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).
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).