Martial Artist. The Martial Monk

Lucariell

Explorer
I have this one on the Wizards forum as well, but I thought that I could ask for help from you guys too.
Primarily I need help with ideas for more powers and meditation, and of course the balancing of the ones I already have.

Feel free to ask if there is something that don't make sense.

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Martial Artist
I don't want to hurt you, but you must realize that you
are to weak to even put up a fight, so do yourself a favor
and walk away.

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Class Traits:
Role: Striker, you are trained to dart in an incapacitate your
foes with great speed and expertise.
Power Source: Martial, Through extensive training you have learned about
the limits of, and how to surpass yours or your enemies strengths.
Key Abilities: Strength, Dexterity, Wisdom

Armor Proficiencies: Cloth
Weapon Proficiencies: Club, Dagger, Kama, Nunchaku, Quarterstaff, Sai, Shuriken, Sling
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will

Hit Points at 1st Level: 12 + Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution Modifier

Trained Skills: Acrobatics and Athletics, choose 4 more from Class Skills.
Class Skills: Acrobatics(Dex), Athletics(Str), Diplomacy(Cha), Endurance(Con), Heal(Wis),
Insight(Wis), Intimidate(Cha), Nature(Wis), Perception(Wis), Stealth(Dex)

Class Features:
Unarmed Training, Unarmored Focus, Quivering Blow, Martial Artist Special Weapons, Fighting Style, Meditations

[sblock=Martial Artist Overview]
Characteristics: You are the epitome of physical perfection,
hardly anything or anyone have trained to the same extent that you have.
And the training payed of, you can kill a person with little more than
your fingers and you have learned how and when to do so.
You are a master of your body, and all skills thereof, and you have no
trouble learning strange things on your travels.
Religion: Martial Artists have no particular favorites among the deities,
and some only worship the energy that upholds the universe, and hopes to
become one with it upon their death.
Races: Any race can become a Martial Artist, all that matter is the
devotion to the training and the focus of the mind. Humans, Dragonborn and Elfs
probably makes the best Martial Artist.[/sblock]

[sblock= CREATING A MARTIAL ARTIST]
Martial Arists depend on Strength, Dexterity and Wisdom
for most of their powers. Constitution is always useful.
The two Martial Artist builds presented here are the
Aggressive and the Passive Martial Artist.

Aggressive Martial Artist
You like to show your skill, both in and out of combat.
Strength is of great value for you since you are out for
the destruction of foes, Dexterity and Wisdom should
be balanced, with a slight favor to Dexterity for AC.
Choose powers that shows lets you hurt as directly as
possible.

Suggested Fighting Style: Stone Style
Suggested Feat: Quaking Blow (Human feat: Action Surge)
Suggested Skills: Acrobatics, Athletics, Endurance, Insight, Intimidate, Perception
Suggested At-Will powers: Flurry of Blows, Flicker Strike
Suggested Encounter power: Double Smash
Suggested Daily power: Unstoppable Fury

Passive Martial Artist
You stay away from combat as long as you can,
and try to settle things with words and wisdom, because
you know that your enemy has no chance of winning.
Strength is usefull to you without doubt, but Wisdom should
be a close second. Dexterity is of course good for you
since it still gives AC and bonuses to some of your powers.
Choose powers for conditions and effects more than damage.

Suggested Fighting Style: Water Style
Suggested Feat: Improved Initiative (Human feat: Human Perseverence)
Suggested Skills: Athletics, Acrobatics, Diplomacy, Heal, Insight, Perception
Suggested At-Will powers: Soft Strike, Stone Hammer
Suggested Encounter power: Stunning Blow
Suggested Daily power: Disarm
[/sblock]
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[Sblock=Features]Unarmed Focus:
Martial Artists are Proficient with their Unarmed Attacks, be it fist, foot or face.
They gain a +3 Proficiency bonus to attacks and their damage is 1d8.
The Martial Artists unarmed attacks count as armed when working with feats, for
example the Two-Weapon feat chain.
The Martial Artist also receives a +2 Proficiency bonus to Grab checks.

Unarmored Focus:

When wearing no or cloth armor the Martial Artist gain a bonus to AC equal to +2.

Flurry of Blows:
The Martial Artist have access to the Flurry of Blows at-will power.(Please look into the possible
overpoweredness of this feature, Personally I like it, since it fits a MA and its different from other
strikers extra damage)

Martial Artists Special Weapons:
These Weapons can be used in Martial Artist Powers with the Weapon Keyword.
Kama, Nunchaku, Quarterstaff, Sai, Unarmed
If a Martial Artists hands are full, he can still do unarmed attacks with kicks, elbows or the like.
If he uses a power that grants more than one attack, he may use
one of the Sais for one of the attacks and then use a unarmed for the second, both Sais
or two unarmed attacks.


Fighting Style:

Stone: Get Toughness feat and gain access to the Stone Stance.
Water: Get Defensive Mobility feat and gain access to the Water Stance

Meditations:
A Martial Artist has access to Meditations, a category of Rituals. The Martial Artists only gain access to Meditations, unless they also take the Ritual Caster feat.
At first lvl a Martial Artist starts with 2 meditations, after that gains 2 meditations every 4th lvl after that (4,8,12 etc).
Any of the special kinds of components can be used for meditation rituals.
The only way a non-Martial Artist can use Meditations is by taking the Meditation Learning feat, meditations can't be bought in books or scrolls, they must be learned by oneself. A Meditation gained from a feat or class feature is mastered at the time that the character gains them.
[/Sblock]
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[sblock=Powers]
[sblock=Class Features]
Flurry of Blows
With your extensive training, you know how
to follow up with a swift strike

At-Will * Martial, Weapon
Standard Action Melee
Req: Must be an Unarmed Attack
Target: One Creature
Attack: Str vs AC
Hit: 1[W] damage

Stone Stance
You take a steady, low placed stance and gain the
strength of the Earth

Daily * Martial, Stance
Minor Action Personal
Effect: Gain a +2 Power bonus to damage.

Water Stance
With a light stance you becomes shifty like a stream
Daily * Martial, Stance
Minor Action Personal
Effect: Gain a +1 Power bonus to AC and Reflex.
[/sblock]
[sblock=LVL1]
LVL1: At Will

See the Attack
You know when the target is going to strike, and you
react accordingly

At-Will * Martial
Standard Action Melee 1
Target: One Creature
Attack: Wis vs Will
Hit: The target takes your Wisdom modifier damage
and you gain a +2 power bonus to AC and Reflex against the target until
the start of your next round.
Increase bonus to +4 at 21st Level.//

Stone Hammer
With a mighty blow you force your enemy backwards.
At-Will * Martial, Weapon
Standard Action Melee weapon
Req: Must attack with a MA Special Weapon
Target: One Creature
Attack: Str vs AC
Hit: 1[W]+Str mod damage, and you push the target 1 square if its
your size, smaller than you, or one size larger. You can shift into the
space that the target occupied.
Increase damage to 2[W] at 21st Level.

Soft Strike
With a deceptively soft attack you strike a nerve cluster and your
enemy learns the meaning of pain

At-Will * Martial, Weapon
Standard Action Melee Weapon
Req: Must attack with a MA Special Weapon
Target: One Creature
Attack: Wis+2 vs AC
Hit: 1[W]+ Wis mod damage, and the target takes a -2 penalty to
attack rolls until the end of your next round.
Increase damage to 2[W] at 21st Level.

Flicker Strike
With a swift motion you attack a weakness in your enemies
armor.

At-Will * Martial, Weapon
Standard Action Melee Weapon
Req: Must Attack with a MA Special Weapon
Target: One Creature
Attack: Str vs Reflex
Hit: 1[W]+ Str
Increase damage to 2[W] at 21st Level.

LVL1: Encounter

Sweeping Wind
You spin and flash your weapons around you.
Encounter * Martial, Weapon
Standard Action Close burst 1
Req: Must Attack with a MA Special Weapon
Target: Each Enemy in burst you can see
Attack: Str vs AC
Hit: 1[W] +Str damage.

Trip
Even the mighty must fall
Encounter * Martial, Weapon
Standard Action Melee weapon
Req: Must Attack with a MA Special Weapon
Target: One Creature
Attack: Str vs Fortitude
Hit: 1[W] +Str damage and the target is knocked prone.
Water Style: Add Dex Mod to damage.
Weapon: If your using Kama add +2 to the attack roll.

Dazing Blow
When you hit the right spot, the enemies realize that they can't
react

Encounter * Martial, Weapon
Standard Action Melee weapon
Req: Must Attack with a MA Special Weapon
Target: One Creature
Attack: Wis vs Fortitude
Hit: 1[W]+Wis damage and the target is Dazed until the
end of your next turn.

Double Smash
With two mighty attacks you show what all the training
was about

Encounter * Martial, Weapon
Standard Action Melee weapon
Req: Must Attack with a MA Special Weapon
Target: One or Two Creatures
Attack: Str vs AC (Mainhand and Offhand)
Hit: 1[W]+Str damage per attack
Stone Style: The target takes Str mod damage on a miss.

LVL1: Daily

Unstoppable Fury
This single strike contains all you will to destroy your enemies
Daily * Martial, Weapon, Reliable
Standard Action Melee weapon
Req: Must Attack with a MA Special Weapon
Target: One Creature
Attack: Str vs AC
Hit: 3[W]+Str damage.

Disarm
When you strike the weapon from the Bandits hands, he
blinks and realizes that you now have the upper hand

Daily * Martial, Weapon
Immediate Interrupt Melee weapon
Trigger: Attacker misses you
Req: Must Attack with a MA Special Weapon
Attack: Str vs AC
Hit: Target takes Str mod damage, and drops the weapon used.
The dropped weapon lands in a square adjacent to you.
Weapon: If using a Sai you gain a +2 bonus to the attack roll.
If you are unarmed you have the dropped weapon in your hands.


Swirling Wave
With flickering motion, you strike a few nerves and leaves the
enemy trying to stay awake

Daily * Martial, Weapon
Standard Action Melee weapon
Req: Must Attack with a MA Special Weapon
Target: One Creature
Attack: Str vs AC
Hit: 2[W]+Wis and the target is weakened(save ends)
Water Style: the target also is Dazed until the end of your next turn.
[/Sblock]
[sblock=LVL2]
LVL2: Utility

Touching the Attack
When the enemy misses you, you give him a nudge in
the right spot and you send him reeling away

Encounter * Martial
Immediate Reaction Melee 1
Trigger: An enemy misses you with an melee attack.
Effect: Slide the enemy a number of squares equal to Wis Mod (Min 1)

Fluid Movement
You move like a river through the battlefield, and no one can catch you
Encounter * Martial
Move Action Personal
Prereq: You must be Trained in Acrobatics
Effect: Shift a number of squares equal to half your speed

Leaping Frog
You jump through the wind like you are part of it
At-Will * Martial
Move Action Personal
Prereq: You must be Trained in Athletics
Effect: Make a long or high jump. You are treated as if you
had a running start to this check. The distanced jumped can
exceed your speed.

Renewing Wind
With a quick focus you regain some of your strength
Encounter * Martial
Standard Action Personal
Effect: Spend a Healing surge, gain HP equal to your healing
surge value + Wis mod.
[/Sblock]
[sblock=lvl3]
LVL3: Encounter

Crashing Wave
You dodge and roll through the enemies defenses and then
strike

Encounter * Martial, Weapon
Standard Action Melee weapon
Req: Must Attack with a MA Special Weapon
Target: One Creature
Special: Shift 1 square before the attack.
Attack: Str vs AC
Hit: 2[W]+Str damage.

Striking the Spot
With the inevitability of a thundering wave you strike your enemy
with almost inhuman precision

Encounter * Martial, Weapon
Standard Action Melee weapon
Req: Must Attack with a MA Special Weapon
Target: One Creature
Attack: Str vs Reflex
Water Style: add Dex mod to Attack Roll.
Hit: 1[W] + Str damage.
Water Style: add Dex mod to Damage Roll.

Avalanche Strike
With a ferocious strike you send the target flying.
Encounter * Martial, Weapon
Standard Action Melee weapon
Req: Must Attack with a MA Special Weapon
Target: One Creature
Attack: Str vs AC
Hit: 2[W]+ Str damage and the target is pushed 2 squares away.
Stone Style: the target is pushed 2+Wis mod squares.
[/sblock]
[sblock=LVL5]
LVL5: Daily

Split Kick
You jump up and simultaneously attack the flanking opponents,
and they are pushed away

Daily * Martial, Weapon
Standard Action Melee 1
Req: Must Attack with a MA Special Weapon
Special: Must be flanked by two enemies.
Target: Two enemies that flank you.
Attack: Str vs AC
Hit: 2[W]+Str damage and the targets are pushed 2 squares away.

Whirling Wind
With a swift spin you show the targets what you think
of being crowded

Daily * Martial, Weapon
Standard Action Close burst 1
Req: Must Attack with a MA Special Weapon
Target: Each enemy in burst you can see
Attack: Str vs AC
Hit: 2[W]+Str damage.

Hide the Light
With a precise attack you strike at the eyes of the opponent
Daily * Martial, Weapon
Standard Action Melee weapon
Req: Must Attack with a MA Special Weapon
Target: One creature
Attack: Str vs Ref
Hit: 2[W]+ Wis damage and the target is Blinded(save ends)
[/sblock]
[sblock=LVL6]
LVL6: Utility

Cracking the Earth
With a terrifying blow you smash the earth
Daily * Martial
Standard Action Close burst 4
Effect: The area within the burst becomes difficult terrain.

Slow Fall
You know how to fall, and how not to get hurt while doing it
At-Will * Martial
Free Action
Trigger: You fall/jump down 10feet or more
Effect: Gain a power bonus to your Acrobatics or Athletics check
equal to your level + Wis mod.
Special: Can only be used once per round

Mimic the Monkey
Like a smooth wind you move up along the wall
At-Will * Martial
Move Action Personal
Prereq: You must be Trained in Athletics
Effect: Make an Athletics check to climb. Move your
full speed instead of half during this climb.

Still Mind
You focus your mind against the foolish attack
Encounter * Martial
Immediate Interrupt Personal
Trigger: Attacked by a power with the Charm or Illusion keywords.
Effect: Gain a +4 to Will defense against the attack.
[/sblock]
[sblock=lvl7]
LVL7: Encounter

Dragon Tail Spin
You spin with your weapon at the ready, and your enemies
leave you alone, for a while

Encounter * Martial, Weapon
Standard Action Close burst 1
Req: Must Attack with a MA Special Weapon
Target: Each enemy in burst
Attack: Str vs AC
Hit: 1[W]+Str damage and the target is pushed a
number of squares equal to your Wis modifier and
is knocked prone.

Wind of the Swift
You are like the wind around your enemy, untouchable
but oh so annoying.

Encounter * Martial, Weapon
Standard Action Melee weapon
Req: Must Attack with a MA Special Weapon
Special: You can shift a number of squares equal to your
1+Wis modifier before or after the attack.
Attack: Str vs AC
Hit: 2[W]+Str damage
Stone Style: If you miss, the target takes Str mod damage.

Opening the Gate
You give the target a staggering strike so he can't defend
himself with his former agility

Encounter * Martial, Weapon
Standard Action Melee weapon
Req: Must Attack with a MA Special Weapon
Attack: Str vs AC
Hit: 1[W]+Str damage, and the target takes a penalty to
AC and Reflex equal to 2.
Water Style: The penalty increases to your Wis mod, minimum 2.
[/sblock]
[sblock=LVL9]
LVL9: Daily

Fluid Storm
After a brutal strike, you roll and then attack again
Daily * Martial, Weapon
Standard Action Melee weapon
Req: Must Attack with a MA Special Weapon
Target: One or Two creatures
Attack: Str vs AC(Mainhand and Offhand)
Hit: 3[W]+Str damage, you can shift 1 square between attacks.
Miss: Half damage

Temple Strike
With a strike to the targets head, you send him
into unconsciousness

Daily * Martial, Weapon
Standard Action Melee weapon
Req: Must Attack with a MA Special Weapon
Target: One Creature
Attack: Str vs Fortitude
Hit: 2[W]+Str damage and the target is knocked
unconscious(save ends). If the target takes any damage, it
is no longer unconscious.
Miss: Half damage, and the target is dazed until the end
of your next turn.

Leaping Attack
With a great leap you gain increased momentum to your attack
Daily * Martial, Weapon
Standard Action Melee weapon
Req: Must Attack with a MA Special Weapon
Attack: Str vs AC
Special: You must charge as part of this action
Hit: 4[W]+Str damage
[/sblock]
[sblock=LVL10]
LVL10: Utility

Bindings of Water
With a moments concentration you see the way out of
your restraints

Encounter * Martial
Move Action Personal
Prereq: You must be Trained in acrobatics.
Effect: You gain a bonus to the Acrobatics check to release
yourself from restraints or a grab equal to you Wis modifier +5.

Ghost Step
Moving to fast for the eye to see, nothing is in your way
Daily * Martial, Teleportation
Move Action Personal
Effect: Teleport a number of squares equal to your speed+your Wis mod.

Evasive Dodge
When the attack is coming, you know its best not to be in
its way

Encounter * Martial
Immediate Interrupt Personal
Trigger: An enemy hits you
Effect: Shift a number of squares equal to your Wis modifier.
[/Sblock]
[/sblock]
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[sblock=Meditations]
Meditations:
[sblock=LVL1]
LVL1:
Calming Meditation
You let your body rest, while you mind stay ever so aware.
Level: 1
Category: Meditation
Time: 5min
Duration: 4h
Component Cost: Free
Market Cost: N/A
Keyskill: Insight(No check)
Effect: The character enters a Trance, after the duration the user gains
the benefits from an Extended Rest. While in Trance, you are fully aware
of your surroundings and notice approaching enemies and events as normal.
If disturbed, the meditation must start from the beginning again.
Can only be used once per day.

One with the Elements
Calming Meditation
You adapt your body to whatever weather is coming.
Level: 1
Category: Meditation
Time: 10min
Duration: 24h
Component Cost: 20gp
Market Cost: N/A
Keyskill: Insight(No check)
Effect: You are suffer no ill-effect from
ambient temperatures ranging from -50 to 140
degrees Fahrenheit, and your equipment is likewise
protected.
Can only be used once per day.

Wholeness of Body
With little effort you find new power within your body, and you
find the strength to stand against the Oncoming Storm.
(Doctor Who connection intended :P)
Level: 1
Category: Meditation
Time: 30min
Duration: Instantaneous
Component Cost: 20gp
Market Cost: N/A
Keyskill: Insight
Effect: The character regains a number of spent healing surges based on his
skill check:
19 or Lower: Wisdom modifier (Minimum 1)
20-29: Wisdom modifier +1
30-39: Wisdom modifier +2
40 or Higher: Wisdom modifier +3
Can only be used once per day.

Strengthen the Body
In this meditation you connect with the universe in a way that
no mere mortal has ever done, from here on you are something
more than normal.

Level: 1
Category: Meditation
Time: 1h
Duration: Permanent
Component Cost: Special
Market Cost: Can only be used by the Martial Artist class, or characters with
Adept of the Self and Meditation Learning feats.
Keyskill: Insight (no check)
Effect: The character imbues his body with the power of the universe.
The characters Unarmed attacks gains the Magic property.
+1 Cost: 360gp Lvlreq: 1
+2 Cost: 1800gp Lvlreq: 6
+3 Cost: 9000gp Lvlreq: 11
+4 Cost: 45.000gp Lvlreq: 16
+5 Cost: 225.000gp Lvlreq: 21
+6 Cost: 1.125.000gp Lvlreq: 26
[/sblock]
[sblock=LVL4]
LVL4:
Purity of Body
You focus your inner strength to fight on the battlefield
of you own body.

Level: 4
Category: Meditation
Time: 30min
Duration: Instantaneous
Component cost: 30gp
Market Price: N/A
Keyskill: Insight
Effect: Removes one disease afflicting you, but is very tireing.
Make an Insight Check to see how tired you become, take a penalty
to this check equal to the level of the Disease.
0 or Lower: Unconscious in a number of hours equal to the level of the
disease - you Wisdom modifier (Minimum 1 hour).
1-9: Loose HP Equal to the level of the disease x 3
10-19: Loose HP Equal to the level of the disease x 2
20-29: Loose HP Equal to the level of the disease
30 or Higher: No penalty

Feet of the Earth
You sense the connection between the earth and you, and
you make peace with it.

Level: 4
Category: Meditation
Time: 10min
Duration:4h
Component Cost: 30gp
Market Price: N/A
Keyskill: Insight(no check)
Effect: Ignore difficult terrain until the during the duration of this ritual,
and gain a +2 ritual bonus to speed and checks to Track you gains a
+5 DC.

Body of Air
While meditation, you rise by the pure might of your mind and
you slowly float across the rapid stream in front of you.

Level: 4
Category: Meditation
Time: 5min
Duration: 5min
Component cost: 30gp
Market Price: N/A
Keyskill: Insight (no check)
Effect: Levitate one foot above the ground, can move half your speed as
a move action. If you are attacked, or attack during this duration, you
instantly loose the levitation.
[/sblock]
[sblock=LVL8]
LVL8:
Converse with the Earth
You let you mind fly till you find the spirit of the Earth,
and it aids you

Level: 8
Category: Meditation
Time: 30min
Duration: Instantaneous
Component cost: 200gp
Market Price: N/A
Keyskill: Insight
Effect: You gain answers to questions chosen before the
start of the meditation, the questions must be environmental within
1 mile of you, ex caves, lakes, herbs and such. The number of
answers given is based on a check result.
1-9: One Answer
10-19: Two Answers
20-29: Three Answers
30-39: Four Answers
40 or Higher: Five Answers.
//Mostly yes/no answers...

Sense of the World
You let your senses pan out to see what can't be seen.
Level: 8
Category: Meditation
Time: 10min
Duration: Special
Component cost: 300gp
Market Price: N/A
Keyskill: Insight
Effect: You can make perception checks at a +10 bonus
and you ignore doors and walls. An Insight Check determines
the duration
19 or Lower: One round
20-24: Two Rounds
25-29: Three Rounds
30-39: Four Rounds
40 or Higher: Five Rounds

Know Companion
In a brief flash, you see you friend.
Level: 8
Category: Meditation
Time: 1h
Duration: Instantaneous
Component cost: 300gp
Market Price: N/A
Keyskill: Insight (no check)
Effect: You send you senses to find someone you know,
if the target is hostile against you the meditation fails.
The target can sense your presence as a result of this ritual.
You gain a flash picture in you mind of the target, and you
can feel his major feeling at that moment, ex Pain, Fear, Happiness
, Longing etc.
If the target is Helpful against you you also learn direction and distance.

Universe Sustains Me
You gain nourishment from the universe
Level: 8
Category: Meditation
Time: 30min
Duration: Instantaneous
Component cost: 5gp
Market Price: N/A
Keyskill: Insight
Effect: You require no sustenance for 24 hours after this
meditation. This can only be used a number of days equal to you Wisdom
modifier before you must eat as normal or suffer from hunger.
[/sblock]
[sblock=LVL12]Coming soon...[/sblock]
[/sblock]
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[sblock= Weapons and Feats]
NEW WEAPONS:

Nunchaku (Simple, One-handed)
+2 - 1d6 - 1gp - 2lb - Flail - Offhand

Sai (Military Melee, One-handed)
+2 - 1d6 - 2gp - 3lb - Mace - Offhand, Heavy Thrown

Kama (Military Melee, One-handed)
+2 - 1d6 - 10gp - 2lb - Pick - Offhand, High Crit

--------------------------------------------------------------------------------------------------------------------------------

NEW FEATS:

Heroic Tier:

Unarmed Training
Prereq: Str 13 or Dex 13
Benefit: gain a +2 Proficiency with Unarmed Attacks, Damage is still 1d4
Special: Martial Artists Unarmed Damage increases to 1d10.

Quaking Blow (Martial Artist)
Prereq: Martial Artist, Quivering blow class feature.
Benefit: The damage dice from you quivering blow is increased to d8s.

Meditation Learning
Prereq: Trained in Insight
Benefit: Gain 1 Meditation of your level or lower.
Learn 1 new meditation on lvl4,8,12 etc.
Special: If taken after level 4, gain that meditation too (take feat at lvl 6, gain 2 meditations, then a 3rd at lvl8 etc)

Meditative Mind (Martial Artist)
Prereq: Martial Artist lvl 4, Wis 13
Benefit: Learn 2 new Meditations of your level or lower.
Gain a +1 to Saving Throws against Mind Affecting Powers(Charm, Fear, etc)
Special: This feat can be taken more times than one, But you only gain the
+1 to Saving throws the first time you take it.

Paragon Tier:

Weapon Training (Martial Artist)
Prereq: Wis 15, Weapon Proficiency in chosen weapon
Benefit: Choose a Melee weapon that you have
proficiency in. It counts as a Martial Artist Special Weapon for you.

Unarmed Opportunity
Prereq: Str 15, Wis 15
Benefit: Whenever you can make an unarmed Opportunity attack you can use one
of your 1st level At-Will Attack powers instead of a basic attack.

Epic Tier:

Unarmed Mastery
Prereq: Str 21, Wis 17
Benefit: When you make an unarmed melee attack, you can score a critical hit on a
natural roll of 19-20.

Multiclass Feats:

Adept of the Self
Prereq: Wis 13
Benefit: You gain training in on of these skills: Athletics or Acrobatics.
Once per encounter, you can use the minor action Quivering Blow feature.

[/sblock]

Things to do:
Balance or reinvent Quivering Blow (Or other Striker Damage)
Help with more Powers, Feats, Meditations and other ideas
General Balancing

EDITS:
Added Powers to lvl10
Changed Mediation Feature text.
Added Meditation descriptions LVL1 and 4
Cosmetics in the power texts
Added Weapon Training Feat
Added Unarmored Focus
Added Martial Artist Overview
Added some more text to the Martial Artist Special Weapon section
Added the Creating a Martial Artist sblock
Changed the Quivering Blow Feature
Added lvl8 Meditations
Changed Unarmed Focus Feature and Unarmed Training Feat
Changed Quivering Blow feature to Flurry of Blows feature
Changed Flurry of Blows power to See the Attack power
Changed the Stunning Blow lvl1 Encounter power into Dazing Blow
 
Last edited:

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Paragon Paths
[sblock=Drunken Master]
Drunken Master

You think I'm an easy target 'cuss I'm drunk, ooh
you'll be surprised...


Prereq: Martial Artist class

Features:

Straggling Step(11th): Whenever you use an action point to gain a extra action you can
shift 1 square as a free action.

Unpredictable Attacks(11th): Because of your unpredictable movements you gain a +1 bonus to attack rolls when you are using a Martial Artist Special Weapon.

Drunken Awareness(16th): Enemies flanking you gain no +2 bonus to attack rolls. Other benefits derived from Combat Advantage still apply.

POWER

11E:
Inebriated Shift
With a very drunken stagger, you suddenly kick you foe
Encounter * Martial, Weapon
Standard Action Melee weapon
Req: Must Attack with a MA Special Weapon
Target: One Creature
Special: Shift 1 square before or after the attack
Attack: Str vs AC
Hit: 3[W]+ Str damage
Miss: 1[W]+Str damage

12U:
Fall and Roll
Seeming to trip and fall, you somehow move around
Encounter * Martial, Weapon
Move Action Personal
Effect: Shift squares equal to your speed + Wisdom

20D:
Drunk Wander
You move around your enemies and smack them around
Daily * Martial, Weapon
Standard Action Melee weapon
Req: Must Attack with a MA Special Weapon
Target: One or two enemies
Special:Shift 1 square before the attack
Attack: Str vs AC
Hit: 3[W]+Str damage
Miss: The opponent takes damage equal to your Str mod.
Special: Shift 1 square before the attack
Secondary Attack: Str vs AC
Hit:2[W]+Str damage
Special: Shift 1 square after the attack.
[/sblock]
[sblock=Stone Style Master]
Stone Style Master
Fighting me will be like fighting a mountain, are you sure
you are ready?


Prereq: Martial Artist class, Stone Style

Features:

Stone Fist(11th): When using a Action Point to gain
a extra action, you can add half your level to any damage rolls made this turn.

Dodge Training(11th level): Gain a extra +1 bonus when wearing cloth or no armor.

Improved Quivering Blow(16th): When attacking an enemy
that is bloodied, add an extra dice to you Quivering Blow feature.

POWER

11E:
Crashing Cliff
You systematically smash all people around you, no fuzz
Encounter * Martial, Weapon
Standard Action Close burst 1
Req: Must Attack with a MA Special Weapon
Target: Each enemy in burst
Attack: Str vs AC
Hit: 3[W]+Str damage, all targets are pushed
2+ Wisdom modifier number squares.

12U:
Tougher Hide
You steel yourself against an blow
Encounter * Martial
Immediate Reaction Personal
Trigger: You are hit by an attack
Effect: Reduce the damage from the attack by an
amount equal to your level.

20D:
Inevitable Crush
You simply whack your enemy in the face
Daily * Martial, Weapon
Standard Action Melee weapon
Req: Must Attack with a MA Special Weapon
Target: One Creature
Attack: Str vs Ref
Hit: 5[W]+Str damage and the target is Dazed (Save ends)
Miss: Half damage
[/sblock]
[sblock=Water Style Master]
Water Style Master
I will show you why you still need to hide behind that
sword of yours.


Prereq: Martial Artist class, Water Style

Features:

Unstoppable movement(11th level): When you spend an Action Point to gain an extra action, youalso gain a move action.

Returning Flow(11th): Any adjacent enemy that misses you take your Wis modifier in damage.

Evasion(16th): When an area attack at your AC or Ref that has a effect On Miss, misses you take no damage from it.

POWER

11E:

Flowing Wave
Like a wave you crash your target
Encounter * Martial, Weapon
Standard Action Melee weapon
Req: Must Attack with a MA Special Weapon
Target: One creature
Special: Shift squares equal to 1+Wis mod before attack
Attack: Str vs AC
Hit: 3[W]+Str damage.

12U:

Shifting Waters
When the attack comes, your enemy finds out
that its harder than he thought to hit you.

Encounter * Martial, Weapon
Immediate Interrupt Personal
Trigger: An enemy hits you.
Target: The triggering enemy
Effect: You gain a +4 bonus to AC and Reflex against
the attack.

20D:

Inside Storm
With an flickering attack, you make the liquid inside
your target to storm around inside him.

Daily * Martial, Weapon
Standard Action Melee weapon
Req: Must Attack with a MA Special Weapon
Target: One Creature
Attack: Wis vs Fortitude
Hit: 3[W]+Wis, and ongoing 10 damage (save ends)
Miss: Half damage, no ongoing[/sblock]

One more coming, just haven't figured out theme yet.
And the Epic Destiny is coming soon as well.
 
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Colawley is very right. The Meditation takes 5min, but to get the benefits from the an Extended Rest, you have to stay in Trance for 4hours

And I put the Quivering Palm into the MC feat because all other Striker MC Feats except Warlocks gives their Striker Damage, And it is a working system...although flavor wise the Unarmed Training is better suited.

As you can see there already is a feat that increases other classes Unarmed Attacks, but the Martial Artist stays ontop
 



I've been thinking about remaking the Striker Damage part of my class
and this is what I figured out, after being pointed to p.200 DMG, the Quick Punch

I figure that it would work something like this:
When being able to fight unarmed you wouldn't have that much difficulty in making an sneaky/swift kick right after the massive smash from you Quarterstaff or other tools of the trade.

Figure it would work something like an at-will minor action power, doing 1[W] damage and only unarmed. And since the Unarmed damage itself increases at the different tiers the 1[W] stays...maybe 2[W] at lvl 21, but since its a minor you can do it 3times /round if you feel like it

Flurry of Blows
With your extensive training, you know how
to strike fast

At-Will * Martial, Weapon
Minor Action Melee
Req: Must be an Unarmed Attack
Target: One Creature
Attack: Str vs AC
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.// This is a maybe since the Unarmed damage increases by itself at lvl21


and if this seems logical, It would ofc be called Flurry of Blows, and I have to figure out another At-Will power to take the Existing FoBs place....

Personally this seems awesome, its unique, cool and fits the flavor. The downside is obviously that it may be overpowered, but I'm not a math genius so if someone feel like doing the equations feel free
biggrin.gif



EDIT: And it releases Quivering Blow to be a higher LVL attack, so it could be easier to port it from 3.5

Power suggestions to replace current FoB:

See the Attack
You know when the target is going to strike, and you
react accordingly

At-Will * Martial
Standard Action Melee 1
Target: One Creature
Attack: Wis vs Will
Effect: Gain +3 AC and Reflex against the target until
the end of your next round
Increase bonus to +6 at 21st Level

For the non-violent monks
 
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Not a bad class, it seems to be a nice initial version. I read through the features and first level of powers, so far, and do have some critiques though.

The proficiency bonus to unarmed damage is good, but I would leave it at 1d8. Even for epic level, wielding the equivalent of two bastard swords without the feat is a little much. At 1d8, it's on par with the TWF Ranger with longswords.

Strikers also get a +1 bonus to hit in some version, be it Prime Shot (to warlock/ranger Ranged attacks) or Rogue Weapon Talents (to daggers).
So, you could either to a flat additional +1 nontyped bonus to unarmed strikes, OR if you think of something else. I might recommend something like this, it has a martial artist feel to it.

Battle Honed
You gain a +1 bonus to attack rolls until the end of your turn against any enemy you hit on your last turn.

As for the others features. Quivering Palm is nice, though it almost seems kind of weak, as the other strikers need not expend a minor action to add their effects. I would simply make the damage as a free action.

Fighting Style: Nothing really wrong with it, though I would 'personally' like to see something other than a simple free feet. For example

Stone: Reduce the distance of any push, pull, or slide on you by 1 square.
Water: You may shift 1 square as an immediate Reaction if an enemy misses you with an attack.

Or something like that.

Finally, I would do without Meditations. A few of them can be turned into Daily Utilities from the looks of it, others are just to powerful. You don't see any rituals, multiple targets or not, that give direct enhancements to speed, attacks, or damage for an encounter. These seem to be very tightly controlled aspects, that try to limit loopholes, and extraneous bonuses.

That's all, keep up the good work nonetheless.
 

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