Yet Another D&D Martial Artist

Shallown

First Post
This is a martial artist class I was toying with. I wanted something like the monk but not as Mystical. I steared clear of most magical/supernatural powers. Tell me what you think. I know they have features of several other classes but they tend to have a little of a lot of things. At higher levels ,it seems to me, they don't get anything super powerful just a health synegry between on the little things they do. The combat style names and such are just place holders until I can think of a few cooler ones.

Thanks
Later


Martial Artist

Hit Dice : 1d8
Class Skills :Balance (Dex), Climb (str), Concentration (Con), Craft (Int), Escape artist (Dex), Heal (wis), Hide (dex), Intimidate (Cha or Str), Jump (str), Listen (wis), Move Silent (dex), Profession (Wis), Sense motive (Wis), Spot (wis), Swim (str), Tumble (dex)
Skill Points : 6 + Int. mod.
Armor and Weapon Proficiencies. : Martial Artist have no armor or shield proficiencies. They are proficient in the following weapons - Club, Crossbow (light and heavy), Dagger, Hand axe, Javelin, Kama, Nunchaku, Quarter staff, Sai, Shuriken, Saingham, Sling
Code:
Level	BAB	Fort	Ref	Will	AC	OPEN
HAND	SPEED
BONUS	Specials
1	+1	0	+2	0	0	1D6	5	Unarmed Combat
                                                             Combat style
                                                             Wise defense
2	+2	0	+3	0	0	1D6	5	Evasion, Flurry of blows
3	+3	+1	+3	+1	0	1D6	10	Combat Style
4	+4	+1	+4	+1	1	1D8	10	Uncanny Dodge
5	+4	+2	+4	+2	1	1D8	15	Improved Flurry of
blows
6	+5	+2	+5	+2	1	1D8	15	Combat Style
7	+6	+3	+5	+3	2	1D10	20	Wholeness of body
8	+7	+3	+6	+3	2	1D10	20	ImpUncanny Dodge
9	+8	+4	+6	+4	2	1D10	25	Combat Style
10	+8	+4	+7	+4	3	2D6	25	Imp Evasion
                                                                                  Greater Flurry of blows
11	+9	+5	+7	+5	3	2D6	30	DR 1/-
12	+10	+5	+8	+5	3	2D6	30	Combat Style
13	+11	+6	+8	+6	4	2D8	35	Flurry Mastery
14	+12	+6	+9	+6	4	2D8	35	DR 2/-
15	+12	+7	+9	+7	4	2D8	40	Combat Style
16	+13	+7	+10	+7	5	2D10	40	
17	+14	+8	+10	+8	5	2D10	45	DR 3/-
18	+15	+8	+11	+8	5	2D10	45	Combat Style
19	+16	+9	+11	+9	6	3D8	50	Imp Flurry Mastery
20	+16	+9	+12	+9	6	3D8	50	Dr 4/-

Class Features

Unarmed Strike: At 1st level, a Martial Artist gains Improved Unarmed Strike as a bonus feat. A Martial Artist's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Martial Artist may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Martial Artist striking unarmed. A Martial Artist may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a Martial Artist's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A Martial Artist's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A Martial Artist also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Martial Artist. The unarmed damage on Table: The Martial Artist is for Medium Martial Artists. A Small Martial Artist deals less damage than the amount given there with her unarmed attacks, while a Large Martial Artist deals more damage; see Table: Small or Large Martial Artist Unarmed Damage.
Code:
[B]Table: Small or Large Martial Artist Unarmed Damage[/B]
Level	Damage (Small Martial Artist)	Damage (Large Martial Artist)
                          1-3	1d4	1d8
                          4-6	1d6	1d10
                          7-9	1d8	2d6
                         10-12	1d10	2d8
                         13-15	2d6	2d10
                         16-18	2d8	3d8
                        19-20	2d10	3d10



AC Bonus (Ex):
When unarmored and unencumbered, the Martial Artist adds her Wisdom bonus (if any) to her
AC. In addition, a Martial Artist gains a +1 bonus to AC at 4th level. This bonus increases by 1 for every three
Martial Artist levels thereafter (+2 at 7th, +3 at 10th, +4 at 13th level +5 at 16th and +6 at 19th).
These bonuses to AC apply even against touch attacks or when the Martial Artist is flat-footed. She loses these
bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she
carries a medium or heavy load.

Flurry of Blows (Ex): Beginning at second level when unarmored and is not carrying a medium or heavier load,
a Martial Artist may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one
extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other
attack made that round. The Martial Artist. This penalty applies for 1 round, so it also affects attacks of
opportunity the Martial Artist might make before her next action. When a Martial Artist reaches 5th level, the
penalty lessens to –1(Imp flurry), and at 10th level it disappears (Greater flurry). A Martial Artist must use a full
attack action to strike with a flurry of blows.
When using flurry of blows, a Martial Artist may attack only with unarmed strikes. The Martial Artist can't use
any weapon as part of a flurry of blows.

When a Martial Artist reaches 13th level, her flurry of blows ability improves. In addition to the standard single
extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus (Flurry
Mastery).

When A martial artist reaches 19th level they may perform an additional attack with a bonus equal to their second
attack bonus with no penalties (Imp Flurry mastery). (Ie a 19th level Martial Artist can Flurry for
+16/+16/+16/+11/+11/+6/+1 plus bonuses)

Fast Movement (Ex): At 1st level, a Martial Artist gains an enhancement bonus to her speed, as shown on
Table: The Martial Artist. A Martial Artist in armor or carrying a medium or heavy load loses this extra speed.

Evasion (Ex):
At 2nd level or higher if a Martial Artist makes a successful Reflex saving throw against an attack
that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a
Martial Artist is wearing no armor. A helpless Martial Artist does not gain the benefit of evasion.

Uncanny Dodge (Ex): At 4th level, a Martial Artist retains his Dexterity bonus to AC (if any) even if he is
caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if
immobilized. If a Martial Artist already has uncanny dodge from a different class, he automatically gains
improved uncanny dodge (see below) instead.

Wholeness of Body (Su):
At 7th level or higher, a Martial Artist can heal her own wounds. She can heal a
number of hit points of damage equal to twice her current Martial Artist level each day, and she can spread this
healing out among several uses.

Improved Uncanny Dodge (Ex): At 8th level and higher, a Martial Artist can no longer be flanked. This
defense denies a rogue the ability to sneak attack the Martial Artist by flanking him, unless the attacker has at
least four more rogue levels than the target has Martial Artist levels. If a character already has uncanny dodge
(see above) from a second class, the character automatically gains improved uncanny dodge instead, and the
levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank
the character.

Improved Evasion (Ex): At 10th level, a Martial Artist's evasion ability improves. She still takes no damage on
a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A
helpless Martial Artist does not gain the benefit of improved evasion.

Damage Reduction (Ex): At 11th level, a Martial Artist gains Damage Reduction. Subtract 1 from the damage
the Martial Artist takes each time he is dealt damage from a weapon or a natural attack. At 14th level, and every
three Martial Artist levels thereafter (17th, 20th level), this damage reduction rises by 1 point. Damage reduction
can reduce damage to 0 but not below 0.

Combat Styles

Combat Styles indicate the level of focus a Martial Artist devotes to their art.These Styles may onlybe performed
when unarmored and Unenecumbered. The Style names are mostly to help organize and stylize the abilities. It is
not necessary to choose one style and finish it before another or even to choose more than one ability from that
style, though most styles do have previous abilities as requirements for the next level. Unless indicated otherwise
any style ability that matches a feat is simply that feat only the Martial artist only has to meet the Prereqs listed in
the Style not the normal Prereqs. So if that feat is required for the next ability in a Style chain then regardless of
how the feat was gained(ie by racial bonus, class level etc.) It allows the Martial artist to qualify. Also because an
ability list fist, foot or other body part it is not necessarily limited to that body part. Ie Stunning fist for a monk
maybe an elbow knee or any other body part , as per, normal unarmed attack rules for a monk meaning he may
make a Stunning fist attack even with full hands. As a default treat these Style Abilities as Feats.

Ape's Strength
Imp grapple
Pre Req: Dex 13
Benefits: Same as the Feat

Grapple Mastery
Pre Req: BAB +4, Imp Grapple
Benefits: +4 bonus to grapple checks this stacks with the Improved grapple bonus

Stunning grapple
Pre Req: BAB +8, Stunning fist, Improved Grapple
Benefits: On a successful Grapple check the Martial artist may apply a stunning fist attempt using a Save chosen
by the Martial Artist (Can be Fort. , Ref, or Will)

Insightful hold
Pre Req: Wis 13+, BAB +8
Benefits: The Martial Artist may now add their Wisdom Bonus to any Grapple checks.

Flexible Grappling
Pre Req : Dex 15+, BAB +4
Benefit: May apply dexterity to grapple checks instead of Strength.



Iron fist
Stunning fist
Pre Req: BAB +3
Benefits: Same as the Feat except may be use up to 1 day per level plus 1 day per 4 levels in other classes. Usable
only once per round.

Hardened hand
Pre Req: BAB +4, Stunning fist
Benefits: Stunning fist DC increased by +2. May be bought multiple times. Further increasing the DC.

Hammering Fist
Pre Req: BAB +6, Stunning fist, Weapon Focus (unarmed)
Benefits: May perform a stunning fist twice per round. May be chosen more than once adding an additional
possible usage per round.


Movement Mastery

Dancing Monkey
Pre Req: Balance 5 ranks, Jump 5 ranks, Tumble 5 Ranks Dex 13+, Wis 13 +
Benefits: When making a skill check with one of these skills (Balance, Jump, and Tumble), she may take 10 even
if stress and distractions would normally prevent her from doing so.


Spidery Climb
Pre Req: Str 13+, Climb 5 ranks
Benefits: When making a skill check with Climb, she may take 10 even if stress and distractions would normally
prevent her from doing so. Also does not lose Dexterity when climbing and may move at normal walking speed.


Swim mastery
Pre Req: Str 13+, Swim 5 Ranks
Benefits: When making a skill check with Swim, she may take 10 even if stress and distractions would normally
prevent her from doing so. Gains a swim speed equal to normal walking speed. Suffers no penalties for fighting
in water, as far as, movement is concerned.


Mystic hands
Weapon focus (Unarmed)
Pre Req:BAB +1
Benefits: Same as the Feat

Aura of Magic
Pre Req: Con 13+, BAB +3, Weapon focus (unarmed)
Benefits: Unarmed attacks are considered Magic for DR

Ki, like steel
Pre Req: Con 15+, Str 15+, BAB +15, Aura of Magic
Benefits: Unarmed attacks are considered Adamantine for DR

Aura of Enchantment
Pre Req: Con 15+, Str 15+, Wis 15+ , BAB +5, Aura of Magic, Weapon Focus (unarmed)
Benefits: May enchant body as a weapon. (Use arcana unearthed version)


Weapon Hands
Improved Trip
Pre Req: Int 13+
Benefits: Same as the Feat

Improved Disarm
Pre Req: Int 13 +
Benefits: Same as the Feat

Improved Sunder
Pre Req: Str 13+
Benefits : Same as the Feat

Sunder Mastery
Pre Req: Str 15+, BAB +5, Imp Sunder
Benefit : +4 to Sunder attempts Stacks with Improved Sunder

Disarm mastery
Pre Req: Int 13+, BAB +5, Imp Disarm,
Benefits: +4 to disarm attempts stacks with Imp disarm.

Trip Mastery
Pre Req: Int 13+, BAB +5, Imp Trip
Benefits: +4 to trip attempts stacks with Imp Trip

Defensive master
Combat Reflexes
Pre Req: Dex 13 +
Benefits: Same as the Feat

Close Quarters Combat
Pre Req: Dex 13+, BAB +4, Combat reflexes
Benefits: Same as the Feat (CW)

Deflect Arrows
Pre Req: Dex 13+, BAB +5, Combat Reflexes
Benefits: Same as the Feat

Roll with the Blow
Pre Req: Dex 17+, Combat Reflexes, BAB +8
Benefits: on a Reflex save versus a DC equal to an opponent's bonus to hit a martial artist may avoid sneak
attack damage and critical hits as if he had heavy fortification (as per the armor enchantment). On a failed roll
they still have a 25% chance to avoid the critical sneak damage (as per light fortification)


Master of Stealth
Stealthy
Pre Req:
Benefits: Same as the Feat

Sneak attack
Pre Req: Wis 13+, Dex 13+
Benefits: + 1d6 Sneak attack. Exactly like rogue ability. May be chosen multiple times and stacks with other
sneak attack damage.

Shadowed Presence
Pre Req: BAB +9, 5 ranks of hide, 5 ranks of move silent
Benefits: When making a skill check with one of these skills (Hide and Move silent), she may take 10 even if
stress and distractions would normally prevent her from doing so.

Hide in plain sight
Pre Req: BAB +14, Stealthy, Shadowed Presence, Concentration 5 ranks
Benefit : A Martial Artist can use the Hide skill even while being observed. As long as she is within 10 feet of
some sort of shadow, a Martial Artist can hide herself from view in the open without anything to actually hide
behind. She cannot, however, hide in her own shadow



Master of emotions
Iron Will
Pre Req:
Benefits: Same as the Feat

Insightful mind
Pre Req: BAB +8, Cha 13+, Wis 13+, Intimidate 5 ranks, Sense motive 5 ranks
Benefits: When making a skill check with one of these skills (Intimidate and Sense motive), she may take 10 even
if stress and distractions would normally prevent her from doing so.

Fearless
Pre Req: Wis 17+, BAB +12, Iron will, Concentration 5 ranks
Benefits: Immune fear (magical or otherwise)


Master of senses
Alertness
Pre Req:
Benefits: Same as the Feat

Blind fight
Pre Req:
Benefits: Same as the Feat

Blind Sense 5 feet
Pre Req: Wis 15+, BAB +7, Blind Fight, Concentration 5 ranks
Benefits: Gains Blind sense as outlined in the core Monster Manual

Blind Sense 30 feet
Pre Req: Wis 19 +, BAB +13, Blind sight 5 feet, Blind fight
Benefits: Gains Blind sight within 5 feet and Blind Sense within 30 feet as outlined in the Core MM

Constant Awareness
Pre Req: BAB +8, Wis 15+, Spot 5 ranks, Listen 5 ranks
Benefits: When making a skill check with one of these skills (Spot and Listen), she may take 10 even if stress and
distractions would normally prevent her from doing so.



Rhino Style
Leaping charge
Pre Req: Jump 5 ranks
Benefits: When charging and performing an Unarmed attack the Martial artist does double damage.

Combination
Pre Req: BAB +10, Leaping charge, Jump 10 ranks
Benefits: Allows two separate unarmed attacks on a charge

Spring attack
Pre Req: Dex 15+, BAB +4
Benefits: Same as the Feat except must be using an unarmed attack.

Unbroken Ground
Pre Req: Dex 13 +, BAB +6, Tumble 5 Ranks, Jump 4 ranks, Balance 4 Ranks
Benefits: By making a tumble check with a DC of 15 +2 per 5 feet of Broken terrain (And or friendly squares), a
Martial Artist may make a Charge action over broken terrain or through friendly occupied squares.

Deft Charge
Pre Req: Dex 15+ BAB +8, Tumble 10 Ranks
Benefits: The Martial artist may make one 90 degrees or less turn during a Charge action.


Ki Focus

Adrenalin Rush
Pre Req: Wis 15+, BAB +4, Concentration 5 ranks
Benefits: During this time a Martial artist harnesses his body to increase his abilities. These changes occur and
last for 2 + the new con scores modifier in rounds. Their is no penalty for using this power once it passes, unlike
a barbarians rage. The Martial Artist strength increases by 2, as does his Constitution. He gains a +2 dodge
bonus as well. This Rush may be triggered once per combat up to wisdom modifier times per day.

Improved Adrenalin Rush
Pre Req: Wis 15+ Con 13+, BAB +8, Adrenalin Rush
Benefits : As per Adrenalin rush with theses changes, the Martial Artist strength increases by 4, as does his
Constitution. He gains a +2 dodge bonus as well. A use of this has the same duration as Adrenalin rush and
counts as a use of Adrenalin rush for that day.

Greater Adrenalin Rush
Pre Req: Wis 17+ Con 13+, BAB +12, Improved Adrenalin Rush, Concentration 8 Ranks
Benefits : As per improved Adrenalin Rush with these changes. The Martial Artist gains Strength and
Constitution, and a dodge bonus as before. In addition they gain +4 to dexterity, A +2 to saving throws. A use of
this has the same duration as Adrenalin rush and counts as a use of Adrenalin rush for that day.

Adrenalin Mastery
Pre Req: Wis 17+, Con 15+ BAB +16, Greater Adrenalin Rush, Concentration 12 ranks
Benefits: As per Greater Adrenalin Rush with these changes. Gains all the Bonuses as before but Strength is now
+6 The Martial Artist gains an additional attack during a full attack at their highest bonus. This last for 4 rounds
plus new constitution score and counts as a use of Adrenalin rush for that day..


Instinctive hand
Spiritual Strength
Pre Req: BAB +5, Wis 15+, Concentration 5 ranks
Benefits: The Martial artist may apply their Wisdom modifier bonus to unarmed damage instead of their strength
bonus. Any strength penalties still apply. IE a Martial artist with an 8 strength still subtracts 1 point from damage
which is then adjusted by Wisdom modifier.

Spiritual Guided Strength
Pre Req: BAB +9, Wis 15+, Str 15+, Spiritual Strength
Benefits: The Martial artist now applies both Strength and Wisdom to Unarmed Damage and Penalties to either
apply to damage as well.



Iron body
Greater fortitude
Pre Req:
Benefits: Same as the Feat

Hardiness
Pre Req: Con 13 +, Great Fortitude
Benefits: The Martial Artist gains +1 Hit Point per level

Bodily Control
Pre Req: Con 13+, Wis 13+, Great Fortitude
Benefits: The Martial Artist gains a bonus to resist Poison and Disease equal to +4.

Poison/Disease Immunity
Pre Req : Con 15+ Wis 15+, BAB +9, Bodily Control, Great Fortitude
Benefits : Become immune to all Poison and diseases of a Non-magical/Supernatural variety.
 
Last edited:

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This is VERY cool.

One thing seemed off, but I might be missing something. In the example for Improved Flurry Mastery you have the following:
(Ie a 19th level Martial Artist can Flurry for
+19/+19/+19/+14/+14/+9/+4 plus bonuses)
But in the table the BAB for 19th level is +16. Should these numbers all be lower by 3?

And if you wrap your table in Code tags, it might be easier to read.
This looks great. Nice work.
 

Your right. At one time I had the class with a Full Fighter BAB but changed it to something non standard. Forgot to correct the example.

Thanks for the code thing. Didn't have any idea how to do it at least your post gave me a clue to poke at it and make it look a little better.

Thanks
 


Is it just me or could this class end up with really high AC


think

10
+9 DEX (17 to start +6 from gloves +3 from Lvls)
+8 WIS (16 to start +6 from gloves +2 from Lvls)
+6 AC bonus
+8 Bracers
+5 Expertise
thats a 46 AC
 



maybe I'm missing something, but what is the OPEN collumn for, what do the dice mean, and what are the numbers that are listed in the next collumn over?
 

Any unarmed strike is considered a light weapon and that's why they only receive .5 str bonus. If you knew this fine. But you need to take into account when balancing classes.
This combined with the 2 extra skill points make at least the first few levels more powerful them the standard monk.
 

Thondor said:
Any unarmed strike is considered a light weapon and that's why they only receive .5 str bonus. If you knew this fine. But you need to take into account when balancing classes.

Light weapons don't get 0.5 x Str modifier, they get the full Str modifier. (Off-hand weapons get 0.5 x Str modifier.. was this what you were thinking of?) They don't get 0.5 x Power Attack either; unarmed strikes get normal Power Attack damage (as if one-handed weapons) and (other) light weapons get nothing from Power Attack.
 

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