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Martial Artist Base Class: Is it Balanced? (Now Revised)
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<blockquote data-quote="Kobold Avenger" data-source="post: 1717067" data-attributes="member: 779"><p>So I did a big overhaul of the martial artist which I hope is more balanced and actually implements a newer idea for abilities known as paths. I haven't done anything good with flavour yet though, and could do something about the names but here's the revision so far...</p><p></p><p><strong>Weapon & Armour Proficiency:</strong> Martial Artist are proficient in all simple weapons, along with the following weapons butterfly sword/cutlass, jitte, kama, machete, 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.</p><p></p><p>[code]</p><p>Level BAB Fort Ref Will Def(+1) Rep Special Abilities Flurry</p><p>1st +0 +2 +2 +2 +0(+1) +0 Unarmed Strike, Flurry (-2), 4 Paths, Bonus Feat -2/-2</p><p>2nd +1 +3 +3 +3 +1(+2) +0 Bonus feat -1/-1</p><p>3rd +2 +3 +3 +3 +1(+2) +1 +0/+0</p><p>4th +3 +4 +4 +4 +2(+3) +1 +1/+1</p><p>5th +3 +4 +4 +4 +2(+3) +2 Bonus feat, Flurry(-1) +2/+2</p><p>6th +4 +5 +5 +5 +3(+4) +2 +3/+3</p><p>7th +5 +5 +5 +5 +3(+4) +2 +4/+4</p><p>8th +6/+1 +6 +6 +6 +4(+5) +3 Bonus feat, Flurry(0) +5/+5/+0</p><p>9th +6/+1 +6 +6 +6 +4(+5) +3 +6/+6/+1</p><p>10th +7/+2 +7 +7 +7 +5(+6) +4 +7/+7/+2</p><p>11th +8/+3 +7 +7 +7 +5(+6) +4 Bonus feat +8/+8/+3</p><p>12th +9/+4 +8 +8 +8 +6(+7) +4 +9/+9/+4</p><p>13th +9/+4 +8 +8 +8 +6(+7) +5 +9/+9/+4</p><p>14th +10/+5 +9 +9 +9 +7(+8) +5 Bonus Feat +10/+10/+5</p><p>15th +11/+6/+1 +9 +9 +9 +7(+8) +6 +11/+11/+6/+1</p><p>16th +12/+7/+2 +10 +10 +10 +8(+9) +6 +12/+12/+7/+2</p><p>17th +12/+7/+2 +10 +10 +10 +8(+9) +6 Bonus feat +12/+12/+7/+2</p><p>18th +13/+8/+3 +11 +11 +11 +9(+10) +7 +13/+13/+8/+3</p><p>19th +14/+9/+4 +11 +11 +11 +9(+10) +7 +14/+14/+9/+4</p><p>20th +15/+10/+5 +12 +12 +12 +10(+11) +8 Bonus feat +15/+15/+10/+5</p><p>[/code]</p><p></p><p><strong>Flurry of Blows:</strong> Martial Artist’s Flurry improves to a -1 to all attacks at level 5 and loses the penalty level at level 8. 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.</p><p><strong>Unarmed Strike:</strong> Martial artists get improved unarmed strike for free and their unarmed attacks do 1d6 damage for medium characters (1d4 small and 1d8 large respectively) which can be lethal or non-lethal as they desire.</p><p><strong>Bonus Feat:</strong> At 1st, 2nd and every 3 levels after martial artist may pick any martial arts feat they qualify for. Instead of selecting a bonus feat a martial artist can select a special ability of a path that they don’t possess (including paths they don’t have the requirements for) if they have the appropriate requirements for the ability. A martial artist who takes Stunning Fist can use as many stunning attacks per day as their martial artist level.</p><p><strong>Paths:</strong> A martial artist learns different paths related to their disciplines and training. They can pick a total of 4 paths where they automatically get different abilities at specified levels providing the meet the requirements. Some paths also have a requirement before they’re taken.</p><p></p><p><strong>Ability Chains:</strong> </p><p><u>Perfection of the Body:</u> This path is about making the body perfect against any ills it may take, including poison, disease and age.</p><p>Abilities - 5th: Purity of Body, 7th: Wholeness of Body, 11th: Diamond Body, 17th: Timeless Body, 20th: Perfect Self or Immortal State</p><p>Diamond Body (Su): (Minimum level: 9) Gain immunity to poisons of all kinds.</p><p>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.</p><p>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. </p><p>Purity of Body (Ex): (Minimum level 5) A martial artist gains immunity to all diseases except for supernatural and magical diseases.</p><p>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.</p><p>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.</p><p><u>Path of Spiritual Power:</u> There are many illusions and challenges in the path to spiritual enlightenment. Those who follow this path can master the spiritual forces of the world around them and strengthen the spirit themselves.</p><p>Abilities – 3rd: Still Mind, 12th: Abundant Step or Fists of Balance, 13th: Diamond Soul, 15th: Quivering Palm, 17th: Tongue of the Sun and Moon, 19th: Empty Body</p><p>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).</p><p>Diamond Soul (Ex): (Minimum level: 13) Gain spell resistance equal to martial artist level + 10.</p><p>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.</p><p>Fist of Balance (Su): (Minimum level 12; Ki Strike (magic), true neutral alignment) The martial artist’s unarmed attacks can bypass any alignment based damage reduction.</p><p>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.</p><p>Still Mind (Ex): (Minimum level: 3) Gain a +2 bonus on saving throws against spells and effects from the school of enchantment. </p><p>Tongue of the Sun and Moon (Ex): (Minimum level: 11) A martial artist can speak with any living creature.</p><p><u>Path of the Fist:</u> Those who specialize in the path of the fist know how to make their bodies into the most powerful weapons. </p><p>Abilities: Increased Damage, 4th: Ki Strike (Magic), 10th: Ki Strike (Aligned), 16th: Ki Strike (Adamantine)</p><p>Level Small Damage Medium Damage Large Damage</p><p>4th – 7th 1d6 1d8 2d6</p><p>8th – 11th 1d8 1d10 2d8</p><p>12th – 15th 1d10 2d6 3d6</p><p>16th – 19th 2d6 2d8 3d8</p><p>20th + 2d8 2d10 4d8</p><p>Ki Strike (Adamantine) (Su): (Minimum level 16; Ki Strike (magic)) The martial artist unarmed strikes count as adamantine for the purpose of bypassing damage reduction and hardness.</p><p>Ki Strike (Aligned) (Su): (Minimum level 10; Ki Strike (magic)) The martial artist can pick one alignment type that’s part of their alignment which they can bypass for damage reduction. If a martial artist is true neutral, they must either pick Ki Strike (Silver) or Ki Strike (Cold Iron) instead.</p><p>Ki Strike (Magic) (Su): (Minimum level 4) The martial artist’s unarmed strikes count as a magic weapon for the purpose of damage reduction.</p><p><u>Path of Movement:</u> Adherents of this path learn how to move at supernaturally high speeds, often making long, floating strides at later levels.</p><p>Level Speed</p><p>3rd – 5th +10</p><p>6th – 8th +20</p><p>9th – 11th +30</p><p>12th – 14th +40</p><p>15th – 17th +50</p><p>18th – 20th +60</p><p><u>Path of Defence:</u> Those who take this path know how to best defend themselves with their uncanny awareness and reflexes.</p><p>(Requirements: Path of Movement; Dexterity 13+) Abilities: 1st: Combat Awareness, Combat Analyst or Combat Presence; 2nd: Evasion, 4th: Uncanny Dodge, 8th: Improved Uncanny Dodge, 9th: Improved Evasion, 12th: Defensive Roll, 13th Deflect Incoming, 17th: Blinding Movement</p><p>Blinding Movement (Su): (Minimum level 17; requires: dexterity 17+) You move so quickly in combat that you are hard to see at times, that you gain concealment when fighting defensively, using full defence or combat expertise. All opponents have a 20% miss chance against you.</p><p>Combat Analyst (Ex): (requires: intelligence 13+) A martial artist may add their intelligence 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 or combat awareness.</p><p>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 or combat analyst.</p><p>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 or combat analyst.</p><p>Defensive Roll (Ex): (minimum level 12) The martial artist can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. To use this ability, the martial artist must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the evasion ability does not apply to the defensive roll.</p><p>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.</p><p>Evasion (Ex): (Minimum level 2) When not wearing armour a martial artist suffers no damage or partial effects on a successful reflex save.</p><p>Improved Evasion (Ex): (Minimum level 9; requires Evasion) As Evasion, except they only suffer half damage or partial effects on a failed reflex save.</p><p>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.</p><p>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.</p><p><u>Path of Flight:</u> Those who take this path learn how to ignore gravity, and eventually gain the ability to fly.</p><p>(Requirements: Path of Movement) Abilities: 4th: Slow Fall, 6th: Water Running, 7th: Leap of Clouds, 8th: Acrobatics, 10th: Speed Climb, 11th: Improved Acrobatics, 14th: Greater Acrobatics, 15th: Light as Air, 17th: Flight </p><p>Acrobatics (Su): (Minimum level: 8, requires: speed bonus +20) A martial gains a +5 competence bonus on Balance, Jump and Tumble checks, and can take 10 on those skills even in circumstances that wouldn’t allow otherwise. </p><p>Flight (Su): (Minimum level 17; requires: leap of clouds, slow fall, speed bonus +30) You can fly at your base land speed with an average manoeuvrability. </p><p>Greater Acrobatics (Su): (Minimum level: 14, requires: Improved Acrobatics) The competence bonus from Acrobatics increases to +15.</p><p>Improved Acrobatics (Su): (Minimum level: 11, requires: Acrobatics) The competence bonus from Acrobatics increases to +10. </p><p>Leap of Clouds (Su): (Minimum level 7; requires speed bonus) You don’t have to move any distance to make a running jump.</p><p>Light as Air (Su): (Minimum level 15; Slow Fall) You can use the spell Air Walk as a Sorcerer of half your Martial Artist level once per day.</p><p>Slow Fall (Ex): (Minimum Level 4) 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.</p><p>Speed Climb (Ex): (Minimum Level 10; 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.</p><p>Water Running (Su): (Minimum Level 7; requires: climb 10 ranks) A martial artist can walk on water as long as they move more than 10 feet on the water.</p><p><u>Path of Fortitude:</u> Martial artists who take this path become really tough, able to withstand more than most can take.</p><p>(Requirements: Perfection of the Body, Constitution 13+) Abilities: 5th: Bonus Feat, 8th: Iron Skin, 10th: Mettle</p><p>Bonus Feat: At 5th Level pick any of the following feats: Die Hard, Great Fortitude, Improved Toughness or Toughness.</p><p>Iron Skin (Ex): (Minimum Level 8) A Martial Artist gets the following Damage Reduction based on level. This can’t be taken outside of the Path of Fortitude.</p><p>Level Damage </p><p>Reduction</p><p>8th-10th 1/-</p><p>11th-13th 2/-</p><p>14th-16th 3/-</p><p>17th-19th 4/-</p><p>20th+ 5/-</p><p>Mettle (Ex): (Minimum level 10) On a successful fortitude or will save, you ignore the effects of “half” or “partial” for the effect.</p><p><u>Path of Striking:</u> Those on this path learn how to strike hard and fast, and where to hit most effectively.</p><p>(Requirements: Path of Spiritual Power, Path of the Fist) Abilities: 4th: Bonus Feat, 6th: Ki Strike (silver or cold iron), 8th: Ki Strike (silver or cold iron), 10th: Bonus Feat, 11th: Greater Flurry, 12th: Crippling blow, 13th: Ki Push, 14th: Ki Strike (Additional Alignment) or Fists of Balance, 16th: Bonus Feat, 17th: Touch of Death, 18th: Ring the Golden Bell</p><p>Bonus Feat: At 4th, 10th and 16th levels they may pick stunning fist, eagle claw attack, extra stunning attack, pain touch, freezing the lifeblood, fists of iron, falling star strike or unbalancing strike as bonus feats.</p><p>Crippling Blow (Ex): (Minimum level 12) On a successful critical hit or with the expenditure of a stunning attack you can also inflict 2 points of strength damage.</p><p>Greater Flurry: (Minimum level 11) A martial artist can make a third attack at their highest bonus when using Flurry of Blows.</p><p>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.</p><p>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.</p><p>Ki Strike (Cold Iron) (Su): (Minimum level 6) The martial artist’s unarmed strikes count as a cold iron weapon for the purpose of damage reduction.</p><p>Ki Strike (Silver) (Su): (Minimum level 6) The martial artist’s unarmed strikes count as a silver weapon for the purpose of damage reduction. </p><p>Ring the Golden Bell (Su): (Minimum level 18; requires: stunning fist) By expending a use of stunning fist, a martial artist can make all unarmed attacks for a full round into ranged attacks with an increment of 20 feet. </p><p>Touch of Death (Su): (Minimum level 17; requires Quivering Palm) A martial artist can expend two uses of stunning fist to using quivering palm. </p><p><u>Weapon Art Forms:</u> Those on this path are experts in a variety of exotic weapons.</p><p>Abilities: 2nd: Weapon Forms, 3rd: Improvised Fighting, 4th: Empower Weapon, 6th: Improved Weapon Technique, 7th: Weapon Precision or Deadly Presence, 10th: Imbuement of Ki, 15th: Greater Imbuement of Ki</p><p>Deadly Presence: (Minimum level 7) A martial artist may add their charisma bonus to damage, when using a weapon that can be used with weapon finesse. This doesn’t stack with weapon precision.</p><p>Empower Weapon: (Minimum level 5) As a move action a martial artist can empower a melee weapon or shurikens they hold with an enhancement bonus. The enhancement bonus from empower weapon and that of the weapon overlap, using the greater enhancement bonus of the two, should the weapon have one.</p><p>Level Enhancement</p><p>Bonus</p><p>4th-7th +1</p><p>8th-11th +2</p><p>12th-15th +3</p><p>16th-19th +4</p><p>20th+ +5</p><p>Greater Imbuement of Ki: (Minimum level 15; require Imbuement of Ki) A martial artist can have a melee weapon imbued with two types of alignments or materials simultaneously including adamantine and any other rare material (jade, byshek, tangat, whatever).</p><p>Improvised Fighting: (Minimum level 3) A martial artist is proficient in all improvised weapons.</p><p>Improved Weapon Technique (Ex): (Minimum level 6) 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.</p><p>Imbuement of Ki: (Minimum level 10) A martial artist can imbue a melee weapon they hold, with the ability to overcome damage reduction as an alignment, silver or cold iron, decided when they imbue or change the alignment or material as a standard action.</p><p>Weapon Forms: (Minimum level 2) A martial artist taking this path gains proficiency in all martial arts weapons (weapons that flurry of blows can be used with). If chosen outside of the path, this grants proficiency in a total of 3 martial arts weapons.</p><p>Weapon Precision: (Minimum level 7) A martial artist may add their intelligence bonus to damage, when using a weapon that can be used with weapon finesse. This doesn’t stack with deadly presence.</p></blockquote><p></p>
[QUOTE="Kobold Avenger, post: 1717067, member: 779"] So I did a big overhaul of the martial artist which I hope is more balanced and actually implements a newer idea for abilities known as paths. I haven't done anything good with flavour yet though, and could do something about the names but here's the revision so far... [b]Weapon & Armour Proficiency:[/b] Martial Artist are proficient in all simple weapons, along with the following weapons butterfly sword/cutlass, jitte, kama, machete, 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 Fort Ref Will Def(+1) Rep Special Abilities Flurry 1st +0 +2 +2 +2 +0(+1) +0 Unarmed Strike, Flurry (-2), 4 Paths, Bonus Feat -2/-2 2nd +1 +3 +3 +3 +1(+2) +0 Bonus feat -1/-1 3rd +2 +3 +3 +3 +1(+2) +1 +0/+0 4th +3 +4 +4 +4 +2(+3) +1 +1/+1 5th +3 +4 +4 +4 +2(+3) +2 Bonus feat, Flurry(-1) +2/+2 6th +4 +5 +5 +5 +3(+4) +2 +3/+3 7th +5 +5 +5 +5 +3(+4) +2 +4/+4 8th +6/+1 +6 +6 +6 +4(+5) +3 Bonus feat, Flurry(0) +5/+5/+0 9th +6/+1 +6 +6 +6 +4(+5) +3 +6/+6/+1 10th +7/+2 +7 +7 +7 +5(+6) +4 +7/+7/+2 11th +8/+3 +7 +7 +7 +5(+6) +4 Bonus feat +8/+8/+3 12th +9/+4 +8 +8 +8 +6(+7) +4 +9/+9/+4 13th +9/+4 +8 +8 +8 +6(+7) +5 +9/+9/+4 14th +10/+5 +9 +9 +9 +7(+8) +5 Bonus Feat +10/+10/+5 15th +11/+6/+1 +9 +9 +9 +7(+8) +6 +11/+11/+6/+1 16th +12/+7/+2 +10 +10 +10 +8(+9) +6 +12/+12/+7/+2 17th +12/+7/+2 +10 +10 +10 +8(+9) +6 Bonus feat +12/+12/+7/+2 18th +13/+8/+3 +11 +11 +11 +9(+10) +7 +13/+13/+8/+3 19th +14/+9/+4 +11 +11 +11 +9(+10) +7 +14/+14/+9/+4 20th +15/+10/+5 +12 +12 +12 +10(+11) +8 Bonus feat +15/+15/+10/+5 [/code] [b]Flurry of Blows:[/b] Martial Artist’s Flurry improves to a -1 to all attacks at level 5 and loses the penalty level at level 8. 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. [b]Unarmed Strike:[/b] Martial artists get improved unarmed strike for free and their unarmed attacks do 1d6 damage for medium characters (1d4 small and 1d8 large respectively) which can be lethal or non-lethal as they desire. [b]Bonus Feat:[/b] At 1st, 2nd and every 3 levels after martial artist may pick any martial arts feat they qualify for. Instead of selecting a bonus feat a martial artist can select a special ability of a path that they don’t possess (including paths they don’t have the requirements for) if they have the appropriate requirements for the ability. A martial artist who takes Stunning Fist can use as many stunning attacks per day as their martial artist level. [b]Paths:[/b] A martial artist learns different paths related to their disciplines and training. They can pick a total of 4 paths where they automatically get different abilities at specified levels providing the meet the requirements. Some paths also have a requirement before they’re taken. [b]Ability Chains:[/b] [u]Perfection of the Body:[/u] This path is about making the body perfect against any ills it may take, including poison, disease and age. Abilities - 5th: Purity of Body, 7th: Wholeness of Body, 11th: Diamond Body, 17th: Timeless Body, 20th: Perfect Self or Immortal State Diamond Body (Su): (Minimum level: 9) Gain immunity to poisons of all kinds. 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. 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. 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. 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. [u]Path of Spiritual Power:[/u] There are many illusions and challenges in the path to spiritual enlightenment. Those who follow this path can master the spiritual forces of the world around them and strengthen the spirit themselves. Abilities – 3rd: Still Mind, 12th: Abundant Step or Fists of Balance, 13th: Diamond Soul, 15th: Quivering Palm, 17th: Tongue of the Sun and Moon, 19th: Empty Body 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). Diamond Soul (Ex): (Minimum level: 13) Gain spell resistance equal to martial artist level + 10. 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 12; Ki Strike (magic), true neutral alignment) The martial artist’s unarmed attacks can bypass any alignment based 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. Still Mind (Ex): (Minimum level: 3) Gain a +2 bonus on saving throws against spells and effects from the school of enchantment. Tongue of the Sun and Moon (Ex): (Minimum level: 11) A martial artist can speak with any living creature. [u]Path of the Fist:[/u] Those who specialize in the path of the fist know how to make their bodies into the most powerful weapons. Abilities: Increased Damage, 4th: Ki Strike (Magic), 10th: Ki Strike (Aligned), 16th: Ki Strike (Adamantine) Level Small Damage Medium Damage Large Damage 4th – 7th 1d6 1d8 2d6 8th – 11th 1d8 1d10 2d8 12th – 15th 1d10 2d6 3d6 16th – 19th 2d6 2d8 3d8 20th + 2d8 2d10 4d8 Ki Strike (Adamantine) (Su): (Minimum level 16; Ki Strike (magic)) The martial artist unarmed strikes count as adamantine for the purpose of bypassing damage reduction and hardness. Ki Strike (Aligned) (Su): (Minimum level 10; Ki Strike (magic)) The martial artist can pick one alignment type that’s part of their alignment which they can bypass for damage reduction. If a martial artist is true neutral, they must either pick Ki Strike (Silver) or Ki Strike (Cold Iron) instead. Ki Strike (Magic) (Su): (Minimum level 4) The martial artist’s unarmed strikes count as a magic weapon for the purpose of damage reduction. [u]Path of Movement:[/u] Adherents of this path learn how to move at supernaturally high speeds, often making long, floating strides at later levels. Level Speed 3rd – 5th +10 6th – 8th +20 9th – 11th +30 12th – 14th +40 15th – 17th +50 18th – 20th +60 [u]Path of Defence:[/u] Those who take this path know how to best defend themselves with their uncanny awareness and reflexes. (Requirements: Path of Movement; Dexterity 13+) Abilities: 1st: Combat Awareness, Combat Analyst or Combat Presence; 2nd: Evasion, 4th: Uncanny Dodge, 8th: Improved Uncanny Dodge, 9th: Improved Evasion, 12th: Defensive Roll, 13th Deflect Incoming, 17th: Blinding Movement Blinding Movement (Su): (Minimum level 17; requires: dexterity 17+) You move so quickly in combat that you are hard to see at times, that you gain concealment when fighting defensively, using full defence or combat expertise. All opponents have a 20% miss chance against you. Combat Analyst (Ex): (requires: intelligence 13+) A martial artist may add their intelligence 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 or combat awareness. 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 or combat analyst. 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 or combat analyst. Defensive Roll (Ex): (minimum level 12) The martial artist can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. To use this ability, the martial artist must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the evasion ability does not apply to the defensive roll. 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. Evasion (Ex): (Minimum level 2) When not wearing armour a martial artist suffers no damage or partial effects on a successful reflex save. Improved Evasion (Ex): (Minimum level 9; requires Evasion) As Evasion, except they only suffer half damage or partial effects on a failed reflex save. 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. 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. [u]Path of Flight:[/u] Those who take this path learn how to ignore gravity, and eventually gain the ability to fly. (Requirements: Path of Movement) Abilities: 4th: Slow Fall, 6th: Water Running, 7th: Leap of Clouds, 8th: Acrobatics, 10th: Speed Climb, 11th: Improved Acrobatics, 14th: Greater Acrobatics, 15th: Light as Air, 17th: Flight Acrobatics (Su): (Minimum level: 8, requires: speed bonus +20) A martial gains a +5 competence bonus on Balance, Jump and Tumble checks, and can take 10 on those skills even in circumstances that wouldn’t allow otherwise. Flight (Su): (Minimum level 17; requires: leap of clouds, slow fall, speed bonus +30) You can fly at your base land speed with an average manoeuvrability. Greater Acrobatics (Su): (Minimum level: 14, requires: Improved Acrobatics) The competence bonus from Acrobatics increases to +15. Improved Acrobatics (Su): (Minimum level: 11, requires: Acrobatics) The competence bonus from Acrobatics increases to +10. Leap of Clouds (Su): (Minimum level 7; requires speed bonus) You don’t have to move any distance to make a running jump. Light as Air (Su): (Minimum level 15; Slow Fall) You can use the spell Air Walk as a Sorcerer of half your Martial Artist level once per day. Slow Fall (Ex): (Minimum Level 4) 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 Climb (Ex): (Minimum Level 10; 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. Water Running (Su): (Minimum Level 7; requires: climb 10 ranks) A martial artist can walk on water as long as they move more than 10 feet on the water. [u]Path of Fortitude:[/u] Martial artists who take this path become really tough, able to withstand more than most can take. (Requirements: Perfection of the Body, Constitution 13+) Abilities: 5th: Bonus Feat, 8th: Iron Skin, 10th: Mettle Bonus Feat: At 5th Level pick any of the following feats: Die Hard, Great Fortitude, Improved Toughness or Toughness. Iron Skin (Ex): (Minimum Level 8) A Martial Artist gets the following Damage Reduction based on level. This can’t be taken outside of the Path of Fortitude. Level Damage Reduction 8th-10th 1/- 11th-13th 2/- 14th-16th 3/- 17th-19th 4/- 20th+ 5/- Mettle (Ex): (Minimum level 10) On a successful fortitude or will save, you ignore the effects of “half” or “partial” for the effect. [u]Path of Striking:[/u] Those on this path learn how to strike hard and fast, and where to hit most effectively. (Requirements: Path of Spiritual Power, Path of the Fist) Abilities: 4th: Bonus Feat, 6th: Ki Strike (silver or cold iron), 8th: Ki Strike (silver or cold iron), 10th: Bonus Feat, 11th: Greater Flurry, 12th: Crippling blow, 13th: Ki Push, 14th: Ki Strike (Additional Alignment) or Fists of Balance, 16th: Bonus Feat, 17th: Touch of Death, 18th: Ring the Golden Bell Bonus Feat: At 4th, 10th and 16th levels they may pick stunning fist, eagle claw attack, extra stunning attack, pain touch, freezing the lifeblood, fists of iron, falling star strike or unbalancing strike as bonus feats. Crippling Blow (Ex): (Minimum level 12) On a successful critical hit or with the expenditure of a stunning attack you can also inflict 2 points of strength damage. Greater Flurry: (Minimum level 11) A martial artist can make a third attack at their highest bonus when using Flurry of Blows. 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 6) The martial artist’s unarmed strikes count as a cold iron weapon for the purpose of damage reduction. Ki Strike (Silver) (Su): (Minimum level 6) The martial artist’s unarmed strikes count as a silver weapon for the purpose of damage reduction. Ring the Golden Bell (Su): (Minimum level 18; requires: stunning fist) By expending a use of stunning fist, a martial artist can make all unarmed attacks for a full round into ranged attacks with an increment of 20 feet. Touch of Death (Su): (Minimum level 17; requires Quivering Palm) A martial artist can expend two uses of stunning fist to using quivering palm. [u]Weapon Art Forms:[/u] Those on this path are experts in a variety of exotic weapons. Abilities: 2nd: Weapon Forms, 3rd: Improvised Fighting, 4th: Empower Weapon, 6th: Improved Weapon Technique, 7th: Weapon Precision or Deadly Presence, 10th: Imbuement of Ki, 15th: Greater Imbuement of Ki Deadly Presence: (Minimum level 7) A martial artist may add their charisma bonus to damage, when using a weapon that can be used with weapon finesse. This doesn’t stack with weapon precision. Empower Weapon: (Minimum level 5) As a move action a martial artist can empower a melee weapon or shurikens they hold with an enhancement bonus. The enhancement bonus from empower weapon and that of the weapon overlap, using the greater enhancement bonus of the two, should the weapon have one. Level Enhancement Bonus 4th-7th +1 8th-11th +2 12th-15th +3 16th-19th +4 20th+ +5 Greater Imbuement of Ki: (Minimum level 15; require Imbuement of Ki) A martial artist can have a melee weapon imbued with two types of alignments or materials simultaneously including adamantine and any other rare material (jade, byshek, tangat, whatever). Improvised Fighting: (Minimum level 3) A martial artist is proficient in all improvised weapons. Improved Weapon Technique (Ex): (Minimum level 6) 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. Imbuement of Ki: (Minimum level 10) A martial artist can imbue a melee weapon they hold, with the ability to overcome damage reduction as an alignment, silver or cold iron, decided when they imbue or change the alignment or material as a standard action. Weapon Forms: (Minimum level 2) A martial artist taking this path gains proficiency in all martial arts weapons (weapons that flurry of blows can be used with). If chosen outside of the path, this grants proficiency in a total of 3 martial arts weapons. Weapon Precision: (Minimum level 7) A martial artist may add their intelligence bonus to damage, when using a weapon that can be used with weapon finesse. This doesn’t stack with deadly presence. [/QUOTE]
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Martial Artist Base Class: Is it Balanced? (Now Revised)
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