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<blockquote data-quote="takyris" data-source="post: 3273652" data-attributes="member: 5171"><p>Easiest way to do it, although this may not give you the crunch-level you want, would be to take a page from True20 and just go with 3 classes:</p><p></p><p>Unarmed Guy: Fighter BAB and 4 skill points or Cleric BAB and 6 skill points; gets to choose abilities relating to unarmed coolness, like stunning people, doing pressure-point strikes, and just plain doing heaploads of damage. Fort and Reflex good.</p><p></p><p>Armed Guy: Fighter BAB and 4 skill points or Cleric BAB and 6 skill points; gets to choose abilities that put him on either the tank-y guy path or the untouchable-whirlwind path, and probably does more damage than the Unarmed Guy for the same level (but has to worry about disarming, and doesn't have the same flexibility in terms of what his attacks do -- they either hit for damage or, uh, they hit for a different kind of damage (really -- like havig your attack do fire damage because you superheat the air with your strikes)). Fort and Will good.</p><p></p><p>Sorcerer: Cleric BAB and 6 skill points or Wizard BAB and 8 skill points; gets to choose a wide range of spell-like stuff, from general self-buffing to actual fireball-like spells and so forth. Reflex and Will good.</p><p></p><p>You'd encourage multiclassing here, so that a ninja might be a sorcerer/armed guy mix, and a monk might be a sorcerer/unarmed guy mix, and the nonmagical ultimate warrior (where nonmagical means "can leap across mountains and cut trees in half with his kicks) is an armed/unarmed mix.</p><p></p><p>This is more work on your part -- fewer classes, but a lot of talents that you have to figure out levels for and such. If you went with this, I'd steal liberally from Grim Tales and d20 Modern -- class-specific talents at odd levels, bonus feats at even levels.</p></blockquote><p></p>
[QUOTE="takyris, post: 3273652, member: 5171"] Easiest way to do it, although this may not give you the crunch-level you want, would be to take a page from True20 and just go with 3 classes: Unarmed Guy: Fighter BAB and 4 skill points or Cleric BAB and 6 skill points; gets to choose abilities relating to unarmed coolness, like stunning people, doing pressure-point strikes, and just plain doing heaploads of damage. Fort and Reflex good. Armed Guy: Fighter BAB and 4 skill points or Cleric BAB and 6 skill points; gets to choose abilities that put him on either the tank-y guy path or the untouchable-whirlwind path, and probably does more damage than the Unarmed Guy for the same level (but has to worry about disarming, and doesn't have the same flexibility in terms of what his attacks do -- they either hit for damage or, uh, they hit for a different kind of damage (really -- like havig your attack do fire damage because you superheat the air with your strikes)). Fort and Will good. Sorcerer: Cleric BAB and 6 skill points or Wizard BAB and 8 skill points; gets to choose a wide range of spell-like stuff, from general self-buffing to actual fireball-like spells and so forth. Reflex and Will good. You'd encourage multiclassing here, so that a ninja might be a sorcerer/armed guy mix, and a monk might be a sorcerer/unarmed guy mix, and the nonmagical ultimate warrior (where nonmagical means "can leap across mountains and cut trees in half with his kicks) is an armed/unarmed mix. This is more work on your part -- fewer classes, but a lot of talents that you have to figure out levels for and such. If you went with this, I'd steal liberally from Grim Tales and d20 Modern -- class-specific talents at odd levels, bonus feats at even levels. [/QUOTE]
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