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Yet Another D&D Martial Artist
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<blockquote data-quote="Shallown" data-source="post: 1484145" data-attributes="member: 1368"><p>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.</p><p></p><p>Thanks</p><p>Later</p><p></p><p></p><p>Martial Artist</p><p></p><p><strong>Hit Dice :</strong> 1d8</p><p><strong>Class Skills :</strong>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)</p><p><strong>Skill Points :</strong> 6 + Int. mod.</p><p><strong>Armor and Weapon Proficiencies.</strong> : 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</p><p>[CODE]</p><p>Level BAB Fort Ref Will AC OPEN</p><p>HAND SPEED</p><p>BONUS Specials</p><p>1 +1 0 +2 0 0 1D6 5 Unarmed Combat</p><p> Combat style</p><p> Wise defense</p><p>2 +2 0 +3 0 0 1D6 5 Evasion, Flurry of blows</p><p>3 +3 +1 +3 +1 0 1D6 10 Combat Style</p><p>4 +4 +1 +4 +1 1 1D8 10 Uncanny Dodge</p><p>5 +4 +2 +4 +2 1 1D8 15 Improved Flurry of</p><p>blows</p><p>6 +5 +2 +5 +2 1 1D8 15 Combat Style</p><p>7 +6 +3 +5 +3 2 1D10 20 Wholeness of body</p><p>8 +7 +3 +6 +3 2 1D10 20 ImpUncanny Dodge</p><p>9 +8 +4 +6 +4 2 1D10 25 Combat Style</p><p>10 +8 +4 +7 +4 3 2D6 25 Imp Evasion</p><p> Greater Flurry of blows</p><p>11 +9 +5 +7 +5 3 2D6 30 DR 1/-</p><p>12 +10 +5 +8 +5 3 2D6 30 Combat Style</p><p>13 +11 +6 +8 +6 4 2D8 35 Flurry Mastery</p><p>14 +12 +6 +9 +6 4 2D8 35 DR 2/-</p><p>15 +12 +7 +9 +7 4 2D8 40 Combat Style</p><p>16 +13 +7 +10 +7 5 2D10 40 </p><p>17 +14 +8 +10 +8 5 2D10 45 DR 3/-</p><p>18 +15 +8 +11 +8 5 2D10 45 Combat Style</p><p>19 +16 +9 +11 +9 6 3D8 50 Imp Flurry Mastery</p><p>20 +16 +9 +12 +9 6 3D8 50 Dr 4/-[/CODE]</p><p></p><p>Class Features</p><p></p><p><strong>Unarmed Strike:</strong> 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p>[CODE]</p><p>[B]Table: Small or Large Martial Artist Unarmed Damage[/B]</p><p>Level Damage (Small Martial Artist) Damage (Large Martial Artist)</p><p> 1-3 1d4 1d8</p><p> 4-6 1d6 1d10</p><p> 7-9 1d8 2d6</p><p> 10-12 1d10 2d8</p><p> 13-15 2d6 2d10</p><p> 16-18 2d8 3d8</p><p> 19-20 2d10 3d10[/CODE]</p><p> </p><p> </p><p> <strong> </strong></p><p><strong>AC Bonus (Ex): </strong> When unarmored and unencumbered, the Martial Artist adds her Wisdom bonus (if any) to her</p><p>AC. In addition, a Martial Artist gains a +1 bonus to AC at 4th level. This bonus increases by 1 for every three</p><p>Martial Artist levels thereafter (+2 at 7th, +3 at 10th, +4 at 13th level +5 at 16th and +6 at 19th).</p><p>These bonuses to AC apply even against touch attacks or when the Martial Artist is flat-footed. She loses these</p><p>bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she</p><p> carries a medium or heavy load.</p><p> </p><p><strong>Flurry of Blows (Ex): </strong> Beginning at second level when unarmored and is not carrying a medium or heavier load,</p><p>a Martial Artist may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one</p><p>extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other</p><p>attack made that round. The Martial Artist. This penalty applies for 1 round, so it also affects attacks of</p><p>opportunity the Martial Artist might make before her next action. When a Martial Artist reaches 5th level, the</p><p>penalty lessens to –1(Imp flurry), and at 10th level it disappears (Greater flurry). A Martial Artist must use a full</p><p> attack action to strike with a flurry of blows.</p><p>When using flurry of blows, a Martial Artist may attack only with unarmed strikes. The Martial Artist can't use</p><p> any weapon as part of a flurry of blows.</p><p> </p><p>When a Martial Artist reaches 13th level, her flurry of blows ability improves. In addition to the standard single</p><p>extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus (Flurry</p><p> Mastery).</p><p> </p><p>When A martial artist reaches 19th level they may perform an additional attack with a bonus equal to their second</p><p>attack bonus with no penalties (Imp Flurry mastery). (Ie a 19th level Martial Artist can Flurry for</p><p> +16/+16/+16/+11/+11/+6/+1 plus bonuses)</p><p> </p><p><strong>Fast Movement (Ex):</strong> At 1st level, a Martial Artist gains an enhancement bonus to her speed, as shown on</p><p>Table: The Martial Artist. A Martial Artist in armor or carrying a medium or heavy load loses this extra speed.</p><p> <strong> </strong></p><p><strong>Evasion (Ex):</strong> At 2nd level or higher if a Martial Artist makes a successful Reflex saving throw against an attack</p><p>that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a</p><p>Martial Artist is wearing no armor. A helpless Martial Artist does not gain the benefit of evasion.</p><p> </p><p><strong>Uncanny Dodge (Ex):</strong> At 4th level, a Martial Artist retains his Dexterity bonus to AC (if any) even if he is</p><p>caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if</p><p>immobilized. If a Martial Artist already has uncanny dodge from a different class, he automatically gains</p><p> improved uncanny dodge (see below) instead.</p><p> <strong> </strong></p><p><strong>Wholeness of Body (Su):</strong> At 7th level or higher, a Martial Artist can heal her own wounds. She can heal a</p><p>number of hit points of damage equal to twice her current Martial Artist level each day, and she can spread this</p><p> healing out among several uses.</p><p> </p><p><strong>Improved Uncanny Dodge (Ex):</strong> At 8th level and higher, a Martial Artist can no longer be flanked. This</p><p>defense denies a rogue the ability to sneak attack the Martial Artist by flanking him, unless the attacker has at</p><p>least four more rogue levels than the target has Martial Artist levels. If a character already has uncanny dodge</p><p>(see above) from a second class, the character automatically gains improved uncanny dodge instead, and the</p><p>levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank</p><p> the character.</p><p> </p><p><strong>Improved Evasion (Ex):</strong> At 10th level, a Martial Artist's evasion ability improves. She still takes no damage on</p><p>a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A</p><p>helpless Martial Artist does not gain the benefit of improved evasion.</p><p> </p><p><strong>Damage Reduction (Ex): </strong> At 11th level, a Martial Artist gains Damage Reduction. Subtract 1 from the damage</p><p>the Martial Artist takes each time he is dealt damage from a weapon or a natural attack. At 14th level, and every</p><p>three Martial Artist levels thereafter (17th, 20th level), this damage reduction rises by 1 point. Damage reduction</p><p> can reduce damage to 0 but not below 0.</p><p> </p><p> <p style="text-align: center"><strong>Combat Styles</strong></p><p> </p><p>Combat Styles indicate the level of focus a Martial Artist devotes to their art.These Styles may onlybe performed</p><p>when unarmored and Unenecumbered. The Style names are mostly to help organize and stylize the abilities. It is</p><p>not necessary to choose one style and finish it before another or even to choose more than one ability from that</p><p>style, though most styles do have previous abilities as requirements for the next level. Unless indicated otherwise</p><p>any style ability that matches a feat is simply that feat only the Martial artist only has to meet the Prereqs listed in</p><p>the Style not the normal Prereqs. So if that feat is required for the next ability in a Style chain then regardless of</p><p>how the feat was gained(ie by racial bonus, class level etc.) It allows the Martial artist to qualify. Also because an</p><p>ability list fist, foot or other body part it is not necessarily limited to that body part. Ie Stunning fist for a monk</p><p>maybe an elbow knee or any other body part , as per, normal unarmed attack rules for a monk meaning he may</p><p>make a Stunning fist attack even with full hands. As a default treat these Style Abilities as Feats. </p><p> </p><p> <strong>Ape's Strength</strong></p><p>Imp grapple </p><p>Pre Req: Dex 13</p><p>Benefits: Same as the Feat</p><p></p><p>Grapple Mastery</p><p>Pre Req: BAB +4, Imp Grapple</p><p>Benefits: +4 bonus to grapple checks this stacks with the Improved grapple bonus</p><p></p><p>Stunning grapple</p><p>Pre Req: BAB +8, Stunning fist, Improved Grapple</p><p>Benefits: On a successful Grapple check the Martial artist may apply a stunning fist attempt using a Save chosen</p><p>by the Martial Artist (Can be Fort. , Ref, or Will)</p><p></p><p>Insightful hold</p><p>Pre Req: Wis 13+, BAB +8</p><p>Benefits: The Martial Artist may now add their Wisdom Bonus to any Grapple checks. </p><p></p><p>Flexible Grappling</p><p>Pre Req : Dex 15+, BAB +4</p><p>Benefit: May apply dexterity to grapple checks instead of Strength.</p><p></p><p></p><p></p><p> <strong> Iron fist</strong></p><p>Stunning fist</p><p>Pre Req: BAB +3</p><p>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</p><p>only once per round.</p><p></p><p>Hardened hand</p><p>Pre Req: BAB +4, Stunning fist</p><p>Benefits: Stunning fist DC increased by +2. May be bought multiple times. Further increasing the DC.</p><p></p><p>Hammering Fist</p><p>Pre Req: BAB +6, Stunning fist, Weapon Focus (unarmed) </p><p>Benefits: May perform a stunning fist twice per round. May be chosen more than once adding an additional</p><p>possible usage per round. </p><p></p><p></p><p> <strong>Movement Mastery</strong></p><p></p><p>Dancing Monkey</p><p>Pre Req: Balance 5 ranks, Jump 5 ranks, Tumble 5 Ranks Dex 13+, Wis 13 +</p><p>Benefits: When making a skill check with one of these skills (Balance, Jump, and Tumble), she may take 10 even</p><p>if stress and distractions would normally prevent her from doing so.</p><p></p><p></p><p>Spidery Climb</p><p>Pre Req: Str 13+, Climb 5 ranks</p><p>Benefits: When making a skill check with Climb, she may take 10 even if stress and distractions would normally</p><p>prevent her from doing so. Also does not lose Dexterity when climbing and may move at normal walking speed.</p><p></p><p></p><p>Swim mastery</p><p>Pre Req: Str 13+, Swim 5 Ranks</p><p>Benefits: When making a skill check with Swim, she may take 10 even if stress and distractions would normally</p><p>prevent her from doing so. Gains a swim speed equal to normal walking speed. Suffers no penalties for fighting</p><p>in water, as far as, movement is concerned.</p><p></p><p></p><p> <strong>Mystic hands</strong></p><p>Weapon focus (Unarmed)</p><p>Pre Req:BAB +1</p><p>Benefits: Same as the Feat</p><p></p><p>Aura of Magic</p><p>Pre Req: Con 13+, BAB +3, Weapon focus (unarmed)</p><p>Benefits: Unarmed attacks are considered Magic for DR</p><p></p><p>Ki, like steel</p><p>Pre Req: Con 15+, Str 15+, BAB +15, Aura of Magic</p><p>Benefits: Unarmed attacks are considered Adamantine for DR</p><p></p><p>Aura of Enchantment</p><p>Pre Req: Con 15+, Str 15+, Wis 15+ , BAB +5, Aura of Magic, Weapon Focus (unarmed)</p><p>Benefits: May enchant body as a weapon. (Use arcana unearthed version)</p><p></p><p></p><p> <strong>Weapon Hands</strong></p><p>Improved Trip </p><p>Pre Req: Int 13+</p><p>Benefits: Same as the Feat</p><p></p><p>Improved Disarm</p><p>Pre Req: Int 13 +</p><p>Benefits: Same as the Feat</p><p></p><p>Improved Sunder</p><p>Pre Req: Str 13+</p><p>Benefits : Same as the Feat</p><p></p><p>Sunder Mastery</p><p>Pre Req: Str 15+, BAB +5, Imp Sunder</p><p>Benefit : +4 to Sunder attempts Stacks with Improved Sunder</p><p></p><p>Disarm mastery</p><p>Pre Req: Int 13+, BAB +5, Imp Disarm, </p><p>Benefits: +4 to disarm attempts stacks with Imp disarm.</p><p></p><p>Trip Mastery</p><p>Pre Req: Int 13+, BAB +5, Imp Trip</p><p>Benefits: +4 to trip attempts stacks with Imp Trip</p><p></p><p> <strong>Defensive master</strong></p><p>Combat Reflexes</p><p>Pre Req: Dex 13 +</p><p>Benefits: Same as the Feat</p><p></p><p>Close Quarters Combat</p><p>Pre Req: Dex 13+, BAB +4, Combat reflexes</p><p>Benefits: Same as the Feat (CW)</p><p></p><p>Deflect Arrows</p><p>Pre Req: Dex 13+, BAB +5, Combat Reflexes</p><p>Benefits: Same as the Feat</p><p></p><p>Roll with the Blow</p><p>Pre Req: Dex 17+, Combat Reflexes, BAB +8</p><p>Benefits: on a Reflex save versus a DC equal to an opponent's bonus to hit a martial artist may avoid sneak</p><p>attack damage and critical hits as if he had heavy fortification (as per the armor enchantment). On a failed roll</p><p>they still have a 25% chance to avoid the critical sneak damage (as per light fortification) </p><p></p><p></p><p> <strong>Master of Stealth</strong></p><p>Stealthy</p><p>Pre Req:</p><p>Benefits: Same as the Feat</p><p></p><p>Sneak attack</p><p>Pre Req: Wis 13+, Dex 13+</p><p>Benefits: + 1d6 Sneak attack. Exactly like rogue ability. May be chosen multiple times and stacks with other</p><p>sneak attack damage.</p><p></p><p>Shadowed Presence</p><p>Pre Req: BAB +9, 5 ranks of hide, 5 ranks of move silent</p><p>Benefits: When making a skill check with one of these skills (Hide and Move silent), she may take 10 even if</p><p>stress and distractions would normally prevent her from doing so.</p><p></p><p>Hide in plain sight</p><p>Pre Req: BAB +14, Stealthy, Shadowed Presence, Concentration 5 ranks</p><p>Benefit : A Martial Artist can use the Hide skill even while being observed. As long as she is within 10 feet of</p><p>some sort of shadow, a Martial Artist can hide herself from view in the open without anything to actually hide</p><p>behind. She cannot, however, hide in her own shadow</p><p></p><p></p><p></p><p> <strong>Master of emotions</strong></p><p>Iron Will</p><p>Pre Req:</p><p>Benefits: Same as the Feat</p><p></p><p>Insightful mind</p><p>Pre Req: BAB +8, Cha 13+, Wis 13+, Intimidate 5 ranks, Sense motive 5 ranks</p><p>Benefits: When making a skill check with one of these skills (Intimidate and Sense motive), she may take 10 even</p><p>if stress and distractions would normally prevent her from doing so.</p><p></p><p>Fearless</p><p>Pre Req: Wis 17+, BAB +12, Iron will, Concentration 5 ranks</p><p>Benefits: Immune fear (magical or otherwise)</p><p></p><p></p><p> <strong> Master of senses</strong></p><p>Alertness</p><p>Pre Req:</p><p>Benefits: Same as the Feat</p><p></p><p>Blind fight</p><p>Pre Req: </p><p>Benefits: Same as the Feat</p><p></p><p>Blind Sense 5 feet</p><p>Pre Req: Wis 15+, BAB +7, Blind Fight, Concentration 5 ranks</p><p>Benefits: Gains Blind sense as outlined in the core Monster Manual</p><p></p><p>Blind Sense 30 feet</p><p>Pre Req: Wis 19 +, BAB +13, Blind sight 5 feet, Blind fight</p><p>Benefits: Gains Blind sight within 5 feet and Blind Sense within 30 feet as outlined in the Core MM</p><p></p><p>Constant Awareness</p><p>Pre Req: BAB +8, Wis 15+, Spot 5 ranks, Listen 5 ranks</p><p>Benefits: When making a skill check with one of these skills (Spot and Listen), she may take 10 even if stress and</p><p>distractions would normally prevent her from doing so.</p><p></p><p></p><p></p><p> <strong>Rhino Style</strong></p><p>Leaping charge</p><p>Pre Req: Jump 5 ranks</p><p>Benefits: When charging and performing an Unarmed attack the Martial artist does double damage.</p><p></p><p>Combination</p><p>Pre Req: BAB +10, Leaping charge, Jump 10 ranks</p><p>Benefits: Allows two separate unarmed attacks on a charge</p><p></p><p>Spring attack</p><p>Pre Req: Dex 15+, BAB +4</p><p>Benefits: Same as the Feat except must be using an unarmed attack. </p><p></p><p>Unbroken Ground</p><p>Pre Req: Dex 13 +, BAB +6, Tumble 5 Ranks, Jump 4 ranks, Balance 4 Ranks</p><p>Benefits: By making a tumble check with a DC of 15 +2 per 5 feet of Broken terrain (And or friendly squares), a</p><p>Martial Artist may make a Charge action over broken terrain or through friendly occupied squares. </p><p></p><p>Deft Charge</p><p>Pre Req: Dex 15+ BAB +8, Tumble 10 Ranks</p><p>Benefits: The Martial artist may make one 90 degrees or less turn during a Charge action.</p><p></p><p></p><p> <strong> Ki Focus</strong></p><p></p><p>Adrenalin Rush</p><p>Pre Req: Wis 15+, BAB +4, Concentration 5 ranks</p><p>Benefits: During this time a Martial artist harnesses his body to increase his abilities. These changes occur and</p><p>last for 2 + the new con scores modifier in rounds. Their is no penalty for using this power once it passes, unlike</p><p>a barbarians rage. The Martial Artist strength increases by 2, as does his Constitution. He gains a +2 dodge</p><p>bonus as well. This Rush may be triggered once per combat up to wisdom modifier times per day.</p><p></p><p>Improved Adrenalin Rush</p><p>Pre Req: Wis 15+ Con 13+, BAB +8, Adrenalin Rush</p><p>Benefits : As per Adrenalin rush with theses changes, the Martial Artist strength increases by 4, as does his</p><p>Constitution. He gains a +2 dodge bonus as well. A use of this has the same duration as Adrenalin rush and</p><p>counts as a use of Adrenalin rush for that day.</p><p></p><p>Greater Adrenalin Rush</p><p>Pre Req: Wis 17+ Con 13+, BAB +12, Improved Adrenalin Rush, Concentration 8 Ranks</p><p>Benefits : As per improved Adrenalin Rush with these changes. The Martial Artist gains Strength and</p><p>Constitution, and a dodge bonus as before. In addition they gain +4 to dexterity, A +2 to saving throws. A use of</p><p>this has the same duration as Adrenalin rush and counts as a use of Adrenalin rush for that day.</p><p></p><p>Adrenalin Mastery</p><p>Pre Req: Wis 17+, Con 15+ BAB +16, Greater Adrenalin Rush, Concentration 12 ranks</p><p>Benefits: As per Greater Adrenalin Rush with these changes. Gains all the Bonuses as before but Strength is now</p><p>+6 The Martial Artist gains an additional attack during a full attack at their highest bonus. This last for 4 rounds</p><p>plus new constitution score and counts as a use of Adrenalin rush for that day.. </p><p></p><p></p><p> <strong>Instinctive hand</strong></p><p>Spiritual Strength</p><p>Pre Req: BAB +5, Wis 15+, Concentration 5 ranks</p><p>Benefits: The Martial artist may apply their Wisdom modifier bonus to unarmed damage instead of their strength</p><p>bonus. Any strength penalties still apply. IE a Martial artist with an 8 strength still subtracts 1 point from damage</p><p>which is then adjusted by Wisdom modifier.</p><p></p><p>Spiritual Guided Strength</p><p>Pre Req: BAB +9, Wis 15+, Str 15+, Spiritual Strength</p><p>Benefits: The Martial artist now applies both Strength and Wisdom to Unarmed Damage and Penalties to either</p><p>apply to damage as well. </p><p></p><p></p><p></p><p> <strong>Iron body</strong></p><p>Greater fortitude</p><p>Pre Req:</p><p>Benefits: Same as the Feat</p><p></p><p>Hardiness</p><p>Pre Req: Con 13 +, Great Fortitude</p><p>Benefits: The Martial Artist gains +1 Hit Point per level</p><p></p><p>Bodily Control</p><p>Pre Req: Con 13+, Wis 13+, Great Fortitude</p><p>Benefits: The Martial Artist gains a bonus to resist Poison and Disease equal to +4.</p><p></p><p>Poison/Disease Immunity</p><p>Pre Req : Con 15+ Wis 15+, BAB +9, Bodily Control, Great Fortitude</p><p>Benefits : Become immune to all Poison and diseases of a Non-magical/Supernatural variety.</p></blockquote><p></p>
[QUOTE="Shallown, post: 1484145, member: 1368"] 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 [B]Hit Dice :[/B] 1d8 [B]Class Skills :[/B]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) [B]Skill Points :[/B] 6 + Int. mod. [B]Armor and Weapon Proficiencies.[/B] : 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/-[/CODE] Class Features [B]Unarmed Strike:[/B] 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[/CODE] [B] AC Bonus (Ex): [/B] 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. [B]Flurry of Blows (Ex): [/B] 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) [B]Fast Movement (Ex):[/B] 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. [B] Evasion (Ex):[/B] 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. [B]Uncanny Dodge (Ex):[/B] 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. [B] Wholeness of Body (Su):[/B] 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. [B]Improved Uncanny Dodge (Ex):[/B] 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. [B]Improved Evasion (Ex):[/B] 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. [B]Damage Reduction (Ex): [/B] 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. [CENTER][B]Combat Styles[/B][/CENTER] 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. [B]Ape's Strength[/B] 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. [B] Iron fist[/B] 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. [B]Movement Mastery[/B] 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. [B]Mystic hands[/B] 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) [B]Weapon Hands[/B] 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 [B]Defensive master[/B] 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) [B]Master of Stealth[/B] 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 [B]Master of emotions[/B] 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) [B] Master of senses[/B] 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. [B]Rhino Style[/B] 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. [B] Ki Focus[/B] 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.. [B]Instinctive hand[/B] 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. [B]Iron body[/B] 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. [/QUOTE]
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