Martial Arts-Why isn't there a class for Martial Artists

Well, here's my budoka class, created for a low-magic game. It has two
ki-based abilities, but they're extraordinary rather than supernatural, and
could probably be explained without ki, or you could base them on flat
values rather than being based on Wis, Cha, and so on, and say that
they're fully mundane.

BUDOKA

HD: d8.

Alignment: Any.

Class Skills: Balance, Bluff, Climb, Concentration, Hide, Iaijutsu Focus,
Intimidate, Jump, Move Silently, Perform, Sense Motive, Swim, Tumble.

Skill Points: 4 + Int mod.

Proficiencies: Unarmed strikes, gauntlets, and any one simple, martial,
or exotic weapon.

Improved Unarmed Strike: Free feat at 1st-level.

Unarmed Prowess: Deals normal damage with unarmed strikes instead of
subdual damage. Deals increased damage unarmed, with a greater threat
range and critical multiplier. While unarmored and carrying no more than a
light load, may use unarmed attack bonus and number of attacks if fighting
unarmed or with appropriate weapons. May perform a flurry of blows when
using unarmed strikes or particular martial artist weapons, while unarmored
and carrying no more than a light load. On list below, the first number for
unarmed strike damage is for Medium-sized Budoka, while the number after
the slash is damage for Small-sized Budoka. Also on list below, for unarmed
threat range and critical multiplier the numbers before the slash are threat
range and numbers after the slash are the critical multiplier.

AC Bonuses (Ex): Adds Wisdom bonus to AC alongside Dexterity bonus,
but only loses Wisdom bonus to AC when immobilized or wearing armor.
Also gains a +1 dodge bonus to AC at 1st-level, increases to +2 at
4th-level, +3 at 7th-level, +4 at 10th-level, +5 at 13th-level, +6 at
16th-level, and +7 at 19th-level. These bonuses only apply while
unarmored and carrying no more than a light load.

Bonus Feats: Gains a bonus martial arts feat every other level, starting
at 1st. Martial arts feats include those listed in the martial arts list of
Oriental Adventures. ((also, I've designed various new martial arts feats
for my campaign))

Fast Movement (Ex): After reaching 2nd-level, gains a bonus to base
speed, while unarmored and carrying no more than a light load, as an
extraordinary ability. Speed bonus is +5 feet at 2nd-level, +10 feet at
7th-level, +15 feet at 12th-level, and +20 feet at 17th-level.

Stunning Fist: Gains this feat for free at 4th-level, without needing
to meet the normal prerequisites.

Ki Swiftness (Ex): A Budoka of 8th-level may act as though under a
Haste spell, for a total number of rounds per day equal to the Budoka's
combined, positive Wisdom and Charisma modifiers. May divide this time
between multiple uses. This is an extraordinary ability that takes a free
action to perform, provoking no attacks of opportunity, but can only be
activated on the Budoka's turn. Can only be used while unarmored and
carrying no more than a light load.

Ki Balance (Ex): Budoka of 12th-level and higher attain exceptional
balance through focusing their ki, and this becomes second nature to
them. The Budoka adds their positive Wisdom modifier to all Balance,
Climb, Jump, and Tumble checks. After 16th-level, they add their positive
Charisma modifier as well, and at 20th-level the Budokai adds their
positive Dexterity modifier to these checks as well (essentially doubling
any existing Dexterity bonus on Balance and Tumble checks). This is an
extraordinary ability that only functions while unarmored and carrying no
more than a light load.

Monk Level Transparency: Treat Budoka levels as Monk levels for
purposes of feat, skill, item, and prestige class prerequisites, when desired.

BUDOKA CLASS PROGRESSION TABLE
Code:
<table border="1" cellspacing="0" cellpadding="4"><tr><td>Class</td><td>Base</td><td>Fort</td><td>Reflex</td><td>Will</td><td></td></tr><tr><td>Level</td><td>Attack</td><td>Save</td><td>Save</td><td>Save</td><td>Special</td></tr><tr><td>1</td><td>+0</td><td>+0</td><td>+2</td><td>+0</td><td>Improved Unarmed Strike, Unarmed Prowess,</td></tr><tr><td></td><td></td><td></td><td></td><td></td><td>AC Bonuses, Bonus Feat</td></tr><tr><td>2</td><td>+1</td><td>+0</td><td>+3</td><td>+0</td><td>Fast Movement</td></tr><tr><td>3</td><td>+2</td><td>+1</td><td>+3</td><td>+1</td><td>Bonus Feat</td></tr><tr><td>4</td><td>+3</td><td>+1</td><td>+4</td><td>+1</td><td>Stunning Fist</td></tr><tr><td>5</td><td>+3</td><td>+1</td><td>+4</td><td>+1</td><td>Bonus Feat</td></tr><tr><td>6</td><td>+4</td><td>+2</td><td>+5</td><td>+2</td><td></td></tr><tr><td>7</td><td>+5</td><td>+2</td><td>+5</td><td>+2</td><td>Bonus Feat</td></tr><tr><td>8</td><td>+6/+1</td><td>+2</td><td>+6</td><td>+2</td><td>Ki Swiftness</td></tr><tr><td>9</td><td>+6/+1</td><td>+3</td><td>+6</td><td>+3</td><td>Bonus Feat</td></tr><tr><td>10</td><td>+7/+2</td><td>+3</td><td>+7</td><td>+3</td><td></td></tr><tr><td>11</td><td>+8/+3</td><td>+3</td><td>+7</td><td>+3</td><td>Bonus Feat</td></tr><tr><td>12</td><td>+9/+4</td><td>+4</td><td>+8</td><td>+4</td><td>Ki Balance (Wis)</td></tr><tr><td>13</td><td>+9/+4</td><td>+4</td><td>+8</td><td>+4</td><td>Bonus Feat</td></tr><tr><td>14</td><td>+10/+5</td><td>+4</td><td>+9</td><td>+4</td><td></td></tr><tr><td>15</td><td>+11/+6/+1</td><td>+5</td><td>+9</td><td>+5</td><td>Bonus Feat</td></tr><tr><td>16</td><td>+12/+7/+2</td><td>+5</td><td>+10</td><td>+5</td><td>Ki Balance (Cha)</td></tr><tr><td>17</td><td>+12/+7/+2</td><td>+5</td><td>+10</td><td>+5</td><td>Bonus Feat</td></tr><tr><td>18</td><td>+13/+8+3</td><td>+6</td><td>+11</td><td>+6</td><td></td></tr><tr><td>19</td><td>+14/+9/+4</td><td>+6</td><td>+11</td><td>+6</td><td>Bonus Feat</td></tr><tr><td>20</td><td>+15/+10+5</td><td>+6</td><td>+12</td><td>+6</td><td>Ki Balance (Dex)</td></tr></table>

BUDOKA UNARMED AND UNARMORED SPECIAL BENEFITS
Code:
<table border="1" cellspacing="0" cellpadding="4"><tr><td>Class</td><td>Unarmed Attack Bonus</td><td>Unarmed</td><td>Unarmed</td><td>Unarmored</td><td>Unarmored</td></tr><tr><td>Level</td><td>(Unarmored Only)</td><td>Damage</td><td>Threat/Critical</td><td>Speed Bonus</td><td>Dodge Bonus</td></tr><tr><td>1</td><td>+0</td><td>1d6/1d4</td><td>20/x2</td><td>+0 feet</td><td>+1</td></tr><tr><td>2</td><td>+1</td><td>1d6/1d4</td><td>20/x2</td><td>+5 feet</td><td>+1</td></tr><tr><td>3</td><td>+2</td><td>1d6/1d4</td><td>20/x2</td><td>+5 feet</td><td>+1</td></tr><tr><td>4</td><td>+3</td><td>1d6/1d4</td><td>20/x2</td><td>+5 feet</td><td>+2</td></tr><tr><td>5</td><td>+3</td><td>1d8/1d6</td><td>20/x2</td><td>+5 feet</td><td>+2</td></tr><tr><td>6</td><td>+4/+1</td><td>1d8/1d6</td><td>19-20/x2</td><td>+5 feet</td><td>+2</td></tr><tr><td>7</td><td>+5/+2</td><td>1d8/1d6</td><td>19-20/x2</td><td>+10 feet</td><td>+3</td></tr><tr><td>8</td><td>+6/+3</td><td>1d8/1d6</td><td>19-20/x2</td><td>+10 feet</td><td>+3</td></tr><tr><td>9</td><td>+6/+3</td><td>1d10/1d8</td><td>19-20/x2</td><td>+10 feet</td><td>+3</td></tr><tr><td>10</td><td>+7/+4/+1</td><td>1d10/1d8</td><td>19-20/x2</td><td>+10 feet</td><td>+4</td></tr><tr><td>11</td><td>+8/+5/+2</td><td>1d10/1d8</td><td>19-20/x2</td><td>+10 feet</td><td>+4</td></tr><tr><td>12</td><td>+9/+6/+3</td><td>1d10/1d8</td><td>19-20/x2</td><td>+15 feet</td><td>+4</td></tr><tr><td>13</td><td>+9/+6/+3</td><td>2d6/1d10</td><td>19-20/x2</td><td>+15 feet</td><td>+5</td></tr><tr><td>14</td><td>+10/+7/+4/+1</td><td>2d6/1d10</td><td>19-20/x2</td><td>+15 feet</td><td>+5</td></tr><tr><td>15</td><td>+11/+8/+5/+2</td><td>2d6/1d10</td><td>19-20/x3</td><td>+15 feet</td><td>+5</td></tr><tr><td>16</td><td>+12/+9/+6/+3</td><td>2d6/1d10</td><td>19-20/x3</td><td>+15 feet</td><td>+6</td></tr><tr><td>17</td><td>+12/+9/+6/+3</td><td>4d4/2d6</td><td>19-20/x3</td><td>+20 feet</td><td>+6</td></tr><tr><td>18</td><td>+13/+10/+7/+4/+1</td><td>4d4/2d6</td><td>19-20/x3</td><td>+20 feet</td><td>+6</td></tr><tr><td>19</td><td>+14/+11/+8/+5/+2</td><td>4d4/2d6</td><td>19-20/x3</td><td>+20 feet</td><td>+7</td></tr><tr><td>20</td><td>+15/+12/+9/+6/+3</td><td>4d4/2d6</td><td>19-20/x3</td><td>+20 feet</td><td>+7</td></tr></table>
 
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Psion said:
Come now, Josh. While I know that definition is technically correct, I thinking using the term with the conotation "unarmed" or referring to exotic fighting styles is rather common. Your really mincing definitions here, which is unproductive for anything but ivory tower ego massaging.

No, hear him out for a second. A martial artist is anyone who takes fighting to the level of an art form. Even in today's wqorld, there are a number of "martial arts" centered on weapons that aren't particularly exotic - Japanese sword frome being foremost in my mind, but also including things like arnis, which is so exotic as to use plain old sticks.

In either case, you want something like real-life modern martial arts, a Fighter is the best bet.
 

Umbran said:
No, hear him out for a second. A martial artist is anyone who takes fighting to the level of an art form. Even in today's wqorld, there are a number of "martial arts" centered on weapons that aren't particularly exotic - Japanese sword frome being foremost in my mind, but also including things like arnis, which is so exotic as to use plain old sticks.

In either case, you want something like real-life modern martial arts, a Fighter is the best bet.


Which brings me back around to the idea that fighters should have access to some fairly interesting unarmed feat chains. Then you could make a fully trained martial artists, someone who is good at both, and balance between those elements as you the player see fit.
 

Also, here's my Shinobi class for the same setting.

SHINOBI

HD: d6.

Alignment: True Neutral, Neutral Evil, or Neutral Good.

Class Skills: Balance, Bluff, Climb, Concentration, Disable Device, Disguise,
Hide, Iaijutsu Focus, Intimidate, Jump, Move Silently, Perform, Rope Use,
Search, Sense Motive, Swim, Tumble.

Skill Points: 6 + Int mod.

Proficiencies: Unarmed strikes, gauntlets, spiked gauntlets, daggers, any
two simple weapons, any two martial weapons, any two other weapons,
light armor.

Improved Unarmed Strike: Free feat at 1st-level.

Unarmed Fighting: Deals normal damage with unarmed strikes instead of
subdual damage. Deals increased damage unarmed. May perform a flurry of
blows when using unarmed strikes or particular martial artist weapons, while
in light armor or no armor, and carrying no more than a light load. On list
below, the first number for unarmed strike damage is for Medium-sized
Shinobi, while the number after the slash is damage for Small-sized Shinobi.

Fast Movement (Ex): Shinobi gain a bonus to base speed while in light or
no armor, and carrying no more than light load, as an extraordinary ability.
Speed bonus is +5 feet at 1st-level, +10 at 5th-level, +15 at 9th-level,
+20 at 13th-level, and +25 feet at 17th-level.

Shinobi Evasion (Ex): Gains dodge bonus to AC equal to positive Dex
mod plus one-quarter their Shinobi level, rounded down. Only applies
when in light or no armor, and carrying no more than a light load.

Bonus Feats: Gains a bonus martial arts feat at 1st-level, plus every
three consecutive levels.

Elusive Movement (Ex): Upon achieving 2nd-level, the Shinobi gains a
competence bonus on Hide and Move Silently checks equal to their positive
Dex modifier, and on Bluff checks made to create a diversion for hiding and
Bluff checks made to feint in combat. They also add this bonus to the
amount of dodge bonus to AC gained from the fighting defensively and total
defense actions. Lastly, they add this bonus to the dodge bonus to AC
gained when using the Expertise feat, if they have that feat, but can add
no more than the bonus they would already gain from that use of the
Expertise feat. Only applies when in light or no armor, and carrying no
more than a light load.

Sneak Attack: Deals sneak attack damage like a Rogue, inflicting +1d6
damage at 3rd-level, +2d6 damage at 6th-level, +3d6 at 9th-level, +4d6
at 12th-level, +5d6 at 15th-level, and +6d6 at 18th-level.

Poison Use: After 5th-level the Shinobi never risks accidentally poisoning
themselves when applying poison to a blade.

Uncanny Dodge (Ex): After reaching 8th-level, the Shinobi cannot be
flanked except by a Rogue or Shinobi at least 6 levels higher. Retains Dex
bonus to AC even when flat-footed or struck by an invisible attacker.

Fast Climb: A Shinobi of at least 11th-level can move half his speed as a
move-equivalent action with each successful Climb check, or at his full
speed as a full-round action with each successful Climb check. Also retains
Dex bonus to AC while climbing. Only applies when in light or no armor, and
carrying no more than a light load.

Fast Sneak (Ex): Shinobi of 14th-level and above can move at their
normal speed without suffering a penalty to Hide and Move Silently
checks. Only applies when in light or no armor, and carrying no more
than a light load.

Skill Mastery: At 17th-level the Shinobi selects a number of skills equal to
3 + their Int mod, each of which they must possess at least 5 ranks in. The
Shinobi may take 10 on checks with those skills regardless of distractions.

Always Sneaky (Ex): The Shinobi is always taking 10 on Hide and Move
Silently after reaching 20th-level. Opposed Listen and Spot checks are
always made to detect the Shinobi except when he wishes to be seen or
heard. Only applies when in light or no armor, and carrying no more than
a light load.

Monk Level Transparency: Treat Shinobi levels as Monk levels for
purposes of feat, skill, item, and prestige class prerequisites, when desired.

Ex-Shinobi: Shinobi who change to a prohibited alignment can no longer
progress as Shinobi.

SHINOBI CLASS PROGRESSION TABLE
Code:
<table border="1" cellspacing="0" cellpadding="4"><tr><td>Class</td><td>Base</td><td>Fort</td><td>Reflex</td><td>Will</td><td></td></tr><tr><td>Level</td><td>Attack</td><td>Save</td><td>Save</td><td>Save</td><td>Special</td></tr><tr><td>1</td><td>+0</td><td>+0</td><td>+2</td><td>+0</td><td>Improved Unarmed Strike, Unarmed Fighting,</td></tr><tr><td></td><td></td><td></td><td></td><td></td><td>Fast Movement, Shinobi Evasion, Bonus Feat</td></tr><tr><td>2</td><td>+1</td><td>+0</td><td>+3</td><td>+0</td><td>Elusive Movement</td></tr><tr><td>3</td><td>+2</td><td>+1</td><td>+3</td><td>+1</td><td>Sneak Attack +1d6</td></tr><tr><td>4</td><td>+3</td><td>+1</td><td>+4</td><td>+1</td><td>Bonus Feat</td></tr><tr><td>5</td><td>+3</td><td>+1</td><td>+4</td><td>+1</td><td>Poison Use</td></tr><tr><td>6</td><td>+4</td><td>+2</td><td>+5</td><td>+2</td><td>Sneak Attack +2d6</td></tr><tr><td>7</td><td>+5</td><td>+2</td><td>+5</td><td>+2</td><td>Bonus Feat</td></tr><tr><td>8</td><td>+6/+1</td><td>+2</td><td>+6</td><td>+2</td><td>Uncanny Dodge</td></tr><tr><td>9</td><td>+6/+1</td><td>+3</td><td>+6</td><td>+3</td><td>Sneak Attack +3d6</td></tr><tr><td>10</td><td>+7/+2</td><td>+3</td><td>+7</td><td>+3</td><td>Bonus Feat</td></tr><tr><td>11</td><td>+8/+3</td><td>+3</td><td>+7</td><td>+3</td><td>Fast Climb</td></tr><tr><td>12</td><td>+9/+4</td><td>+4</td><td>+8</td><td>+4</td><td>Sneak Attack +4d6</td></tr><tr><td>13</td><td>+9/+4</td><td>+4</td><td>+8</td><td>+4</td><td>Bonus Feat</td></tr><tr><td>14</td><td>+10/+5</td><td>+4</td><td>+9</td><td>+4</td><td>Fast Sneak</td></tr><tr><td>15</td><td>+11/+6/+1</td><td>+5</td><td>+9</td><td>+5</td><td>Sneak Attack +5d6</td></tr><tr><td>16</td><td>+12/+7/+2</td><td>+5</td><td>+10</td><td>+5</td><td>Bonus Feat</td></tr><tr><td>17</td><td>+12/+7/+2</td><td>+5</td><td>+10</td><td>+5</td><td>Skill Mastery</td></tr><tr><td>18</td><td>+13/+8/+3</td><td>+6</td><td>+11</td><td>+6</td><td>Sneak Attack +6d6</td></tr><tr><td>19</td><td>+14/+9/+4</td><td>+6</td><td>+11</td><td>+6</td><td>Bonus Feat</td></tr><tr><td>20</td><td>+15/+10/+5</td><td>+6</td><td>+12</td><td>+6</td><td>Always Sneaky</td></tr></table>

SHINOBI UNARMED AND UNARMORED SPECIAL BENEFITS
Code:
<table border="1" cellspacing="0" cellpadding="4"><tr><td>Class</td><td>Unarmed</td><td>Fast Movement</td><td>Shinobi Evasion</td></tr><tr><td>Level</td><td>Damage</td><td>Speed Bonus</td><td>AC Dodge Bonus</td></tr><tr><td>1</td><td>1d4/1d3</td><td>+5 feet</td><td>+0</td></tr><tr><td>2</td><td>1d4/1d3</td><td>+5 feet</td><td>+0</td></tr><tr><td>3</td><td>1d4/1d3</td><td>+5 feet</td><td>+0</td></tr><tr><td>4</td><td>1d4/1d3</td><td>+5 feet</td><td>+1</td></tr><tr><td>5</td><td>1d4/1d3</td><td>+10 feet</td><td>+1</td></tr><tr><td>6</td><td>1d6/1d4</td><td>+10 feet</td><td>+1</td></tr><tr><td>7</td><td>1d6/1d4</td><td>+10 feet</td><td>+1</td></tr><tr><td>8</td><td>1d6/1d4</td><td>+10 feet</td><td>+2</td></tr><tr><td>9</td><td>1d6/1d4</td><td>+15 feet</td><td>+2</td></tr><tr><td>10</td><td>1d6/1d4</td><td>+15 feet</td><td>+2</td></tr><tr><td>11</td><td>1d8/1d6</td><td>+15 feet</td><td>+2</td></tr><tr><td>12</td><td>1d8/1d6</td><td>+15 feet</td><td>+3</td></tr><tr><td>13</td><td>1d8/1d6</td><td>+20 feet</td><td>+3</td></tr><tr><td>14</td><td>1d8/1d6</td><td>+20 feet</td><td>+3</td></tr><tr><td>15</td><td>1d8/1d6</td><td>+20 feet</td><td>+3</td></tr><tr><td>16</td><td>1d10/1d8</td><td>+20 feet</td><td>+4</td></tr><tr><td>17</td><td>1d10/1d8</td><td>+25 feet</td><td>+4</td></tr><tr><td>18</td><td>1d10/1d8</td><td>+25 feet</td><td>+4</td></tr><tr><td>19</td><td>1d10/1d8</td><td>+25 feet</td><td>+4</td></tr><tr><td>20</td><td>1d10/1d8</td><td>+25 feet</td><td>+5</td></tr></table>
 

FrankTrollman said:
Chainmail Bikini Games has a very short book called Beyond Monks - that has a Martial Artist Class, which is passable (although built for 3rd edition rules, if that bothers you).

Making a "Martial Artist" core class is filled with design problems:

1> Fighters Suck.

No they don't.

2> D&D "game balance" is predicated on equipment. This is a much more subtle point, but it keeps coming back to kick people. You see, Paladins and Barbarians are supposedly balanced against Wizards, Clerics, and Druids based on the concept that they have equipment. Magic Swords, Magic Pants, the whole thing. If characters don't have this sort of equipment, the warriors can pretty much go home while the druid doesn't even really notice. So a "martial artist" has to be balanced against a "knight" when the knight has a magic sword. Because if the game is balanced right now - the knight does have a magic sword.

This assumes that there are no items for martial artists. It's easy to create items for martial artists, such as magic gloves that add to unarmed combat ability, which solves the problem. The knight has the magic sword, and the martial artist has magic gloves. If you're worried about item slots, give them brass knuckles.
 

FrankTrollman said:
Chainmail Bikini Games has a very short book called Beyond Monks - that has a Martial Artist Class, which is passable (although built for 3rd edition rules, if that bothers you).

Just to point out:

The PDF version was 3E.

The print version released by Goodman Games was updated to 3.5.
 

BryonD said:
Just to point out:

The PDF version was 3E.

The print version released by Goodman Games was updated to 3.5.

There was also an update for the PDF version to 3.5, though it didn't have all the material in it that was in the print version.

Beyond Monks is a very good book (again, I refer you to the review I posted above.) It's still hard to slot into a game due the the presence of a monk, but I think that is a problem with the monk being an all too narrow archetype. If you want a martial artist that is not a monk, I highly recommend it. Even if you just want some feat chains to add some more exotic techniques to your normal characters, I recommend it.

If you want weapon fighting styles, I recommend Masters of Arms instead, but it was obvious to me (despite some people's insistence on warping the point based on technicalities) that is not what the original poster was asking for.
 

fighters can make interesting martial artists (although balanced with armor and weapons in mind), as can monks (fairly style specific), chainmail bikini's martial artisit class (more flexible than a monk but a still little style specific), Hong's martial artist class (very flexible although I preferred his 3.0 to his 3.5 version) and there is UA's monk version, the oathbound (variant monk).

There are neat martial art feats in d20 modern and an advanced class in there for martial artists and a lot of d20 modern martial arts support.

Deeds not words and its combat follow up Laying the Smack down has a martial artist and martial arts options although they are balanced against D&D with no items so they have more class abilities than say a monk.
 

Oni said:
Which brings me back around to the idea that fighters should have access to some fairly interesting unarmed feat chains.

Well, "should" has the connotation that someone dropped the ball or made an error in not creating them, which isn't the case. Just because a thing can be done, doesn't mean it is anyone's responsibility to do it.
 

Psion said:
Come now, Josh. While I know that definition is technically correct, I thinking using the term with the conotation "unarmed" or referring to exotic fighting styles is rather common. Your really mincing definitions here, which is unproductive for anything but ivory tower ego massaging.
I'm always up for a little ivory tower ego massaging. ;)
 

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