Hoe this formats well. I can email it to you if you wish...
THE MARTIAL ARTIST
VERSION 1.3
BY KEN HOOD
The entirety of this document is released as Open Game Content, under the Open Gaming License.
MARTIAL ARTIST
Between the brute force of the fighter and the spiritual devotions of the monk stands the martial artist. The martial artist is an individual committed to the development of exotic and highly effective combat techniques associated with a specific group of weapons. A martial artist could be a master wrestler, a bare knuckles boxer, a fencer, an adept knife-pit fighter, or spear-master. Unlike the fighter, he does not rely on heavy armor and powerful weapons to accomplish his ends, but rather his own technique. Unlike the monk, he pursues not spiritual power and enlightenment is most likely not a goal of his martial devotions; instead, he seeks mastery of his weapons and himself.
Game Rule Information
Martial Artists have the following game statistics:
Alignment: Any
Hit Die: d8
Class Skills
The Martial Artist’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (martial arts) (Int), Jump (Str), Profession (Wis), Swim (Str), and Tumble (Dex).
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and Armor Proficiency
The Martial Artist is proficient in the use of all simple weapons and four additional weapon proficiencies, which can be either martial or exotic weapons. The Martial Artist is also proficient in the use of light armor.
TABLE: The Martial Artist
Level Base Attack Bonus Fort Ref Will Special
1 +1 +2 +2 +0 Style Weapon
2 +2 +3 +3 +0
3 +3 +3 +3 +1
4 +4 +4 +4 +1 +1 Style Weapon
5 +5 +4 +4 +1
6 +6/+1 +5 +5 +2
7 +7/+2 +5 +5 +2
8 +8/+3 +6 +6 +2 +1 Style Weapon
9 +9/+4 +6 +6 +3
10 +10/+5 +7 +7 +3
11 +11/+6/+1 +7 +7 +3
12 +12/+7/+2 +8 +8 +4 +1 Style Weapon
13 +13/+8/+3 +8 +8 +4
14 +14/+9/+4 +9 +9 +4
15 +15/+10/+5 +9 +9 +5
16 +16/+11/+6/+1 +10 +10 +5 +1 Style Weapon
17 +17/+12/+7/+2 +10 +10 +5
18 +18/+13/+8/+3 +11 +11 +6
19 +19/+14/+9/+4 +11 +11 +6
20 +20/+15/+10/+5 +12 +12 +6 +1 Style Weapon
TABLE: Martial Artist Techniques Known
Level 1 2 3 4 5
1 2
2 3
3 4
4 4 1
5 5 1
6 5 2
7 5 2 1
8 6 2 1
9 6 3 1
10 6 3 2
11 6 3 2 1
12 6 4 2 1
13 6 4 3 1
14 6 4 3 2
15 6 4 3 2 1
Beyond 15th Level: A martial artist acquires one Technique per level. The Technique may be any rank, assuming the Martial Artist meets its prerequisites.
Class Features
Style Weapon: At 1st, 4th, 8th, 12th, 16th, and 20th level, a Martial Artist acquires one Style Weapon. A Style Weapon is a melee weapon that is specially associated with the Martial Artist’s Techniques. While wielding a Style Weapon, the Martial Artist can perform any of his Techniques and gains their benefits.
Any weapon with which the Martial Artist is proficient may be designated a Style Weapon.
A Martial Artist may designate his unarmed body as a Style Weapon, but suffers all the normal penalties for attacking unarmed unless he possesses the feat, Improved Unarmed Fighting, or the Technique, Unarmed Combat Expert.
Techniques: At 1st level and beyond, a Martial Artist acquires Techniques. These are specific moves the Martial Artist may perform with his Style Weapons. The moves may provide a bonus to the Martial Artist’s AC, increase his damage with a weapon, permit him to stun an opponent, or grapple more effectively.
A Martial Artist is limited in the total number of Techniques he may know. As he acquires new class levels, he acquires new Techniques, per the Martial Artist Techniques Known table.
Techniques are arranged by level, from 1 to 5. Technique Level 1 are the simplest moves. Technique Level 5 are the most difficult.
Techniques may only be performed when a Martial Artist wields a Style Weapon. Certain Techniques may be impossible if the Martial Artist wears medium or heavy armor. Furthermore, when a Martial Artist wears armor, all his Techniques face the arcane spell failure chance that the armor normally imposes.
There is no limit to the number of times per day a Martial Artist may use his Techniques.
All Techniques are extraordinary abilities.
Multiclassing
Martial Artists make an excellent multi-class option with fighters, combining their finesse and special moves with the fighter’s broad combat options. Mixing the Martial Artist and rogue class will create a stealthy, ninja-like character. A monk may freely multi-class as a Martial Artist, as long as his Martial Artist level does not exceed his monk level.
Martial Arts and Prestige Classes
Some prestige classes may permit a character to progress in his martial arts abilities, much like the spell-casting prestige classes allow one to increase spell-casting level. When a class’ special abilities include “+1 Martial Arts Ability,” it means the characters effective Martial Artist level for purposes of Techniques known and Technique DC’s is increased by one step. The character does not get the hit dice, attack bonus, saving throws, or bonus Style Weapons associated with acquiring a new Martial Artist level.
TECHNIQUES
Techniques are special moves that a Martial Artists acquires as he advances in class levels. There are arranged by Technique level, from 1 to 5: level 1 being the weakest Techniques, 5 being the most powerful.
Techniques may only be performed while a Martial Artist wields a Style Weapon.
Though Techniques are extraordinary abilities, they are subject the arcane spell failure chance for any armor worn by the Martial Artist.
Some Techniques have prerequisites. In order to acquire that Technique, you must have the abilities listed.
You may expend a high level Technique slot to acquire a lower level Technique.
The Techniques, listed by Technique level, are as follows…
Level 1 Techniques
Army of One: While lightly armored, you cannot be flanked.
Block: Once per round, block an opponent’s attack.
Combination: Block and Grapple: If you block an opponent, you can initiate a grapple.
Counter-throw: If an opponent fails to throw you, you can throw him.
Defensive Stance +1: You are trained to avoid an opponent’s attack.
Enhanced Disarm: You have superior disarming ability.
Enhanced Escape: You have superior grappling escape ability.
Enhanced Feint: You have superior feinting ability.
Enhanced Grapple: You have superior grappling ability.
Enhanced Push: You have superior pushing ability.
Enhanced Throw: You have superior throwing ability.
Enhanced Trip: You have superior tripping ability.
Expert Disarm: You can disarm an opponent with ease.
Grappling Expertise: You are a trained wrestler.
Nerve Strike: Daze: Strike an opponent’s pressure points and daze him.
Nerve Strike: Stun: Strike an opponent’s pressure points and stun him.
Push: Shove an opponent backwards a few steps.
Resist Feint: It is difficult to trick you with a feint.
Roll with the Blow: You can soften a blow by tumbling with its force.
Situational Awareness: Your awareness of your surroundings protects you from surprise attacks.
Stable Footing: It is hard to knock you off your feet.
Sweep: You can easily trip opponents.
Unarmed Combat Expertise: You have considerable training in unarmed combat.
Level 2 Techniques
Bonus Attack of Opportunity: You gain more attacks of opportunity than normal.
Break Weapon: You may use a Style Weapon to shatter an opponent’s weapon.
Combination: Block and Strike: If you block an opponent, you can strike him.
Combination: Disarm and Grapple: If you disarm an opponent, you may immediately grapple him.
Combination: Trip and Strike: If you trip an opponent, you may immediately strike him.
Defensive Stance +2: You have superior training in avoiding an opponent’s attack.
Extra Strike: You get an extra attack in a round.
Grapple with Larger Weapons: You are trained to grapple with larger weapons, such as the staff or spear.
Instant Stand: You can stand up as a free action, usually by performing a flip kick or roll.
Iron Fist: You inflict 1d6 damage in unarmed combat.
Lock: You can grapple and immobilize an opponent’s limbs.
Nerve Strike: Blindness/Deafness: Strike an opponent’s pressure points and blind or deafen him.
Nerve Strike: Disable Limb: Strike an opponent’s pressure points and paralyze a limb.
Precise Nerve Strike: You rely on finesse rather than strength to deliver nerve strikes.
Resist Nerve Strike: You have trained your body to resist the effects of nerve strikes.
Throw: You use leverage to hurl an opponent to the ground.
Level 3 Techniques
Block Projectile: You can block a ranged attack that would otherwise hit you.
Combination: Disarm and Grapple: If you disarm an opponent, you may immediately grapple him.
Combination: Disarm and Strike: If you disarm an opponent, you may immediately strike him.
Combination: Grapple and Strike: If you initiate a grapple against an opponent, you may immediately strike him.
Combination: Strike and Escape: While grappling, if you damage your opponent, you may perform an escape.
Defensive Stance +3: You have far superior training in avoiding an opponent’s attack.
Double Strike: You can strike two adjacent opponents simultaneously.
Enhanced Strike: You inflict more damage with a single Style Weapon.
Flying Strike: When charging, you leap, adding more force to your attack.
Hurl Weapon: You may throw any Style Weapon.
Improved Break Weapon: You may use a Style Weapon to shatter an opponent’s weapon of any size.
Nerve Strike: Pain: Strike an opponent’s pressure points and cause intense, lingering pain.
Nerve Strike: Paralysis: Strike an opponent’s pressure points and paralyze him.
Nerve Strike: Pleasure: Strike an opponent’s pressure points and cause a lingering state of euphoria and bliss.
Overwhelming Force: You can deliver powerful blows that push back your opponents.
Preparatory Stance: You can enter a stance that prepares you for your next attack, almost like compressing a spring, so that it will leap forward with great force.
Prone Fighting: You can fight effectively while lying on the ground.
Resuscitation: You can tap and massage a stricken person’s pressure points to reverse the effects of a Nerve Strike.
Reverse Hold: You can reverse an opponent’s hold while grappling.
Level 4 Techniques
Blood Choke: Perform a choke hold that cuts off the flow of blood to your target’s brain.
Catch Weapon: If you block an opponent’s melee attack, you can grab his weapon and hold it immobile.
Defensive Stance +4: You have penultimate training in avoiding an opponent’s attack.
Forceful Blow: You deliver a powerful, focused strike that can knock down and stun an opponent.
Greater Throw: You can hurl an opponent an extraordinary distance.
Ground and Pound: While pinned or pinning, you can attack.
Improved Iron Fist: You inflict 1d8 damage in unarmed combat.
Master Block: You can block twice per round.
Nerve Strike: Ability Damage: Strike an opponent’s pressure points and cause ability score damage.
Nerve Strike: Improved Paralysis: Strike an opponent’s pressure points and more effectively paralyze him.
Nerve Strike: Sickness: Strike an opponent’s pressure points and cause his body to flood itself with toxins.
Redirect Melee Attack: If you block an attack, you can direct it at someone else.
Seeking Strike: You can deliver a blow that cannot be blocked.
Sticky Touch: You can lightly place your hand on an opponent and follow his movements in combat. This allows you anticipate his actions, more easily avoiding his attacks and attacking him.
Level 5 Techniques
Catch Projectile: You can block a ranged attack that would otherwise hit you and catch it.
Combination: Catch and Break Weapon: If you catch your opponent’s weapon, you may immediately attempt to break it.
Combination: Catch Weapon and Throw Opponent: If you catch your opponent’s weapon, you may immediately attempt to throw him.
Countermove: If an opponent attacks you, they provoke an attack of opportunity.
Crushing Hold: You can inflict tremendous damage while grappling an opponent.
Defensive Stance +5: You have the ultimate training in avoiding an opponent’s attack.
Multitude of Blows: You can deliver a barrage of attacks at a single opponent.
Nerve Strike: Instant Death: Strike an opponent’s pressure points and kill him instantly.
Nerve Strike: Sleep: Strike an opponent’s pressure points and render him comatose.
Transcendent Fist: You inflict tremendous damage in unarmed combat.
About Grappling and Weapons…
Typically, light Style Weapons may be used to grapple, throw, lock, pin, and perform similar wrestling moves. Flails, whips, chains, and other flexible weapons may be used to grapple as well (as long as they are Style Weapons). When you use a grappling check to inflict damage on an opponent, you use the weapon’s damage.
To use larger Style Weapon for grappling, you must learn the technique, Grapple with Larger Weapons.
Acrobatic Fighting Style
Level: 1
Description: You have combined tumbling and martial arts into a unique defensive style, allowing you to dodge blows with relative ease.
Prerequisite: Tumble rank 4+.
Benefit: You gain a +2 bonus to Tumble rolls, because acrobatic movements are incorporated into your fighting style. Also, when you perform the total defense standard action or fight defensively, you gain an additional +2 dodge bonus to AC.
To gain the benefits of this feat, your movement must be unrestricted. You must be wearing no or light armor. If you suffer a movement penalty due to armor worn or items carried, you gain no bonuses from this feat.
Army of One
Level: 1
Description: While lightly armored, you cannot be flanked.
Benefit: If you are wearing light or no armor, you cannot be flanked. This denies others the ability to use flank attacks to sneak attack you. However, a rogue four or more levels higher than you can do so.
Block
Level: 1
Description: You can block an attack that would otherwise hit you.
Benefit: Once per round, you can attempt to block a melee attack that would have normally hit you. To do so, the following requirements must be met:
• You are not flat-footed, stunned, held, entangled, otherwise incapacitated or immobile, or in any other situation that causes you to lose your Dexterity modifier to AC (if any).
• You are aware of the attack you with to block and can clearly perceive it. (It is not possible to block attacks from invisible opponents or in total darkness, unless you have a special means of detect the attack.)
If you meet the criteria, you perform a contested attack roll against your opponent. Both you and you opponent use your full attack value for the roll. If you roll higher than your opponent and higher than DC 15, the attack is blocked and you suffer no damage.
A critical hit increases the DC by +10.
Exception: If you have a special ability, such as Uncanny Dodge, that lets you retain your Dexterity modifier to AC while flat-footed, then you may block while flat-footed.
Block Projectile
Level: 3
Description: You can block a ranged attack that would otherwise hit you.
Prerequisite: Block.
Benefit: This technique improves your Block, allowing you to deflect a muscle or mechanically propelled ranged attack. Hurled knives and axes, sling stones, arrows, crossbow bolts, and similar projectiles may be blocked, but not firearm bullets, beams of energy, magic missiles, and the like.
When blocking a projectile, the DC of the roll increases by +5.
Blood Choke
Level: 4
Description: You can grapple an opponent and perform a choke hold that cuts off the flow of blood to the brain. In a matter of seconds, your opponent is knocked unconscious and may even die.
Prerequisite: Grappling Expertise.
Benefit: While grappling, regardless of who initiated the grapple, you may perform an opposed grapple check with a –4 penalty, as an attack. If you win the grapple, you initiate the blood choke and inflict your normal unarmed damage on your opponent.
If you maintain the choke for an entire round, at the start of your next turn, you automatically inflict your normal unarmed damage on your opponent, and your opponent must make Fortitude saving throw against DC 10 + 1/3 your Martial Artist level + your Strength modifier. If your opponent fails the saving throw, he is rendered comatose, completely helpless.
If your opponent makes the saving throw, he must perform the save again, each round you maintain the choke.
Once your opponent is rendered helpless, you can continue to maintain the choke, automatically delivering a Coup de Grace each round it is held.
If you release a helpless opponent, he awakens in one round.
Bonus Attack of Opportunity
Level: 2
Description: You gain more attacks of opportunity than normal.
Benefit: You gain one additional attack of opportunity per round, but only when using a Style Weapon.
Special: You may acquire this Technique several times. Each time you get it, you gain one additional attack of opportunity per round.
Break Weapon
Level: 2
Description: You may use a Style Weapon to shatter an opponent’s weapon.
Benefit: When wielding a Style Weapon, you can attempt to break an opponent’s weapon or shield without provoking an attack of opportunity.
Catch Projectile
Level: 5
Description: You can block a ranged attack that would otherwise hit you and catch it.
Prerequisites: Block, Block Projectile, and Catch Weapon.
Benefit: When you block a projectile, you automatically catch it (if you desire) and may hurl the projectile back at your attacker or another person as an attack of opportunity.
Catch Weapon
Level: 4
Description: If you block an opponent’s melee attack, you can grab his weapon and hold it immobile. This is like the martial arts movie cliché of catching an opponent’s sword by clapping it between your hands.
Prerequisites: Block, Combination (Block and Grapple), Expert Disarm, and Grappling Expertise.
Description: To catch a weapon, you must first successfully block an opponent’s melee attack.
Your opponent and you make an opposed grapple check, using full attack value. If the weapon used by your opponent and you are different sizes, the combatant with the larger weapon gains a +4 bonus on the opposed attack roll for each difference in size category.
If you lose this grapple check, you are automatically damaged by your opponent’s weapon. The damage equals the weapon’s base damage with all bonuses inherent to the weapon. No damage bonuses inherent to the wielder of the weapon are applied. For example, the wielder’s Strength and specialization damage bonuses are not applied.
If you win the grapple check, you have caught your opponent’s weapon and immobilize it.
While the weapon is immobilized, neither your opponent nor you can move or threaten an area. You both lose any Dexterity bonus to AC (if any) against foes not engaged in the weapon catch. You cannot use the limbs or weapons that caught your opponent’s weapon for anything other than holding your enemy’s weapon. Your opponent cannot attack with the caught weapon.
As a free action, either your opponent or you can release the caught weapon; this ends the weapon catch. The person who releases the weapon provokes an attack of opportunity from the other person.
As an attack action, either your opponent or you may attempt to wrench the weapon from the other’s grasp. This requires an opposed grapple check, using the weapon’s length modifiers mentioned above. If the attacker wins the grapple check, the weapon is pulled free, and the weapon catch ends.
If you are unarmed and your opponent releases his weapon (willingly or unwillingly), you now have control over the weapon. It is in your possession, and you may use it. Otherwise, the weapon falls to the ground at your feet.
Combination: Block and Grapple
Level: 1
Description: If you block an opponent, you can initiate a grapple.
Prerequisite: Block, Grappling Expertise.
Benefit: If you successfully block an opponent’s melee attack, you may immediately initiate a grapple as an attack of opportunity.
Combination: Block and Strike
Level: 2
Description: If you block an opponent, you can strike him.
Prerequisite: Block.
Benefit: If you successfully block an opponent’s melee attack, you may immediately perform an attack of opportunity.
Combination: Catch Weapon and Throw Opponent
Level: 5
Description: If you catch your opponent’s weapon, you may immediately attempt to throw him.
Prerequisites: Block, Combination (Block and Grapple), Expert Disarm, Grappling Expertise, and Throw.
Description: If you successfully perform the Catch Weapon technique, you may attempt to throw your opponent as an attack of opportunity.
Combination: Disarm and Grapple
Level: 3
Description: If you disarm an opponent, you may immediately grapple him.
Prerequisites: Expert Disarm and Grappling Expertise.
Description: If you successfully disarm an opponent, you may initiate a grapple as an attack of opportunity.
Combination: Disarm and Strike
Level: 3
Description: If you disarm an opponent, you may immediately strike him.
Prerequisites: Expert Disarm.
Description: If you successfully disarm an opponent, you may perform a standard attack as an attack of opportunity.
Combination: Grapple and Strike
Level: 3
Description: If you initiate a grapple against an opponent, you may immediately strike him.
Prerequisites: Grappling Expertise.
Description: If you successfully initiate a grapple against an opponent, you may perform a standard attack as an attack of opportunity.
Combination: Strike and Escape
Level: 3
Description: While grappling, if you damage your opponent, you may perform an escape.
Prerequisites: Grappling Expertise.
Description: While grappling (regardless of who started the grapple), if you succeed in a standard melee attack against your opponent or an opposed grapple check as an attack to damage your opponent, you may immediately perform an escape as an attack of opportunity.
Combination: Trip and Strike
Level: 2
Description: If you trip an opponent, you may immediately strike him.
Prerequisites: Grappling Expertise.
Description: If you successfully trip or Sweep an opponent, you may – as an attack of opportunity – perform a standard melee attack against that opponent.
Countermove
Level: 5
Description: If an opponent attacks you, they provoke an attack of opportunity.
Prerequisite: Block and Combination: Block and Strike.
Benefit: Whenever anyone attacks you with a melee weapon (whether or not the attack hits or misses), they provoke an attack of opportunity from you.
You may countermove only while wearing no or light armor. You may not countermove while flat-footed.
Counter-throw
Level: 1
Description: If an opponent fails to throw you, you can throw him.
Prerequisites: Grappling Expertise and Throw.
Description: If an enemy initiates a throw against you and fails to throw you, you may perform a throw against your enemy as an attack of opportunity.
Crushing Hold
Level: 5
Description: You can inflict tremendous damage while grappling an opponent.
Prerequisite: Grappling Expertise and Lock.
Benefit: You inflict 1d12 damage when you perform a grapple check to inflict damage on an opponent.
Defensive Stance +1
Level: 1
Description: You are trained to avoid an opponent’s attack.
Benefit: You gain a +1 stackable dodge bonus to AC. Any condition that causes you to lose your Dexterity bonus to AC, also causes you to lose your dodge bonus.
If suffer a movement penalty due to armor worn or items carried, you lose the benefit of this Technique.
Defensive Stance +2
Level: 2
Description: You have superior training in avoiding an opponent’s attack.
Prerequisite: Defensive Stance +1.
Benefit: You gain a +2 stackable dodge bonus to AC. Any condition that causes you to lose your Dexterity bonus to AC, also causes you to lose your dodge bonus.
If suffer a movement penalty due to armor worn or items carried, you lose the benefit of this Technique.
Note: This Technique replaces the dodge bonus of all lesser Defensive Stances.
Defensive Stance +3
Level: 3
Description: You have far superior training in avoiding an opponent’s attack.
Prerequisite: Defensive Stance +1 and Defensive Stance +2.
Benefit: You gain a +3 stackable dodge bonus to AC. Any condition that causes you to lose your Dexterity bonus to AC, also causes you to lose your dodge bonus.
If suffer a movement penalty due to armor worn or items carried, you lose the benefit of this Technique.
Note: This Technique replaces the dodge bonus of all lesser Defensive Stances.
Defensive Stance +4
Level: 4
Description: You have penultimate training in avoiding an opponent’s attack.
Prerequisite: Defensive Stance +1, Defensive Stance +2, and Defensive Stance +3.
Benefit: You gain a +4 stackable dodge bonus to AC. Any condition that causes you to lose your Dexterity bonus to AC, also causes you to lose your dodge bonus.
If suffer a movement penalty due to armor worn or items carried, you lose the benefit of this Technique.
Note: This Technique replaces the dodge bonus of all lesser Defensive Stances.
Defensive Stance +5
Level: 5
Description: You have the ultimate training in avoiding an opponent’s attack.
Prerequisite: Defensive Stance +1, Defensive Stance +2, Defensive Stance +3, and Defensive Stance +4.
Benefit: You gain a +5 stackable dodge bonus to AC. Any condition that causes you to lose your Dexterity bonus to AC, also causes you to lose your dodge bonus.
If suffer a movement penalty due to armor worn or items carried, you lose the benefit of this Technique.
Note: This Technique replaces the dodge bonus of all lesser Defensive Stances.
Double Strike
Level: 3
Description: You can strike two adjacent opponents simultaneously.
Benefit: As a full attack action, you may strike two adjacent opponents at the same time, such as leaping into the air and performing a split kick. You use your full attack bonus for both attacks, but you may perform no other attacks that round and only get a 5 foot step for movement.
Enhanced Disarm
Level: 1
Description: You have superior disarming ability.
Benefit: You gain a +4 bonus to opposed attack rolls for determining the success of a disarm attempt.
Enhanced Feint
Level: 1
Description: You have superior feinting ability.
Prerequisite: Bluff rank 4+.
Benefit: You gain a +4 bonus on Bluff checks for purposes of feinting, only.
Enhanced Escape
Level: 1
Description: You have superior grappling escape ability.
Benefit: You gain a +4 bonus to grapple checks for the purpose of escaping, only.
Enhanced Grapple
Level: 1
Description: You have superior grappling ability.
Benefit: You gain a +4 bonus on grapple checks to initiate and maintain a grapple, lock, or pin. The bonus does not apply to escaping a grapple, lock, or pin.
Enhanced Push
Level: 1
Description: You have superior pushing ability.
Prerequisite: Push.
Benefit: You gain a +4 bonus to Strength checks when you perform a Push or bull’s rush.
Enhanced Strike
Level: 3
Description: You inflict more damage with a single Style Weapon.
Benefit: Choose one Style Weapon. Whenever you use this weapon, the damage dice is increased by one step (e.g., from 1d8 to 1d10).
Enhanced Strike may only be applied to a weapon, not unarmed damage.
Special: You may acquire this Technique several times. Each time, it applies to a different style weapon.
Enhanced Throw
Level: 1
Description: You have superior throwing ability.
Prerequisite: Throw.
Benefit: You gain a +4 bonus on grapple checks to resolve a throw.
Enhanced Trip
Level: 1
Description: You have superior tripping ability.
Benefit: You gain a +4 bonus on Strength checks for purposes of tripping or sweeping an opponent.
Expert Disarm
Level: 1
Description: You can disarm an opponent with ease.
Benefit: You can disarm an opponent without provoking an attack of opportunity.
Extra Strike
Level: 2
Description: You get an extra attack in a round.
Benefit: You can perform one extra attack per round while wielding a Style Weapon.
The extra attack uses your highest base Attack bonus, but this attack and every other attack made during the round of the Extra Strike suffers a –2 penalty. For example, if you can normally make two attacks in a round at +8/+3, you can use Extra Strike to perform three attacks at +6/+6/+1.
Flying Strike
Level: 3
Description: When charging, you leap, adding more force to your attack.
Prerequisite: Jump 8+.
Benefit: When charging, perform a Jump check v. DC 12. If the check is successful, you leap as part of the attack and smash into your opponent with tremendous force, inflicting double damage.
Forceful Blow
Level: 4
Description: You deliver a powerful, focused strike that can knock down and stun an opponent.
Benefit: A Forceful Blow is a full round action.
You perform a normal attack roll. If the attack hits, it inflicts double normal damage, and your target must perform a Fortitude save v. DC 10 + ½ your Martial Artist level + your Strength modifier. If the save is failed, the target is stunned for one round.
Your target must also make a Reflex save v. DC 10 + your Martial Artist level + Strength modifier. If this save is failed, your target is knocked prone.
Grapple with Larger Weapons
Level: 2
Description: You are trained to grapple with larger weapons, such as the staff or spear.
Prerequisite: Grappling Expertise.
Benefit: You may use any Style Weapon to perform grappling maneuvers.
Grappling Expertise
Level: 1
Description: You are a trained wrestler.
Benefit: You can initiate a grapple or throw without provoking an attack of opportunity from your target.
You lose the benefit of this Technique if you wear medium or heavy armor.
Greater Throw
Level: 4
Description: You can hurl an opponent an extraordinary distance.
Prerequisites: Grappling Expertise and Throw.
Benefit: A greater throw is an attack action, but it is the only attack you can perform in a round, even if you normally have multiple attacks due to a high base attack bonus and the like.
The mechanics of this Maneuver are the same as those for a throw. The difference is that your target is hurled 5 feet + 1 foot for every point you beat him on the grapple check. Your target suffers damage equal to your standard unarmed damage and also suffers falling damage equal to the distance he was thrown.
Ground and Pound
Level: 4
Description: While pinned or pinning, you can attack.
Prerequisites: Grappling Expertise.
Benefit: While you are pinned or pinning an opponent, you can attack normally with a light Style Weapon. You cannot perform attacks that require a wide range of movement, like a Forceful Blow or Flying Strike, but you can Nerve Strike or even Throw your target. (A Throw is an effective means of ending a pin.)
You can Ground and Pound only in no or light armor.
Hurl Weapon
Level: 3
Description: You may throw any Style Weapon.
Benefit: You may throw any Style Weapon. If the weapon is not designed for throwing, it has a range increment of 5 feet.
Improved Break Weapon
Level: 3
Description: You may use a Style Weapon to shatter an opponent’s weapon of any size.
Prerequisite: Break Weapon.
Benefit: When wielding a Style Weapon, you can attempt to break an opponent’s weapon or shield without provoking an attack of opportunity. Also, you may break a weapon of any size.
Improved Iron Fist
Level: 4
Description: You have powerful unarmed attacks.
Prerequisite: Iron Fist and Unarmed Combat Expert or Improved Unarmed Strike.
Benefit: Your base unarmed damage is 1d8.
Instant Stand
Level: 2
Description: You can stand up as a free action, usually by performing a flip kick or roll.
Prerequisite: Tumble rank 4+.
Benefit: You can stand up as a free action.
You must wear no or light armor to gain the benefit of this technique.
Iron Fist
Level: 2
Description: You have superior unarmed attacks.
Prerequisite: Unarmed Combat Expert or Improved Unarmed Strike.
Benefit: Your base unarmed damage is 1d6.
Lock
Level: 2
Description: You can grapple and immobilize an opponent’s limbs.
Prerequisite: Grappling Expertise.
Benefit: While grappling (regardless of who started the grapple), you can make an opposed grapple check with a -4 penalty as an attack. If you win, you inflict your standard grappling damage and immobilize one of your opponent's limbs for each limb you are willing to have immobilized yourself. (For instance, you could choose to immobilize both of your opponent's arms by sacrificing an arm and a leg.) Your opponent's limbs are immobilized until he performs a successful escape.
Master Block
Level: 4
Description: You can block twice per round.
Prerequisite: Block.
Benefit: You can block twice per round.
Multitude of Blows
Level: 5
Description: You can deliver a barrage of attacks at a single opponent.
Benefit: Multitude of blows counts as a full attack action: it is the only attack you can perform in a round, and you only get a 5 foot step for movement.
When you perform a multitude of blows, roll your full attack bonus against your opponent’s AC. If the attack hits, you inflict normal damage. Furthermore, for every five points you roll above your opponent’s AC, you hit him one additional time.
Any damage modifiers for sneak attacks, critical hits, and the like apply to the first attack, only. All additional hits inflict normal damage.
Nerve Strike: Ability Damage
Level: 4
Description: Strike an opponent’s pressure points and cause ability score damage.
Prerequisite: Nerve Strike: Daze, Nerve Strike: Pain, Nerve Strike: Paralysis, and Nerve Strike: Stun.
Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform one attack that round, regardless of how many you would normally receive.
This nerve strike imposes a –4 penalty to your Attack roll. If it hits, in addition to normal damage, your target must perform a Fortitude saving throw v. DC 10 + 1/3 your Martial Artist level + your Strength bonus. If your target fails the save, he suffers 1d4 points of temporary ability damage. The ability affected is chosen before the attack is made.
Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and creatures immune to critical hits cannot be affected by a nerve strike.
You cannot perform a nerve strike on concealed, invisible, blurred, or similarly obscured targets, nor may you perform a nerve strike while blinded or in total darkness.
Nerve Strike: Daze
Level: 1
Description: Strike an opponent’s pressure points and daze him.
Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform one attack that round, regardless of how many you would normally receive.
The dazing nerve strike imposes a –2 penalty to your Attack roll. If it hits, in addition to normal damage, your target must perform a Fortitude saving throw v. DC 10 + ½ your Martial Artist level + your Strength bonus. If your target fails the save, he is dazed for one round.
Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and creatures immune to critical hits cannot be affected by a nerve strike.
You cannot perform a nerve strike on concealed, invisible, blurred, or similarly obscured targets, nor may you perform a nerve strike while blinded or in total darkness.
Nerve Strike: Blindness/Deafness
Level: 2
Description: Strike an opponent’s pressure points and blind or deafen him.
Prerequisite: Nerve Strike: Daze and Nerve Strike: Stun.
Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform one attack that round, regardless of how many you would normally receive.
This nerve strike imposes a –4 penalty to your Attack roll. If it hits, in addition to normal damage, your target must perform a Fortitude saving throw v. DC 10 + 1/3 your Martial Artist level + your Strength bonus. If your target fails the save, he is blinded or deafened (chosen at the time of the attack) for 2d6 rounds.
Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and creatures immune to critical hits cannot be affected by a nerve strike.
You cannot perform a nerve strike on concealed, invisible, blurred, or similarly obscured targets, nor may you perform a nerve strike while blinded or in total darkness.
Nerve Strike: Disable Limb
Level: 2
Description: Strike an opponent’s pressure points and paralyze a limb.
Prerequisite: Nerve Strike: Daze and Nerve Strike: Stun.
Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform one attack that round, regardless of how many you would normally receive.
This nerve strike imposes a –4 penalty to your Attack roll. If it hits, in addition to normal damage, your target must perform a Fortitude saving throw v. DC 10 + 1/2 your Martial Artist level + your Strength bonus. If your target fails the save, one of his limbs (chosen at the time of the attack) is disabled for 2d6 minutes. (If the limb holds an item, that item is dropped.)
Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and creatures immune to critical hits cannot be affected by a nerve strike.
You cannot perform a nerve strike on concealed, invisible, blurred, or similarly obscured targets, nor may you perform a nerve strike while blinded or in total darkness.
Nerve Strike: Improved Paralysis
Level: 4
Description: Strike an opponent’s pressure points and potently paralyze him.
Prerequisite: Nerve Strike: Daze, Nerve Strike: Disable Limb, Nerve Strike: Paralysis, and Nerve Strike: Stun.
Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform one attack that round, regardless of how many you would normally receive.
This nerve strike imposes a –6 penalty to your Attack roll. If it hits, in addition to normal damage, your target must perform a Fortitude saving throw v. DC 10 + 1/2 your Martial Artist level + your Strength bonus. If your target fails the save, he is paralyzed for 1d6 rounds.
Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and creatures immune to critical hits cannot be affected by a nerve strike.
Nerve Strike: Instant Death
Level: 5
Description: Strike an opponent’s pressure points and kill him instantly.
Prerequisite: Nerve Strike: Ability Damage, Nerve Strike: Daze, Nerve Strike: Improved Paralysis, Nerve Strike: Pain, Nerve Strike: Paralysis, Nerve Strike: Sickness, Nerve Strike: Sleep, and Nerve Strike: Stun.
Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform one attack that round, regardless of how many you would normally receive.
This nerve strike imposes a –8 penalty to your Attack roll. If the strike hits, it inflicts normal damage, and your target must perform a Fortitude saving throw v. DC 10 + 1/5 your Martial Artist level + your Strength bonus. If the save is failed, your target dies, instantly.
Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and creatures immune to critical hits cannot be affected by a nerve strike.
You cannot perform a nerve strike on concealed, invisible, blurred, or similarly obscured targets, nor may you perform a nerve strike while blinded or in total darkness.
Nerve Strike: Pain
Level: 3
Description: Strike an opponent’s pressure points and cause intense, lingering pain.
Prerequisite: Nerve Strike: Daze and Nerve Strike: Stun.
Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform one attack that round, regardless of how many you would normally receive.
This nerve strike imposes a –4 penalty to your Attack roll. If it hits, in addition to normal damage, your target must perform a Fortitude saving throw v. DC 10 + 1/3 your Martial Artist level + your Strength bonus. If your target fails the save, he is stunned for one round and suffers intense pain for 1d4 rounds after that. The pain imposes a –2 penalty to Dexterity and a –4 penalty to all attack rolls, ability checks, and skill checks. To perform any action that requires concentration while suffering pain, the target must make a Concentration check v. DC 15.
Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and creatures immune to critical hits cannot be affected by a nerve strike.
You cannot perform a nerve strike on concealed, invisible, blurred, or similarly obscured targets, nor may you perform a nerve strike while blinded or in total darkness.
Nerve Strike: Pleasure
Level: 3
Description: Strike an opponent’s pressure points and cause a lingering state of euphoria and bliss.
Prerequisite: Nerve Strike: Daze, Nerve Strike: Pain, and Nerve Strike: Stun.
Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform one attack that round, regardless of how many you would normally receive.
This nerve strike imposes a –4 penalty to your Attack roll. If it hits, in addition to normal damage, your target must perform a Fortitude saving throw v. DC 10 + 1/3 your Martial Artist level + your Strength bonus. If your target fails the save, he is blissfully stunned for one round and in a euphoric state for 1d4 rounds. The euphoria imposes a –2 penalty to Dexterity, Intelligence, and Wisdom, along with a –4 penalty to all attack rolls, ability checks, and skill checks. To perform any action that requires concentration while in this state, the target must make a Concentration check v. DC 15.
Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and creatures immune to critical hits cannot be affected by a nerve strike.
You cannot perform a nerve strike on concealed, invisible, blurred, or similarly obscured targets, nor may you perform a nerve strike while blinded or in total darkness.
Nerve Strike: Paralysis
Level: 3
Description: Strike an opponent’s pressure points and paralyze him.
Prerequisite: Nerve Strike: Daze, Nerve Strike: Disable Limb, and Nerve Strike: Stun.
Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform one attack that round, regardless of how many you would normally receive.
This nerve strike imposes a –4 penalty to your Attack roll. If it hits, in addition to normal damage, your target must perform a Fortitude saving throw v. DC 10 + 1/4 your Martial Artist level + your Strength bonus. If your target fails the save, he is paralyzed for 1d6 rounds.
Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and creatures immune to critical hits cannot be affected by a nerve strike.
You cannot perform a nerve strike on concealed, invisible, blurred, or similarly obscured targets, nor may you perform a nerve strike while blinded or in total darkness.
Nerve Strike: Sickness
Level: 4
Description: Strike an opponent’s pressure points and cause his body to flood itself with toxins. Within a few hours, the victim begins bleeding internally and shaking uncontrollably. This worsens until he dies from total organ failure.
Prerequisite: Nerve Strike: Ability Damage, Nerve Strike: Daze, Nerve Strike: Pain, Nerve Strike: Paralysis, and Nerve Strike: Stun.
Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform one attack that round, regardless of how many you would normally receive.
This nerve strike imposes a –6 penalty to your Attack roll. If the strike hits, it inflicts normal damage. Furthermore, the effects of the strike imitate a disease with a one day incubation period and a DC of 10 + 1/3 your Martial Artist level + your Strength modifier. The “disease” causes 1d4 Constitution and 1d4 Dexterity damage on a daily basis, slowly and painfully killing your target from the inside out.
Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and creatures immune to critical hits cannot be affected by a nerve strike.
You cannot perform a nerve strike on concealed, invisible, blurred, or similarly obscured targets, nor may you perform a nerve strike while blinded or in total darkness.
Nerve Strike: Sleep
Level: 5
Description: Strike an opponent’s pressure points and render him comatose.
Prerequisite: Nerve Strike: Daze, Nerve Strike: Disable Limb, Nerve Strike: Improved Paralysis, Nerve Strike: Paralysis, and Nerve Strike: Stun.
Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform one attack that round, regardless of how many you would normally receive.
This nerve strike imposes a –6 penalty to your Attack roll. If it hits, in addition to normal damage, your target must perform a Fortitude saving throw v. DC 10 + 1/4 your Martial Artist level + your Strength bonus. If your target fails the save, he is immediately rendered comatose, completely helpless, until awakened or 1d8 hours have passed.
Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and creatures immune to critical hits cannot be affected by a nerve strike.
Nerve Strike: Stun
Level: 1
Description: Strike an opponent’s pressure points and stun him.
Prerequisite: Nerve Strike: Daze.
Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform one attack that round, regardless of how many you would normally receive.
The stunning nerve strike imposes a –4 penalty to your Attack roll. If it hits, in addition to normal damage, your target must perform a Fortitude saving throw v. DC 10 + ½ your Martial Artist level + your Strength bonus. If your target fails the save, he is stunned for one round.
Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and creatures immune to critical hits cannot be affected by a nerve strike.
You cannot perform a nerve strike on concealed, invisible, blurred, or similarly obscured targets, nor may you perform a nerve strike while blinded or in total darkness.
Overwhelming Force
Level: 3
Description: You can deliver powerful blows that push back your opponents.
Prerequisite: Push.
Benefit: If your attack inflicts more damage than one-half of your target’s current Hit Points, then you automatically push that opponent backwards 5 feet, in a straight line.
You can choose not to push back an opponent.
Preparatory Stance
Level: 3
Description: You can enter a stance that prepares you for your next attack, almost like compressing a spring, so that it will leap forward with great force.
Benefit: A Preparatory Stance is a full round action.
By performing a Preparatory Stance, you situate yourself in the best position to strike your opponent and build tension in your muscles to attack with great force. Your next attack after performing the Preparatory Stance gains a +2 bonus to attack, a +4 bonus to damage, and +2 to its critical threat range.
If you deliver multiple attacks in the round after a Preparatory Stance, only the first attack gains the bonus.
To benefit of Preparatory Stance lasts one round, until your first attack.
Push
Level: 1
Description: Shove an opponent backwards a few steps.
Benefit: A push is an attack action. If you have multiple attacks per round, you can perform multiple pushes (or mix pushes with your normal attacks).
To push an opponent, you perform a melee touch attack.
If the attack hits, you and your opponent make an opposed Strength check. Add +4 to the check for each size category a character is above Medium-size. Penalize the check by –4 for each size category a character is smaller than Medium-size. If a creature has more than two legs, add a +4 stability bonus to its check.
If you win the check, your opponent is move 5 feet backwards, in a straight line.
Precise Nerve Strike
Level: 2
Description: You rely on finesse rather than strength to deliver nerve strikes.
Prerequisite: Nerve Strike: Daze.
Benefit: Substitute your Dexterity for Strength when determining the DC of your nerve strikes.
Prone Fighting
Level: 3
Description: You can fight effectively while lying on the ground.
Prerequisite: Tumble rank 4+.
Benefit: When prone, you do not suffer a -4 penalty to your attack rolls, nor do opponents attempting to strike you with a melee weapon gain +4 to their attack rolls. You can move at your normal speed by "slithering" on your back or front, but you cannot perform a double move or run all out.
You only gain the benefit of this feat while wearing no armor. You lose all benefits of this feat if you suffer a movement penalty due to armor worn or items carried.
Redirect Melee Attack
Level: 4
Description: If you block an attack, you can direct it at someone else.
Prerequisite: Block.
Benefit: If you successfully block a melee attack, you may – as an immediate free action – redirect that attack at an adjacent target, even the person who attacked you. Use your full attack bonus with a –4 penalty for the redirection. If the redirected attack hits, it inflicts your opponent’s normal damage.
Resist Feint
Level: 1
Description: It is difficult to trick you with a feint.
Benefit: You gain a +4 bonus on Sense Motive checks to oppose a feint.
Resist Nerve Strike
Level: 2
Description: You have trained your body to resist the effects of nerve strikes.
Benefit: You gain a +2 bonus on all saving throws against Nerve Strike techniques. This bonus also applies to Stunning Fist and similar monk abilities.
Special: You may acquire this Technique multiple times. Each time, it grants you an additional +2 bonus.
Resuscitation
Level: 3
Description: You can tap and massage a stricken person’s pressure points to reverse the effects of a Nerve Strike.
Prerequisite: Heal rank 4+ and Nerve Strike: Stun.
Benefit: With a full round action, you can attempt to undo the secondary effects of a Nerve Strike on a single person. This is similar to the Aid Other action.
To do so, you roll 1d20 + your Martial Arts level + your Wisdom modifier against the DC of the Nerve Strike. If you succeed, the Nerve Strike’s effect, such as sickness, stun, daze, or sleep, is negated. The victim does not recover lost Hit Points.
Reverse Hold
Level: 3
Description: You can reverse an opponent’s hold while grappling.
Benefit: Grappling Expertise.
Special: If you successfully escape from a pin, hold, or lock, you may attempt — as an attack of opportunity — a pin, hold, or lock against the person you just escaped.
Roll with the Blow
Level: 1
Description: You can soften a blow by tumbling with its force.
Prerequisite: Tumble rank 4+.
Benefit: Once per round, you can attempt to roll with a melee or ranged attack that would have normally hit you. To do so, the following requirements must be met:
• You are not flat-footed, stunned, held, entangled, otherwise incapacitated or immobile, or in any other situation that causes you to lose your Dexterity modifier to AC (if any).
• You are aware of the attack you with to block and can clearly perceive it. (It is not possible to roll with attacks from invisible opponents or in total darkness, unless you have a special means of detect the attack.)
If you meet the criteria, you perform Tumble check opposed by your attacker’s attack roll (use his full attack value). If you win the opposed check, you suffer half damage from the attack.
Exception: If you have a special ability, such as Uncanny Dodge, that lets you retain your Dexterity modifier to AC while flat-footed, then you may roll while flat-footed.
Seeking Strike
Level: 4
Description: You can deliver a blow that cannot be blocked.
Benefit: Your opponents cannot block a seeking strike, nor can they roll with the blow.
A seeking strike is an attack action. However, regardless of how many attacks you have per round, you only get one attack during the round you perform a seeking strike.
Situational Awareness
Level: 1
Description: Your awareness of your surroundings protects you from surprise attacks.
Benefit: While wearing light or no armor, you retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible opponent. If immobilized, you lose the benefit of this Technique.
Stable Footing
Level: 1
Description: It is hard to knock you off your feet.
Benefit: You add a bonus of +4 to any rolls to resist being knocked down or pushed around, such as the opposed checks for a trip, throw, push, sweep, or bull rush.
Sticky Touch
Level: 4
Description: You can lightly place your hand on an opponent and follow his movements in combat. This allows you anticipate his actions, more easily avoiding his attacks and attacking him.
Prerequisite: Grappling Expertise.
Benefit: To initiate a Sticky Touch, you must have at least one free hand (i.e., no weapon, shield, or other item in that hand). You cannot suffer any movement penalties due to armor worn or items carried.
As a standard action, you perform a melee touch attack against your opponent. If the attack hits, you and your opponent perform a grapple check. If you win the grapple check, you have established the Sticky Touch. You gain a +2 bonus to AC and Attack rolls against the target of the Sticky Touch. You have this bonus as long as you can maintain the Sticky Touch. The only ways to break the touch is for you to voluntarily end it, your target to move away from you in a manner that you cannot follow, or you become incapacitated.
If your target moves, you automatically move with him, up to the limits of your movement ability. Should your target move in a way you cannot follow — such as jumping an extremely long distance or teleportation — contact is broken, and the Sticky Touch ends. If your target moves farther than your movement rate, the Sticky Touch is broken.
If you move, other than automatically following your target, the Sticky Touch ends.
If you perform an action that restricts your movement rate, such as performing a Full Attack Action and limiting yourself to a 5’ step, then it is likely that your target can easily outdistance you and break the Sticky Touch.
While maintaining a Sticky Touch, you and your opponent threaten no areas.
Sweep
Level: 1
Description: You can easily trip opponents.
Benefit: A sweep functions like a trip attempt. However, if you fail your Strength check to trip your target, your target does not get an attempt to trip you in return.
Throw
Level: 2
Description: You use leverage to hurl an opponent to the ground.
Benefit: The mechanics of a Throw are similar to grappling. There are three steps in the process:
Step 1 – Close with Target: You must close with your target and enter his occupied square. This provokes an attack of opportunity from your target. If that attack of opportunity deals damage, you fail to initiate the throw.
Step 2 – Grab your Target: You perform a melee touch attack to grab your target and start the throw. If you miss, you cannot throw your target.
Step 3 – Throw your Target: If the melee touch attack succeeds, you and your target make an opposed grapple check. If you win the check, you throw your target 5’ in whatever direction you choose, inflicting you standard unarmed damage to your target and knocking him prone.
Limitation: You may only throw an opponent who is one size category larger than you, the same size, or smaller.
If you throw using a weapon, the damage inflicted equals your unarmed damage, not the damage of your weapon.
Transcendent Fist
Level: 5
Description: You inflict tremendous damage in unarmed combat.
Prerequisite: Iron Fist, Improved Iron Fist, and Unarmed Combat Expert or Improved Unarmed Strike.
Benefit: Your base unarmed damage is 1d10.
Unarmed Combat Expertise
Level: 1
Description: You have considerable training in unarmed combat.
Prerequisite: Style Weapon (Unarmed).
Benefit: While unarmed, you gain the following benefits:
• Your base, unarmed damage is 1d4.
• When attacking armed opponents while unarmed, you do not provoke attacks of opportunity.
• Your unarmed strikes may inflict normal or temporary (subdual) damage, as you desire without incurring a negative attack roll penalty.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
Grim-n-Gritty Hit Point and Combat Rules Copyright 2001, Kenneth S. Hood
d20 Skills-n-Feats Martial Arts System Copyright 2001, Kenneth S. Hood
d20 Skills-n-Feats Psionics System Copyright 2001, Kenneth S. Hood
The Martial Artist Copyright 2001, Kenneth S. Hood
END OF LICENSE