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Makari

 

Stock Art Credit: Brett Neufeld. Used with permission.

The makari are acrobatic warriors, blessed by the Duanala and trained in the ways of the god-eater. They gain supernatural and extraordinary abilities that allow them to move safely through battle and fight from angles that can confuse or astound enemies.

Role: Like the spiders they are trained to act as, makari are able to quickly subdue enemies. They incorporate panache to help sow discord and confuse their prey before bringing them down.

Alignment: Any

Hit Die: d8

Parent Classes: Gunslinger and rogue.

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The rogue’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str)

Skill Ranks per Level: 6 + Int modifier.

Table: Makari
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Deeds, makari specialization, makari training, panache
2nd +1 +0 +3 +0 Defensive instinct, evasion
3rd +2 +1 +3 +1 Danger sense +1, makari training, powers
4th +3 +1 +4 +1 Defensive instinct (+1), uncanny dodge
5th +3 +1 +4 +1 Arachnid physiology 2/day, deeds, makari’s edge
6th +4 +2 +5 +2 Danger sense +2
7th +5 +2 +5 +2 Powers
8th +6/+1 +2 +6 +2 Arachnid physiology 3/day, defensive instinct (+2), improved uncanny dodge
9th +6/+1 +3 +6 +3 Danger sense +3, deeds
10th +7/+2 +3 +7 +3 Improved evasion, makari’s edge
11th +8/+3 +3 +7 +3 Arachnid physiology 4/day, makari training, powers
12th +9/+4 +4 +8 +4 Danger sense +4, defensive instinct (+3)
13th +9/+4 +4 +8 +4 Deeds
14th +10/+5 +4 +9 +4 Arachnid physiology 5/day
15th +11/+6/+1 +5 +9 +5 Danger sense +5, makari’s edge, powers
16th +12/+7/+2 +5 +10 +5 Defensive instinct (+4)
17th +12/+7/+2 +5 +10 +5 Arachnid physiology 6/day, deeds
18th +13/+8/+3 +6 +11 +6 Danger sense+6
19th +14/+9/+4 +6 +11 +6 Makari training, powers
20th +15/+10/+5 +6 +12 +6 Arachnid physiology 7/day, defensive instinct (+5), great powermakari’s edge

Class Features

The following are class features of the makari.

Weapon and Armor Proficiency

Makari are proficient with all simple weapons, plus the glaive, harpoon, light flail, sickle, scythe, sap, and whip. They are proficient with light armor and bucklers.

Makari Specialization (Ex)

At 1st level, a makari must choose to be either an ambusher or a hunter. Once this choice is made, it can’t be changed.

Ambusher:  An ambusher gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, or who are made  flat-footed through the use of panache (see below). This extra damage increases by 1d8 at 3rd level and every 2 makari levels thereafter. The ambusher can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. An ambusher can deal hidden strike damage against targets with concealment (but not total concealment).

Ambusher makari levels stack with rogue and vigilante levels when determining the number of dice they use with hidden strike and sneak attack, gaining the higher dice of damage as appropriate (a character with 1 level in each class still receives 2d8 precision damage from hidden strike, or 2d6 when sneak attack would apply).

An ambusher can apply only one deed marked with an asterisk (*) to a given hidden strike, and only when that hidden strike is dealt against a foe that is unaware of the ambusher makari’s presence, unless otherwise noted.

Hunter: A hunter gains a base attack bonus equal to his makari level instead of using those listed on Table: Makari. He adds this value to any other base attack bonus gained from other classes or racial Hit Dice as normal.

Makari Training (Ex)

At 1st level, a makari gains Improved Unarmed Strike and Weapon Finesse as bonus feats, and can apply Weapon Finesse when wielding any of the specific weapons listed under the makari’s weapon and armor proficiencies.

Starting at 3rd level, the makari can select any one type of weapon that he can use with Weapon Finesse. Once this choice is made, it cannot be changed. Whenever he makes a successful melee attack with the selected weapon, he adds his Dexterity modifier instead of his Strength modifier to the damage roll (this includes adding 1-1/2x his Dexterity with a two-handed weapon). If any effect would prevent the makari from adding his Strength modifier to the damage roll, he does not add his Dexterity modifier. The makari can select a second weapon at 11th level and a third at 19th level.

Panache (Ex)

The Duanala chooses daring, charismatic warriors to become makari. They learn to fight with panache: A fluctuating measure of a makari’s ability to perform amazing actions in combat. At the start of each day, a makari gains a number of panache points equal to his Charisma modifier (minimum 1). His panache goes up or down throughout the day, but usually cannot go higher than his Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A makari spends panache to use the powers with which he is gifted (see below), and regains panache in the following ways.

Critical Hit with a Makari Weapon: Each time the swashbuckler confirms a critical hit with one of the weapons listed under the makari’s weapon and armor proficiencies, he regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the makari’s character level doesn’t restore panache.

Knockout Blow with a Makari Weapon: When the makari reduces a creature to 0 or fewer hit points with one of the weapons listed under his weapon and armor proficiencies while in combat, he regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the makari’s character level to 0 or fewer hit points doesn’t restore any panache.

Repartee: As a full-round action, the makari can attempt a special check in order to draw his target’s attention to him. He rolls 1d20 and adds his makari level and his Charisma modifier versus 10 + the target’s Will save bonus or Sense Motive (whichever is higher). If he succeeds, the makari regains 1 panache point and if the target makes at least one attack on its next turn, it will attack him if able. If he succeeds or fails, he can do this again with the same target once on his next turn as a swift action (after which he must use another full-round action). If he fails by 5 or more, the target becomes immune to the makari’s repartee for 24 hours.

Deeds (Ex)

Makari can spend their panache points on astonishing acts of agility. Most deeds grant the makari a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the makari has at least 1 panache point, but do not require expending panache to be maintained. A makari can only perform deeds of his level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the makari has or spends the required number of panache points to use it.

Derring-Do (Ex): At 1st level, a makari can spend 1 panache point when she makes an AcrobaticsClimbEscape ArtistFlyRide, or Swim check to roll 1d6 and add the result to the check. He can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Dexterity modifier (minimum 1).

Pressure Strike (Ex): At 1st level, while the makari has at least 1 panache point, his unarmed strikes deal additional damage equal to half his makari level (minimum +1, maximum +5). He can spend 1 panache point as a free action (if he would still have 1 remaining) to also ignore any Damage Reduction his target may have that would apply to the makari’s unarmed strikes for 1 round.

Dodging Panache (Ex): At 5th level, when an opponent attempts a melee attack against the makari, the makari can as an immediate action spend 1 panache point to move 5 feet; doing so grants the makari a dodge bonus to AC equal to his Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the makari had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The makari can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Kip-Up (Ex): At 5th level, while the makari has at least 1 panache point, he can kip-up from prone as a move action without provoking an attack of opportunity. He can kip-up as a swift action instead by spending 1 panache point.

Makari Weapon Mastery (Ex): At 9th level, a makari can spend 1 panache point as a free action to make any of his melee attacks against creatures that are either adjacent to him or up to 10 feet away for 1 round. He threatens those spaces while this effect lasts.

Spider’s Grace (Ex): At 9th level, while the makari has at least 1 panache point, he takes no penalty for moving at full speed when he uses Acrobatics to attempt to move through a threatened area or an enemy’s space.

Unwitting Ally (Ex): At 13th level, a makari can spend 1 panache point as a swift action to attempt to make an opponent act like an ally for purposes of providing a flank until the beginning of the makari’s next turn. The opponent must be able to hear and see the makari, and the makari must succeed at a Bluff or repartee check opposed by the opponent’s Sense Motive. If the check succeeds, the opponent acts as an ally for the purpose of providing a flank. Whether or not the check succeeds, the makari cannot use this trick again on the same opponent for the next 24 hours. If the makari fails the check by 5 or more, he cannot use the unwitting ally ability on any opponent within line of sight of the failed attempt for 24 hours.

Cunning Feint (Ex): At 13th level, while the makari has at least 1 panache point, he can feint as a move action or in place of his first attack during a full attack. When the makari successfully feints, the opponent is denied its Dexterity bonus to AC against all attacks until the makari’s next turn.

Dizzying Defense (Ex): At 17th level, while wielding a weapon he can finesse, the makari can spend 1 panache point to take the fighting defensively action as a swift action instead of a standard action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2.

Defensive Instinct (Ex)

At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the makari adds his Charisma bonus (if any) to his AC and CMD. If he is wearing light armor or using a buckler, he instead adds half his Charisma bonus to his AC (minimum 0). In addition, the makari gains a +1 bonus to his AC and CMD at 4th level. This bonus increases by 1 for every 4 makari levels thereafter (up to a maximum of +5 at 20th level).

These bonuses to AC apply even against touch attacks and when the makari is flat-footed. He loses these bonuses when he is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.

Evasion (Ex)

At 2nd level and higher, a makari can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Danger Sense (Ex)

At 3rd level, a makari gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, he gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 makari levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Makari Powers (Su)

At 3rd level, a makari gains his first taste of power. Makari powers have a similar function to deeds, but instead of special training, they are supernatural gifts granted to the makari by the Duanala. They can be suppressed by some effects, such as antimagic fields. Some archetypes, feats, and other options affect makari powers differently than deeds, and vice versa.

High Jump (Su): At 3rd level, while the makari has at least 1 panache point, he adds his level as a bonus on all Acrobatics checks to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when attempting Acrobatics checks to jump. By spending 1 panache point as a swift action, the makari gains a +20 bonus on Acrobatics checks to jump for 1 round.

Makari Initiative (Su): At 3rd level, while the Makari has at least 1 panache point, he gains a +2 bonus on initiative checks. In addition, if he has the Quick Draw feat, his hands are free and unrestrained, and he has a weapon with which he can use Weapon Finesse that isn’t hidden, he can draw that weapon as part of the initiative check.

Create Web (Su): At 7th level, the makari can spend 1 panache point to create a 50-foot strand of web that he can use as a silk rope. He can use his web to grasp an unattended Small or Tiny object within reach and pull that object into his square. To do so, he must hit AC 10 with a ranged touch attack. Further, the makari can use the web to grasp onto an object within his web’s reach, using 5 feet of his web as if it were a grappling hook, allowing the makari to use the rest of his web to swing on it like a rope. As a free action, the makari can release the object his web is grasping, or he can use the object as an improvised weapon with a –2 penalty on his attack roll for every 10 feet of distance between him and his intended target. Web created in this way disappears 1 round after the makari releases it.

Spin Web (Su): At 7th level, the makari can spend 2 panache points to create a hold monster or web effect. This effect functions as those spells, except the saving throw for both is Reflex (DC 10 + 1/2 the makari’s level + his Charisma modifier), and a grappled or held creature can also break out of the webbing as a full-round action with a DC 15 Strength check. The makari can spend up to 3 additional panache points to increase all related DCs for these effects by +1 per point spent.

Hard to Fool (Su): At 11th level, a makari becomes hard to fool with illusions. While he has at least 1 panache point, he automatically receives a save to disbelieve any illusion he can see each round at the start of his turn, even if he hasn’t interacted with it. If he fails a saving throw against an illusion that is not to disbelieve, he can attempt to save again again 1 round later at the same DC. He gets only one extra chance to succeed at his saving throw.

Web Swing (Su): At 11th level, while he has at least 1 panache point, the makari can swing from any object he can grab that can hold his weight as part of his movement speed. While moving in this way, the makari can create webs with which to swing as a free action, and can spend 1 panache point to gain an overland flight effect for as long as he spends at least 1 action moving more than 5 feet on each of his turns. The makari can swing in a 10-foot circle for this effect (which counts as 20 feet of movement), but draws attacks of opportunity, as appropriate for doing so.

Makari Senses (Su): At 15th level, while the makari has at least 1 panache point, his melee attacks ignore the miss chance for less than total concealment, and he treats opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). If the makari successfully pinpoints an invisible or hidden attacker, that attacker gets no advantages related to hitting the makari with ranged attacks, regardless of the range. That is, the makari doesn’t lose his Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.

Tremorsense: At 15th level, the makari can spend 1 panache point as a free action to gain tremorsense out to 20 feet for a number of rounds equal to his Charisma bonus.

Stunning Strike (Su): At 19th level, when a makari hits a creature with an unarmed strike or swing-by attack (see below), he can spend 2 panache points to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw (DC = 10 + 1/2 the makari’s level + the makari’s Charisma modifier) or be stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.

Swing-By Attack (Su): At 19th level, while the makari has at least 1 panache point, he gains the benefits of the Flyby Attack feat while using web swing, and he can spend 1 panache point per attack to make 1 attack against any creature by which he swings on his turn. The makari can target the same creature with these attacks, but he must move at least 10 feet between each to do so.

Uncanny Dodge (Ex)

Starting at 4th level, a makari can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A makari with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.

If a makari already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Arachnid Physiology (Ex)

Beginning at 5th level, a makari can alter his current state both mentally and physically to warn off danger that might harm him, but which a spider could endure. Twice per day as an immediate action when attempting a Fortitude or Will saving throw, the makari can add his Charisma modifier to the result of the save. He can choose to do this after rolling, but must decide before the result is revealed. At 8th level and every 3 levels thereafter, the number of times he can do this per day increases by one (to a maximum of 7 times per day at 20th level).

Makari’s Edge (Ex)

At 5th level, a makari has mastered one of the following skills beyond that skill’s normal boundaries, gaining results that others can only dream about. He gains the skill unlock powers for that skill as appropriate for his number of ranks in that skill. At 10th, 15th, and 20th levels, he chooses an additional skill and gains skill unlock powers for that skill as well.

A makari can choose from Acrobatics, Climb, Perception, Sense Motive, and Stealth.

Improved Uncanny Dodge (Ex)

A makari of 8th level or higher can no longer be flanked.

This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has makari levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Improved Evasion (Ex)

At 10th level, a makari’s evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless makari does not gain the benefit of improved evasion.

Great Power (Ex)

At 20th level, a makari picks two deeds or makari powers that he has access to and that he must spend panache to use. He can use these deeds or powers for 1 panache point fewer (minimum 0) than usual. If the number of panache points to perform a deed or use a power is reduced to 0, the makari can do so as long as he has at least 1 panache point. If a deed or power could already be used as long as he had at least 1 panache point, he can now do so even when he has no panache points.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have rogue as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

Table: Alternate Favored Class Bonuses
Race Bonus Source
3rd Party Publishers
Android Add a +½ bonus on Disable Device checks regarding stone traps and a +½ bonus to trap sense regarding stone traps. NG20
Human Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options. NG20
Orc Add a +1 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings each time they gain a level of rogue. NG20

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    Name’s Games 2020 Annual Collection. © 2021, Samurai Sheepdog, LLC; Author Kevin Glusing.