Ur-Warrior (Monk/Ninja)
Long before the “ninja” or “monk” had been established as myth and legend, dark tales were told of evil demons that inhabited the forests. In these early days, these warriors discovered the ancient ways of the martial arts, which allowed them to exploit subterfuge and elusiveness to their gain. These ur-warriors fought over what the philosophical methods and techniques of the martial arts should become. The result was the emergence of the ninjas and monks of recent legend. While few ur-warriors remain, they keeps their secrets to themselves or their clansmen at all costs while laboring to further their cause or that of the clan. (Original Concept by Starfox)
Primary Class: Monk.
Secondary Class: Ninja.
Alignment: Any.
Hit Die: d8.
Bonus Skills and Ranks: 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 6 + Int modifier.
Weapon and Armor Proficiency: The ur-warrior is proficient with cestus*, club, dagger, kama, nunchaku, quarterstaff, short sword, and shuriken, plus one light or one-handed martial weapon of his choice. Ur-warrior 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. (*Advanced Player’s Guide)
Lethal Strike (Ex): At 1st level, an ur-warrior gains the monk’s unarmed strike ability, except his unarmed damage is 1d6 (1d4 for a Small ur-warrior) and does not increase with level like a monk’s unarmed strike ability. A lethal strike deals both bludgeoning and slashing damage, and can be used with any weapon he is proficient with, in which case the damage type is that of the weapon.
In addition, an ur-warrior deals 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 a normal sneak attack, he does not deal this damage when flanking a 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 considered “precision” damage, and is not multiplied on a confirmed 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” 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 4th level, and so on). Lethal sneak attack damage stacks with sneak attack damage gained from another class, except when flanking an opponenet. This replaces flurry of blows.
Secret Techniques: An ur-warrior learns a number of secret techniques. At 1st level, 2nd level, and every 4 levels thereafter, an ur-warrior may select a secret technique.
Abundant Step (Su): An ur-warrior with this technique gains the monk’s abundant step ability. The ur-warrior must be at least 12th level to select this technique.
Deceptive Moves (Ex): An ur-warrior with this technique can use the Bluff skill to make a feint combat maneuver as a swift action.
Deceptive Shuriken (Ex): As a part of drawing or retrieving one or more shuriken, an ur-warrior with this technique can make an opposed Sleight of Hand check against a target’s Perception check. If the check is successful, the target is flat-footed against the ur-warrior’s thrown shuriken for 1 round. If the target has the uncanny dodge ability or is otherwise unable to be caught flat-footed, the target is also immune to this technique. If this technique is used again against the same target in a 24-hour period, the ur-warrior receives a –10 penalty to his Sleight of Hands check. An ur-warrior with this ability can also throw Diminutive objects, including small daggers, darts, bolts, arrows, or even objects that that are normally harmless (such as playing cards, dice, pebbles, coins, etc.) as if they were shuriken. An ur-warrior can draw or retrieve such objects if they are within reach as a free action that does not provoke 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 Evasion (Ex): An 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.
Lethal Flanking (Ex): When flanking an opponent in melee, the ur-warrior can use his full damage from his lethal strikes against that opponent.
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 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: An ur-warrior may select a ninja trick as a secret technique. An 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, such as sneak attack.
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 with this technique gains the monk’s slow fall ability. The ur-warrior must be at least 4th level to select this technique.
Sudden Charge (Ex): This charge is so sudden that it is hard for the eye to follow. Any target charged by an ur-warrior with this technique is flat-footed until the end of the ur-warrior's turn. If the target has the uncanny dodge ability or is otherwise unable to be caught flat-footed, the target is also immune to this technique. An ur-warrior can continue to move up to twice his speed after attacking during a charge. This movement need not be in a straight line. If this movement ends with the ur-warrior in cover or concealment, he may attempt a Stealth check to hide with a –10 penalty to the check.
This ability replaces the bonus feat gained at 1st level, slow fall, wholeness of body , maneuver training abundant steps, diamond soul.
Bonus Feats: An ur-warrior may select a bonus feat from the following list: Bludgeoneer†, Catch Off-Guard, Combat Reflexes, Deflect Arrows, Distance Thrower†, Dodge, Exotic Weapon Proficiency, Nimble Moves*, Scorpion Style, Throw and Anything.
At 6th level, the following feats are added to the list: Close Quarter's Thrower†, 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 Agility†, Dimensional Assault†, Disengaging Flourish†, False Opening†, Medusa's Wrath, Light Step*, Shot On The Run, Stunning Fist.
An ur-warrior need not have any of the prerequisites normally required for these feats to select them. An ur-warrior may select bonus feats up to five times as a secret technique. (*Advanced Player's Guide, †Ultimate Combat)
Uncanny Dodge (Ex): At 3rd level, an ur-warrior gains the ninja’s uncanny dodge ability. This ability replaces still mind.
Ki Pool (Su): This is exactly like the monk’s ability of the same name, except for the following changes.
At 10th level, whenever an ur-warrior makes a ki strike, his lethal strikes are also treated as aligned (chaotic, evil, good, or lawful) according to the ur-warrior’s alignment.
By spending 1 point from his ki pool, an ur-warrior can also do one of the following:
Make one additional attack at his highest attack bonus when making a full attack with his lethal strike, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
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.
This modifies the monk's ki pool ability.
Improved Uncanny Dodge (Ex): At 9th level, an ur-warrior gains the ninja’s improved uncanny dodge ability. This ability replaces improved evasion.
Table: Ur-Warrior