Martial Artist

thegreatbuddha

First Post
Both myself and my DM hate monks as written, so i'm trying to come up with a less-supernatural alternative.

Let me know what you think, as well as any [constructive] criticism you may have.

MARTIAL ARTIST

Game Rule Information
Abilities: Martial Artists benefit from high strength, dexterity, and constitution scores.
Alignment: Any
Hit Die: D8

Class Skills
The Martial Artist's class skills (and the key ability for each skill) are Balance(Dex), Climb(Str), Craft(Int), Escape Artist(Dex), Hide(Dex), Jump(Str), Listen(Wis), Move Silently(Dex), Perform(Cha), Profession(Wis), and Tumble(Dex).

Skill Points at 1st level: (4+Int mod) x4
Skill Points at each additional level: 4+Int mod

BAB: As fighter

Saves: As Monk

Class Features

Weapon and Armor Proficiency: Martial Artists are not proficient in any weapons or armor, although they suffer only a -2 non-proficiency penalty for using a weapon.

Unarmed Strike: Martial Artists train primarily in fighting unarmed and gain the Improved Unarmed Strike feat for free. They deal more damage than normal for someone of their size, and they do not suffer the standard -4 penalty for striking for normal damage when unarmed.
The Martial Atrist may also initiate a flurry of blows as a full attack option. The martial artist may make an additional attack at his highest attack bonus, but the additional attack and all other attacks made with that action suffer a -2 attack penalty.

Stunning Attack: Oncer per class level per day, the martial artist may make a stunning attack. This is a stadnard action and deals damage as a normal melee attack, but it also causes the target to make a successful Fortitude save (DC 10+1/2MA level+str mod). If the target fails the saving throw, they are stunned for 1 round.

Evasion: At 3rd level, the Martial Atrist gains evasion. This functions as the rogue ability of the same name.

Bonus Feat: At 2nd, 4th, 6th, 10th, 13th, 16th, and 19th levels, the martial artist gains a bonus feat which must come from the following list: Alertness, Blind-Fight, Combat Reflexes, Dodge, Expertise, Improved Disarm, Improved Trip, Deflect Arrows, Choke Hold, Defensive Strike, Defensive Throw, Eagle Claw Attack, Earth's Embrace, Falling Star Strike, Fists of Iron, Flying Kick, Freezing the Lifeblood, Grappling Block, Improved Grapple, Pain Touch, Prone Attack, Roundabout Kick, Unbalancing Strike, Circle Kick, Close-Quarters Fighting, Extra Stunning Attacks, Feign Weakness, Lightning Fists, Mantis Leap, Snatch Arrows.

Ki Strike: At 4th level, the martial artist can focus his body's energy into his fists in such a manner that he can strike as though his fists were +1 weapons. For each 4 levels the Martial Atrist attains, this bonus increases by 1 point (+2 at 8th, etc).

They also gain unarmed damage as a monk and an AC bonus of 1/3 levels (0 at 1st & 2nd level).
 

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I like the direction you're going with it, and trading off the supernatural powers for martial arts feats seems a pretty fair trade-off.

I'm not so sure about the Fighter's BAB. This martial artist seems to get a little too much compared to a Fighter. At high levels, this guy will be doing some kick ass damage with a Fighter's BAB and Monk's unarmed damage, even without that freaky iterative bonus attacks that Monks would get.

You need an armor penalty of some kind. There's nothing stopping this guy from taking a level of Fighter and dong martial arts in full plate armor. Along those lines, I wonder if this guy would be better served with Uncanny Dodge than Evasion.

I'd drop the Will save to poor. The Fort and Reflex saves still make sense, but the martial artist has little reason for the high Will save, when you consider that Paladins (just as dedicated, and they're divine spellcasters) don't.
 

If you didn't know in an Asgard Issue there is Hongs Martial Aritists which one of my PC's use that we both enjoy more then the monk (more flexibility).
 

Chun-tzu: Excellent points. I will implement them in the next incarnation of this class.

Where can I get this Asgard issue? Is it an online mag or would I have to special order it?
 


I prefer to play monks as stated in the Oriental Adventures. The rules stated are you can dump stunning fist at 1st, deflect arrows at 2nd and improved trip at 6th for other monk feats, also monks may freely multi-class. Gives a monk player much more flexibility than before but their quazi-magical powers remain intacted
 

The easiest way I've found to make Monks less supernatural is to multi-class them (at equal) levels with Fighter-- an approach that makes sense for a more martially focused Monk.

To make the Monk seem even more talented, without the supernatural power, advance them in a three-way split with Fighter and Rogue. Better skills and some extra non-magical abilities, combined with the Fighter's prowess, while controlling some of the sicker high-level Monk abilities.

P.S.: This also emphasizes the Fortitude and Reflex saves, while making the Will save less important.
 
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I'm just curious, but why do you dislike the quasi-mystical powers of the monk class? Most of that stuff is possible according to the stories about ancient China and Japan, as well as being an established part of Zen Bhuddist dogma.

If you say "realism" try to remember that we're talking about a world where people cause explosions and more with a gesture and a funny word. "Realism" doesn't really hold up in the face of that argument.
 



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