Kobold Avenger
Legend
Here's my attempt at making a customizable Martial Artist class to effectively replace the Monk class. I'm mainly having it compared to the Fighter, Monk and Psychic Warrior in terms of balance. Some of it runs off special rules (class defense bonuses and reputation) for my campaign. And you should consider the type of equipment a fighter gets, and the fact that they get a wider range of feats, including perhaps some new powerful fighter exclusive feats.
If the class is too powerful I'll probably have it such that increased unarmed damage, flurry of blows or ki strike will be abilities you have to buy.
Martial Artist
Alignment: Any
Hit Dice: d8
Class Skills: Balance (dex), Climb (str), Concentration (con), Craft (int), diplomacy (cha), Escape Artist (dex), Hide (dex), Jump (str), Knowledge (arcana, psionics, religion, spirits & tactics) (int), Listen (wis), Move Silently (dex), Perform (cha), Profession (wis), Sense Motive (wis), Swim (str), Tumble (dex)
Base Skill Points: 4
Base defence bonus: +1 (good progression)
{Fighters, Rogues and Psychic Warriors get +3 base with good progression (1/2), clerics get +3 base with medium progression (2/5), and wizards get +1 base with poor progression (1/3), other classes get varying base defence going between +1 to +3 with the three different progression types}
Weapon & Armour Proficiency: Martial Artist are proficient in all simple weapons, along with the following weapons butterfly sword, jitte, kama, nunchaku, sai, shuriken siangham, and tonfa. A Martial Artist can use a spear as a double weapon (1d6 for the other end). If using weapon groups Martial Artist are skilled with basic weapons & martial arts weapons, plus any one other weapon group.
Flurry of Blows: Martial Artist’s Flurry improves to a -1 to all attacks at level 5 and loses the penalty level at level 8 and greater flurry (an extra attack) at level 11. Flurry of blows can be used with any light, finesseable or double weapon as well as shurikens, tiger-hook swords and three-piece rods (for weapon groups it’s with any basic, martial arts weapon or light blade). They may only use flurry of blows when unarmoured.
Unarmed Strike: Martial artists get improved unarmed strike for free and their unarmed attacks do the listed damage above.
Bonus Feat: At 1st, 2nd and every 4 levels after martial artist may pick any martial arts feat they qualify for.
Ki Strike (Su): The martial artist’s unarmed strikes count as magic weapons at 4th level. At 10th level a martial artist’s unarmed strike counts as a weapon of one part of their alignment, unless they are true neutral in which case they get nothing new . At 16th level a martial artist’s unarmed strike also counts as adamantine in regards to bypassing hardness as well.
Special Technique: A Martial Artist picks a Special Technique from the list below. At level 20 they can pick either a special technique or special talent. They get a total of nine or ten to choose from over 20 levels.
Special Talent: A Martial Artist picks a Special Talent from the list below. At level 20 they can pick either a special technique or special talent. They get a total of ten or eleven to choose from over 20 levels.
Special Talents: A martial artist’s has a number of special talents to choose from at various levels. Some techniques have minimum levels they can be chosen at, and can usually be only chosen once. Some require other techniques. Special Techniques can be picked from martial artist bonus epic feats at epic levels.
Acrobatics (Su): (Minimum level: 11, requires: speed bonus +20) A martial gains a +10 competence bonus on Balance, Jump and Tumble checks, and can take 10 on those skills even in circumstances that wouldn’t allow otherwise. This can be chosen as many as 3 times with the bonus stacking, but must be picked at least 4 levels apart.
Combat Awareness (Ex): (requires: wisdom 13+) A martial artist may add their wisdom modifier to defence when not wearing armour as long as the bonus doesn’t exceed their class level. This bonus applies even when flat-footed or against touch attacks and doesn’t stack with combat presence.
Combat Presence (Ex): (requires: charisma 13+) A martial artist may add their charisma modifier to defence when not wearing armour as long as the bonus doesn’t exceed their class level. This bonus applies even when flat-footed or against touch attacks and doesn’t stack with combat awareness.
Diamond Body (Su): (Minimum level: 9) Gain immunity to poisons of all kinds.
Diamond Soul (Ex): (Minimum level: 13) Gain spell resistance equal to martial artist level + 10.
Evasion (Ex): When not wearing armour a martial artist suffers no damage or partial effects on a successful reflex save.
Flight (Su): (Minimum level 15; requires: leap of clouds, slow fall, speed bonus +30) You can fly at your base land speed with an average manoeuvrability.
Focussed Mind: A martial artists will save is now a good save.
Immortal State: (Minimum level 20; requires: timeless body, purity of body) You’ve achieved a higher state of enlightenment by joining the exalted ranks of the Xian (Immortals). You no longer can die from old age. After reaching venerable age you gain +1 to wisdom, intelligence and charisma every 500 years.
Improved Evasion (Ex): (Minimum level 9; requires Evasion) As Evasion, except they only suffer half damage or partial effects on a failed reflex save.
Leap of Clouds (Su): (Minimum level 7; requires speed bonus) You don’t have to move any distance to make a running jump.
Perfect Self : (Minimum level 20; requires: timeless body) A martial artist becomes a magical creature. Her type becomes Outsider (native). Additionally, the martial artist gains damage reduction 10/magic.
Purity of Body (Ex): (Minimum level 5) A martial artist gains immunity to all diseases except for supernatural and magical diseases.
Slow Fall (Ex): A martial artist within arms reach of a wall may reduce their fall by (martial artist level) x 5 feet. At 20th level they can fall from any distance near a wall without any harm.
Speed Bonus (Ex): Add +10 to the martial artist’s base speed when not wearing armour or carrying more than a medium load. This ability can be taken multiple times, the bonuses do stack and it can be taken as a special technique as well. The total speed bonus can’t be greater than their (character level/3) x 10 though.
Still Mind (Ex): (Minimum level: 3) Gain a +2 bonus on saving throws against spells and effects from the school of enchantment.
Timeless Body (Ex): (Minimum level: 13) A martial artist no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the martial artist still dies of old age when her time is up.
Tongue of the Sun and Moon (Ex): (Minimum level: 11) A martial artist can speak with any living creature.
Wholeness of Body (Su): (Minimum level 7) A martial artist can heal her own wounds. She can heal a number of hit points of damage equal to twice her martial artist level each day, and she can spread this healing out among several uses.
Special Techniques: A martial artist’s has a number of special techniques to choose from. Some techniques have minimum levels they can be chosen at, and can usually be only chosen once. Some require other techniques. Special Techniques can be picked from martial artist bonus epic feats at epic levels.
Abundant Step (Su): (Minimum level: 11) A martial artist can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her martial artist level (rounded down).
Bonus Feat: (Minimum level 4) A Martial Artist can pick a bonus martial arts feat, they may pick this technique twice.
Crippling Blow (Ex): (Minimum level 11) On a successful critical hit you can also inflict 2 points of strength damage.
Deflect Incoming (Ex): (Minimum level 13; requires deflect arrows, combat reflexes) By taking a full action you can deflect as many incoming range attacks (but not rays, spells or artillery) equal to 1+your dex modifier+you wis modifier with a +4 circumstance bonus to the saving throws. You must be armed with a melee weapon to do this.
{Deflecting arrows requires you to give up an attack of oppurtunity to make a reflex save equal to 10+1/2 opponent's HD+dex mod+opponent's feat bonuses}
Empty Body (Su): (Minimum level 17) A martial artist may assume an ethereal state for 1 round per martial artist level per day, as though using the spell Etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.
Fist of Balance (Su): (Minimum level 11; true neutral alignment) The martial artist’s unarmed attacks can bypass any alignment based damage reduction.
Improved Uncanny Dodge (Ex): (Minimum level 7; uncanny dodge) You can no longer be flanked, and only someone with 4 or more rogue levels than your martial artist levels can sneak attack you.
Improved Weapon Technique (Ex): (BAB 4+) A martial artist can apply flurry of blow to a one-handed melee weapon they are proficient with. If using weapon groups it’s to any one-handed weapon of that group.
Improvised Fighting: A martial artist is proficient in all improvised weapons.
Iron Skin (Ex): (Minimum level 11; Con 13+) You gain damage reduction 1/-, you can take this multiple times (as long as it’s 2 levels apart) increasing the damage reduction by +1/- each time. You can’t exceed damage reduction 5/- though.
Ki Push (Su): (Minimum level 13; requires: improved bull rush) With a full action you can initiate a bull rush with an unarmed attack. You remain in your own square regardless of the result, and can use your wisdom instead of your strength in the bull rush attempt. If you’re successful you can push an opponent 10 feet back and knock them prone at the same time.
Ki Strike (Additional Alignment) (Su): (Ki Strike (Aligned), Non-neutral alignment) The martial artist can pick another alignment type their attacks can bypass if they are of that alignment.
Ki Strike (Cold Iron) (Su): (Minimum level 7) The martial artist’s unarmed strikes count as a cold iron weapon for the purpose of damage reduction.
Ki Strike (Silver) (Su): (Minimum level 7) The martial artist’s unarmed strikes count as a silver weapon for the purpose of damage reduction.
Quivering Palm (Su): (Minimum level: 15) A martial artist can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once per day and she must announce her intent before making her attack roll. Incorporeal creatures and creatures immune to critical hits cannot be affected. Otherwise, if the strike is successful and the target damaged from the blow, the quivering palm attack succeeds. Thereafter she can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her martial artist level. To make such an attempt, the martial artist merely wills the target to die (a free action), and unless the target makes a Fort save (DC 10 + 1/2 the martial artist’s level + Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Speed Bonus (Ex): Add +10 to the martial artist’s base speed when not wearing armour or carrying more than a medium load. This ability can be taken multiple times, the bonuses do stack and it can be taken as a special talent as well. The total speed bonus can’t be greater than their (character level/3) x 10 though.
Speed Climb (Ex): (requires: climb 10 ranks) A martial artist can make climb checks at their full speed only needing one hand free, as long as they end their round on a horizontal surface.
Uncanny Dodge (Ex): (Minimum level 3) You retain your dex bonus if flat-footed or struck by an invisible attacker. If you already have Uncanny Dodge you gain Improved Uncanny Dodge instead.
Weapon Forms: A martial artist gains proficiency in 5 martial or exotic weapons melee weapons of their choice. This can be chosen multiple times. If using weapon groups they become proficient in another melee weapon group.
Multi-classing: A martial artist can freely multi-class. Should they multi-class in a psionic class they are considered to have the psionic feat Speed of Thought for the purpose of qualifying for psionic feats, if they have a speed bonus.
If the class is too powerful I'll probably have it such that increased unarmed damage, flurry of blows or ki strike will be abilities you have to buy.
Martial Artist
Alignment: Any
Hit Dice: d8
Class Skills: Balance (dex), Climb (str), Concentration (con), Craft (int), diplomacy (cha), Escape Artist (dex), Hide (dex), Jump (str), Knowledge (arcana, psionics, religion, spirits & tactics) (int), Listen (wis), Move Silently (dex), Perform (cha), Profession (wis), Sense Motive (wis), Swim (str), Tumble (dex)
Base Skill Points: 4
Base defence bonus: +1 (good progression)
{Fighters, Rogues and Psychic Warriors get +3 base with good progression (1/2), clerics get +3 base with medium progression (2/5), and wizards get +1 base with poor progression (1/3), other classes get varying base defence going between +1 to +3 with the three different progression types}
Weapon & Armour Proficiency: Martial Artist are proficient in all simple weapons, along with the following weapons butterfly sword, jitte, kama, nunchaku, sai, shuriken siangham, and tonfa. A Martial Artist can use a spear as a double weapon (1d6 for the other end). If using weapon groups Martial Artist are skilled with basic weapons & martial arts weapons, plus any one other weapon group.
Code:
Level BAB Damage Flurry Fort Ref Will Def(+1) Rep Special Abilities
1st +0 1d6 -2/-2 +2 +2 +0 +0(+1) +0 Unarmed Strike, Flurry (-2), Special talent, Bonus Feat
2nd +1 1d6 -1/-1 +3 +3 +0 +1(+2) +0 Special technique, Bonus feat
3rd +2 1d6 +0/+0 +3 +3 +1 +1(+2) +1 Special talent
4th +3 1d8 +1/+1 +4 +4 +1 +2(+3) +1 Ki strike (magic), Special technique
5th +3 1d8 +2/+2 +4 +4 +1 +2(+3) +2 Flurry(-1), Special talent
6th +4 1d8 +3/+3 +5 +5 +2 +3(+4) +2 Bonus feat, Special technique
7th +5 1d8 +4/+4 +5 +5 +2 +3(+4) +2 Special talent
8th +6/+1 1d10 +5/+5/+0 +6 +6 +2 +4(+5) +3 Flurry(0), Special technique
9th +6/+1 1d10 +6/+6/+1 +6 +6 +3 +4(+5) +3 Special talent
10th +7/+2 1d10 +7/+7/+2 +7 +7 +3 +5(+6) +4 Ki strike (aligned), Bonus feat, Special technique
11th +8/+3 1d10 +8/+8/+8/+3 +7 +7 +3 +5(+6) +4 Greater Flurry, Special talent
12th +9/+4 2d6 +9/+9/+9/+4 +8 +8 +4 +6(+7) +4 Special technique
13th +9/+4 2d6 +9/+9/+9/+4 +8 +8 +4 +6(+7) +5 Special talent
14th +10/+5 2d6 +10/+10/+10/+5 +9 +9 +4 +7(+8) +5 Bonus Feat, Special technique
15th +11/+6/+1 2d6 +11/+11/+11/+6/+1 +9 +9 +5 +7(+8) +6 Special talent
16th +12/+7/+2 2d8 +12/+12/+12/+7/+2 +10 +10 +5 +8(+9) +6 Ki strike (adamantine), Special technique
17th +12/+7/+2 2d8 +12/+12/+12/+7/+2 +10 +10 +5 +8(+9) +6 Special talent
18th +13/+8/+3 2d8 +13/+13/+13/+8/+3 +11 +11 +6 +9(+10) +7 Bonus Feat, Special technique
19th +14/+9/+4 2d8 +14/+14/+14/+9/+4 +11 +11 +6 +9(+10) +7 Special talent
20th +15/+10/+5 2d10 +15/+15/+15/+10/+5 +12 +12 +6 +10(+11) +8 Special technique/ talent
Flurry of Blows: Martial Artist’s Flurry improves to a -1 to all attacks at level 5 and loses the penalty level at level 8 and greater flurry (an extra attack) at level 11. Flurry of blows can be used with any light, finesseable or double weapon as well as shurikens, tiger-hook swords and three-piece rods (for weapon groups it’s with any basic, martial arts weapon or light blade). They may only use flurry of blows when unarmoured.
Unarmed Strike: Martial artists get improved unarmed strike for free and their unarmed attacks do the listed damage above.
Bonus Feat: At 1st, 2nd and every 4 levels after martial artist may pick any martial arts feat they qualify for.
Ki Strike (Su): The martial artist’s unarmed strikes count as magic weapons at 4th level. At 10th level a martial artist’s unarmed strike counts as a weapon of one part of their alignment, unless they are true neutral in which case they get nothing new . At 16th level a martial artist’s unarmed strike also counts as adamantine in regards to bypassing hardness as well.
Special Technique: A Martial Artist picks a Special Technique from the list below. At level 20 they can pick either a special technique or special talent. They get a total of nine or ten to choose from over 20 levels.
Special Talent: A Martial Artist picks a Special Talent from the list below. At level 20 they can pick either a special technique or special talent. They get a total of ten or eleven to choose from over 20 levels.
Special Talents: A martial artist’s has a number of special talents to choose from at various levels. Some techniques have minimum levels they can be chosen at, and can usually be only chosen once. Some require other techniques. Special Techniques can be picked from martial artist bonus epic feats at epic levels.
Acrobatics (Su): (Minimum level: 11, requires: speed bonus +20) A martial gains a +10 competence bonus on Balance, Jump and Tumble checks, and can take 10 on those skills even in circumstances that wouldn’t allow otherwise. This can be chosen as many as 3 times with the bonus stacking, but must be picked at least 4 levels apart.
Combat Awareness (Ex): (requires: wisdom 13+) A martial artist may add their wisdom modifier to defence when not wearing armour as long as the bonus doesn’t exceed their class level. This bonus applies even when flat-footed or against touch attacks and doesn’t stack with combat presence.
Combat Presence (Ex): (requires: charisma 13+) A martial artist may add their charisma modifier to defence when not wearing armour as long as the bonus doesn’t exceed their class level. This bonus applies even when flat-footed or against touch attacks and doesn’t stack with combat awareness.
Diamond Body (Su): (Minimum level: 9) Gain immunity to poisons of all kinds.
Diamond Soul (Ex): (Minimum level: 13) Gain spell resistance equal to martial artist level + 10.
Evasion (Ex): When not wearing armour a martial artist suffers no damage or partial effects on a successful reflex save.
Flight (Su): (Minimum level 15; requires: leap of clouds, slow fall, speed bonus +30) You can fly at your base land speed with an average manoeuvrability.
Focussed Mind: A martial artists will save is now a good save.
Immortal State: (Minimum level 20; requires: timeless body, purity of body) You’ve achieved a higher state of enlightenment by joining the exalted ranks of the Xian (Immortals). You no longer can die from old age. After reaching venerable age you gain +1 to wisdom, intelligence and charisma every 500 years.
Improved Evasion (Ex): (Minimum level 9; requires Evasion) As Evasion, except they only suffer half damage or partial effects on a failed reflex save.
Leap of Clouds (Su): (Minimum level 7; requires speed bonus) You don’t have to move any distance to make a running jump.
Perfect Self : (Minimum level 20; requires: timeless body) A martial artist becomes a magical creature. Her type becomes Outsider (native). Additionally, the martial artist gains damage reduction 10/magic.
Purity of Body (Ex): (Minimum level 5) A martial artist gains immunity to all diseases except for supernatural and magical diseases.
Slow Fall (Ex): A martial artist within arms reach of a wall may reduce their fall by (martial artist level) x 5 feet. At 20th level they can fall from any distance near a wall without any harm.
Speed Bonus (Ex): Add +10 to the martial artist’s base speed when not wearing armour or carrying more than a medium load. This ability can be taken multiple times, the bonuses do stack and it can be taken as a special technique as well. The total speed bonus can’t be greater than their (character level/3) x 10 though.
Still Mind (Ex): (Minimum level: 3) Gain a +2 bonus on saving throws against spells and effects from the school of enchantment.
Timeless Body (Ex): (Minimum level: 13) A martial artist no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the martial artist still dies of old age when her time is up.
Tongue of the Sun and Moon (Ex): (Minimum level: 11) A martial artist can speak with any living creature.
Wholeness of Body (Su): (Minimum level 7) A martial artist can heal her own wounds. She can heal a number of hit points of damage equal to twice her martial artist level each day, and she can spread this healing out among several uses.
Special Techniques: A martial artist’s has a number of special techniques to choose from. Some techniques have minimum levels they can be chosen at, and can usually be only chosen once. Some require other techniques. Special Techniques can be picked from martial artist bonus epic feats at epic levels.
Abundant Step (Su): (Minimum level: 11) A martial artist can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her martial artist level (rounded down).
Bonus Feat: (Minimum level 4) A Martial Artist can pick a bonus martial arts feat, they may pick this technique twice.
Crippling Blow (Ex): (Minimum level 11) On a successful critical hit you can also inflict 2 points of strength damage.
Deflect Incoming (Ex): (Minimum level 13; requires deflect arrows, combat reflexes) By taking a full action you can deflect as many incoming range attacks (but not rays, spells or artillery) equal to 1+your dex modifier+you wis modifier with a +4 circumstance bonus to the saving throws. You must be armed with a melee weapon to do this.
{Deflecting arrows requires you to give up an attack of oppurtunity to make a reflex save equal to 10+1/2 opponent's HD+dex mod+opponent's feat bonuses}
Empty Body (Su): (Minimum level 17) A martial artist may assume an ethereal state for 1 round per martial artist level per day, as though using the spell Etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.
Fist of Balance (Su): (Minimum level 11; true neutral alignment) The martial artist’s unarmed attacks can bypass any alignment based damage reduction.
Improved Uncanny Dodge (Ex): (Minimum level 7; uncanny dodge) You can no longer be flanked, and only someone with 4 or more rogue levels than your martial artist levels can sneak attack you.
Improved Weapon Technique (Ex): (BAB 4+) A martial artist can apply flurry of blow to a one-handed melee weapon they are proficient with. If using weapon groups it’s to any one-handed weapon of that group.
Improvised Fighting: A martial artist is proficient in all improvised weapons.
Iron Skin (Ex): (Minimum level 11; Con 13+) You gain damage reduction 1/-, you can take this multiple times (as long as it’s 2 levels apart) increasing the damage reduction by +1/- each time. You can’t exceed damage reduction 5/- though.
Ki Push (Su): (Minimum level 13; requires: improved bull rush) With a full action you can initiate a bull rush with an unarmed attack. You remain in your own square regardless of the result, and can use your wisdom instead of your strength in the bull rush attempt. If you’re successful you can push an opponent 10 feet back and knock them prone at the same time.
Ki Strike (Additional Alignment) (Su): (Ki Strike (Aligned), Non-neutral alignment) The martial artist can pick another alignment type their attacks can bypass if they are of that alignment.
Ki Strike (Cold Iron) (Su): (Minimum level 7) The martial artist’s unarmed strikes count as a cold iron weapon for the purpose of damage reduction.
Ki Strike (Silver) (Su): (Minimum level 7) The martial artist’s unarmed strikes count as a silver weapon for the purpose of damage reduction.
Quivering Palm (Su): (Minimum level: 15) A martial artist can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once per day and she must announce her intent before making her attack roll. Incorporeal creatures and creatures immune to critical hits cannot be affected. Otherwise, if the strike is successful and the target damaged from the blow, the quivering palm attack succeeds. Thereafter she can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her martial artist level. To make such an attempt, the martial artist merely wills the target to die (a free action), and unless the target makes a Fort save (DC 10 + 1/2 the martial artist’s level + Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Speed Bonus (Ex): Add +10 to the martial artist’s base speed when not wearing armour or carrying more than a medium load. This ability can be taken multiple times, the bonuses do stack and it can be taken as a special talent as well. The total speed bonus can’t be greater than their (character level/3) x 10 though.
Speed Climb (Ex): (requires: climb 10 ranks) A martial artist can make climb checks at their full speed only needing one hand free, as long as they end their round on a horizontal surface.
Uncanny Dodge (Ex): (Minimum level 3) You retain your dex bonus if flat-footed or struck by an invisible attacker. If you already have Uncanny Dodge you gain Improved Uncanny Dodge instead.
Weapon Forms: A martial artist gains proficiency in 5 martial or exotic weapons melee weapons of their choice. This can be chosen multiple times. If using weapon groups they become proficient in another melee weapon group.
Multi-classing: A martial artist can freely multi-class. Should they multi-class in a psionic class they are considered to have the psionic feat Speed of Thought for the purpose of qualifying for psionic feats, if they have a speed bonus.
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