk abilities, and moved Purity of Body to 13th?

If you keep the Table to include the Lethal sneak attack progression instead of its own column, there areno dead levels. Just saying.


I see you haven't stuck the Elementalist into the queue.

Elementalist
Primary: Druid
Secondary: Summoner
This one is focused on the summon SLAs instead of the eidolon. Also, it has wildshape limited to elementals.


Bardess wrote:
Heh. Refusi is actually an Italian word. I'm Italian. Every now and then I have some slip of the metaphorical tongue when typing in English.^^

Oh.. Pegged it as latin, which it quite still possibly is.


OK, I'm pronouncing Dead Shaman and Ur-Warrior done! WE are now moving to a new thread. I will post a link to the new thread shortly. So, no more posting to this thread please. I won't be tracking it.


STOP! DO NOT POST ON THIS THREAD!

This thread has now moved to the new Multiclass Archetypes VI: Even More Ultimate MCAs thread. Find us there. If you post here, you will receive no response.

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