[Spycraft] Pan-Asian Collective

Enforcer

Explorer
So I hear this book is out, is it good? Some comments on the Martial Artist class and how good it is compared to the standard (non-psionic) classes would be very helpful to me.

Gracias.
 

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You may want to check the review on this site or the message board on Alderac's site. Both have good comments on the book.

I have only skimmed it, but I like what I saw. Well.. except the power armor, but the rest of it looks cool.

SD
 

The content is good; I rather liked it (see my review).

However, some may find the price tag affixed to AEG's L5R and Spycraft line a bit high for the page count compared to other d20 System books. But this is not a new development.
 

Psion, I read your review (well-done, as usual), however, if you (or anyone else with the book) could share some insight on how the power of the Martial Artist compares to that of the Spycraft core classes, I'd appreciate it.
 

Stacking up the Martial Artist

The classes in Spycraft follow a very specific format for abilites and bonuses, so all the calss tend to be pretty uniform in their functionality (super cool in their specialties, good in a team, versitile enough to handle themselves if cut off).

The martial artist is on par with his closest counterpart, the Soldier, but heavily focused on close range combat and kung-fu-cool. Soldiers focus more of combat basics - accuracy, damage, defense, armor. Martial artists focus more on combat options - mobility, special damage, alternate attacks, initiative.

I'm attaching the info for the first 6 levels so you can check it out for yourself :).

Martial Artist
While there are many who practice one of the many martial arts that permeate the traditions of the orient, there are those special few who devote themselves to “the Art”, rising above the casual student to demonstrate a remarkable fusion of body, mind, and spirit. The Conspiracy has long realized that such individuals can contribute greatly to the pact’s goals, and seek to recruit them whenever and wherever possible. In addition to their formidable fighting abilities, martial artists bring a sense of discipline and composure to the team, displaying the utmost ability of the unaugmented human form.
Abilities: As physical combatants, Strength is the essential ability for the martial artist. Agents will also benefit from Constitution (for staying power) and Intelligence (for skills).
Vitality: 1d10 plus Constitution modifier per level

Class Skills
The martial artist's class skills and key abilities are listed below (see Spycraft, page 40, for skill descriptions):

Class Skill (Key Ability)
Balance (Dex)
Climb (Str)
Concentration (Wis)
Craft (Int)
Driver (Dex)
First Aid (Wis)
Handle Animal (Cha)
Hide (Dex)
Intimidate (Str or Cha)
Jump (Str)
Knowledge (Int)
Perform (Wis)
Profession (Wis)
Sense Motive (Wis)
Sport (Str or Dex)
Spot (Wis)
Survival (Wis)
Swim (Str)
Tumble (Dex)
Use Rope (Dex)

Skill Points at 1st level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features
All of the following are class features of the martial artist.

Starting Feats: The martial artist begins play with the following feats.
Armor Group Proficiency (Light)
Weapon Group Proficiency (Melee)
Weapon Group Proficiency (Hurled)
Weapon Group Proficiency (Exotic, archaic)
Weapon Group Proficiency (Exotic, martial arts)

Unyielding: The martial artist is able to both deal and withstand remarkable amounts of punishment due to his extensive conditioning. Whenever the agent spends an action die to recover vitality, he rolls two dice instead of one. Further, the refresh action is a half action for the martial artist. This is the martial artist’s core ability.
Martial Arts: At 1st levl the martial artist gains the Martial Arts feat.
Life of Discipline: The martial artist is devoted to a deeper, more spiritual understanding of combat. At 2nd level the martial artist receives the Discipline of the Body feat.
All prerequisites for this feat – including agent level and other feats – are waived for this agent.
Bonus Feat: At 3rd level, the martial artist gains an additional feat from either the melee combat or unarmed combat feat trees. He must still meet all prerequisites for the feat before selecting it, including minimum ability scores and base attack bonus requirements. He gains an addition melee or unarmed combat feat at 5th level.
Ploy: At 4th level, the martial artist receives one of the following abilities of his choice.
  • Great Sweep: The martial artist gains a +4 competence bonus to attack rolls and Strength checks when performing a trip action. This is a ‘named’ unarmed combat ability (see the Spycraft Espionage Handbook, page 78 for restrictions on this ability).
  • Improved Disarm: The martial artist gains the Improved Disarm feat.
  • Provoke: The martial artist gains a +4 competence bonus to Bluff checks when using the taunt action.
  • Quake Strike: As a full action the agent may make a single trip attempt against all adjacent opponents, which may only be opposed by the opponents’ Balance skill check. If any of these attempts fail, the martial artist does not face a trip attempt in return. This is a ‘named’ unarmed combat ability (see the Spycraft Espionage Handbook, page 78 for restrictions on this ability).
  • Side Step: The martial artist gains the Side Step feat.
  • Still Standing: The martial artist gains a +6 circumstance bonus to Fortitude saves to remain standing after being hit by an attack with the takedown quality.
  • Strut: After scoring a threat or critical with a successful melee or unarmed attack, the martial artist may spend his next half action posturing. He gains one action die of the standard type for his level (without the accompanying XP reward). If this bonus action die is not spent before the end of the current combat, it is lost.

Wuxia: At 6th level, the martial artist’s jumping ability (horizontal or vertical) is not limited by his height and he receives a +5 competence bonus to the total of all Jump and Tumble checks.

The Martial Artist
Base Attack Bonus: High
Fortitude Save: Medium
Reflex Save: Medium
Will Save: Medium
Defense Bonus: High
Initiative Bonus: Medium
Gadget Points: Low
Budget Points: Low

Class Abilites:
1 Starting Feats, Martial Arts, Unyielding
2 Life of discipline (body)
3 Bonus feat
4 Ploy
5 Bonus feat
6 Wuxia +5

Hope this helps,
 


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