The martial artist is a figure out of legend, a fighter shrouded in mystery and awe. They are formidable warriors. Whit rigorous training and extreme discipline only the few and most talented can hope to be named a master of the martial arts.
- Hit Die: d8
- Alignment: Any
- Abilities: The martial artist uses con for Ki.
- Weapon Proficiencies: The martial artist is proficient with the Quarterstaff and his fists. And his unarmed damage and abilities work with both.
- Armor Proficiencies: Martial Artists are only proficient with padded armor. When wearing any other armor, using a shield, or carrying a medium or heavy load, a martial artist loses his AC bonus, as well as his fast movement and flurry of blows abilities.
- Skill points at 1st Level: 4 + Int modifier
- Skill Points at Each Additional Level: 4 + Int modifier
Progression Table Edit
|1||+1||+2||+2||+0||Flurry of Blows, Ki Pool, Finishing Move, Stunning Fist, 1st stance, Martial Grace||1d6||+0 ft.||+0|
|2||+2||+3||+3||+0||Evasion, Bonus Feat, AC Bonus||1d6||+0 ft.||+1|
|3||+3||+3||+3||+1||Uncanny Dodge, Fast Movement, 2nd stance||1d6||+10 ft.||+1|
|4||+4||+4||+4||+1||Slow Fall 20 ft.||1d8||+10 ft.||+2|
|5||+5||+4||+4||+1||3rd Stance||1d8||+10 ft.||+2|
|6||+6/+1||+5||+5||+2||Mastery of Body, Slow Fall 30 ft.||1d8||+20 ft.||+3|
|8||+8/+3||+6||+6||+2||Bonus Feat, Slow Fall 40 ft, 4th Stance||1d10||+20 ft.||+4|
|10||+10/+5||+7||+7||+3||Improved Evasion, Slow Fall 50 ft, 5th Stance||1d10||+30 ft.||+5|
|11||+11/+6/+1||+7||+7||+3||Improved Uncanny Dodge||2d6||+30 ft.||+5|
|12||+12/+7/+2||+8||+8||+4||Slow Fall 60 ft, 6th Stance||2d6||+40 ft.||+6|
|13||+13/+8/+3||+8||+8||+4||Quivering Palm||2d6||+40 ft.||+6|
|14||+14/+9/+4||+9||+9||+4||Bonus Feat, Slow fall 70 ft, 7th Stance||2d6||+40 ft.||+7|
|16||+16/+11/+6/+1||+10||+10||+5||Slow fall 80 ft, 8th Stance||2d8||+50 ft.||+8|
|17||+17/+12/+7/+2||+10||+10||+5||Five Finger Death Punch||2d8||+50 ft.||+8|
|18||+18/+13/+8/+3||+11||+11||+6||Slow fall 90 ft.||2d8||+60 ft.||+9|
|20||+20/+15/+10/+5||+12||+12||+6||Slow Fall 100 ft. Bonus Feat, Perfect Control||3d6||+60 ft.||+10|
Special Features Edit
Flurry of Blows Edit
When a martial artist uses flurry of blows, he can make a number of attacks Equal to half his level rounded up. (example a level 3 martial artist will have 2 attacks as a result of this).For every consecutive attack he performs after the first he gets a -2 cumulative penalty to his attacks. The flurry of blows also stops if he should miss on a hit, no matter how many attacks he might have left. As the martial artist progress he can choose to end the flurry of blows early to preform powerful finishing moves.
Finishing Moves Edit
When a martial artist gains the finishing moves ability, he can spend 1 ki to activate a special finishing move. Some finishing moves like stunning fist can be used outside of a stance, it can also be used in any stance. while other finishing moves are directly linked to its representative stance. An example being tiger’s fury, which can only be used while in the crouching tiger stance.
Stunning Fist Edit
When a martial artist preforms this finishing move he spends 1 Ki point, and preforms a move that immediately ends the flurry of blows, no matter how many more attacks the martial artist have left. Should the martial artist hit with this move, the enemy must make a fort save or be stunned for 1 round. The dc for this attack is 10 + the martial artist's con modifier + the number of consecutive attacks the martial artist have hit the enemy with this round.
Ki Pool Edit
A martial artist gets a number of ki points equal to his level + his con modifier. These points can be used to preform special attacks and finishing moves.
As core rule book.
Uncanny Dodge Edit
As core rule book.
Fast movement Edit
A martial artist gains an enhancement bonus to his movement speed, as shown on the table. Wearing armor or carrying medium or heavy load negates this effect.
AC Bonus Edit
When unarmored or in padded armor and unencumbered, the martial artist adds his con bonus to ac and CMD (if any). In addition starting at 2nd level the martial artist will gain ac as shown on his table. This armor is considered Natural armor.
Martial Grace Edit
A martial artist that reaches this stage in his fighting style can strike precisely and accurate at the weak points in opponents defenses. He can therefore use his dexterity instead of strength for both attack and damage rolls.
From 2nd level and onward a martial artist can enter stances; this is fighting techniques that the martial artist uses to adapt to situations on the battle field. The act of being in a stance put a heavy strain on both the physical and metal fortitude of the martial artist, so he can only maintain stances for a set amount of time every day. The number of rounds a martial artist can maintain a stance is 1 round/level for every Ki spent. Entering a stance is a swift action, unless otherwise noted, and changing stances cost 1 ki. So if i martial artist wanted to change his stance of the crouching tiger to stance of the wind crane, he would spend 1 ki to do that. And if a level 5 martial artist activates a stance of the crouching tiger, it lasts for 5 rounds, he can then as a swift action spend 1 ki to make it last 5 more rounds.
Stance of the Crouching Tiger Edit
When the martial artist enters this stance, he fights with his hands like paws, thus inflicting slashing damage instead of blunt damage with his unarmed attacks, additionally he gains the ability to use the Finishing move: Tigers Fury, this strike will deal and additional 1d4 damage for every consecutive hit before the finishing move lands. At 9th lev this finishing move instead deals 1d6 points of extra damage per consecutive hit, and at 14th lev the finishing move deals 1d8 points of damage per consecutive hit.
Stance of the Praying Mantis Edit
As a martial artist, the study of the mantis and how it hunts have been an intricate part of his training even as a pupil. When the student finally understands and open his mind to these creatures’ precise and merciless strikes he can master the stance of the praying mantis. In this stance the martial artist uses the pointy edges of his body, like finger tips etc., and in doing so he deals precise and piercing damage instead of blunt damage. The martial artist also gains the ability to use the finishing move: Mantis Sting. When using this move, the martial artist strikes precise joints or nerve clusters hampering the movement of his target by 5 feet, this effect stacks until the target has a minimum of 5 feet movement. The dc of this attack is 10 + dex + consecutive strikes.At 11th level the martial artist can also choose to stagger the target if he already has his movement reduced. Then at 13th level the martial artist can make the 3 first attacks of his round with no penalty if the target of his attacks is staggered. Finally at 15th level the martial artist have learned how to target weak joints and nerve clusters so precise that if a target is staggered he can try to paralyze the target for 1 round/level.
Stance of the Wind Crane Edit
A martial artist can activate stance of the wind crane as an immediate action, but this cost twice the amount of Ki it would normally do. (If he has no stances active it will cost 2 points, and if he is in a stance it will cost 4 points to activate it as an immediate action) When the martial artist activates this stance, he gains the ability to deflect incoming projectiles. The way this work is that the martial artist focus on defense, he gains a +4 shield bonus to ac, and he can make attack rolls vs. the projectile. And for every attack that hits an arrow, it deflects that arrow. The dc to hit an arrow is an attack roll of 20 for a non-magical arrow, and the dc goes up by 2 for every +1 enhancement bonus or equivalent the arrow has. If the martial artist has the Deflect Arrows feat, he can use the feat to make one failed roll into a success per round. In addition the martial artist can activate the finishing Move: Crane Wind: This move deflects up to one volley every round. At level 14 the monk can use the finishing move: Crane Wall to deflect arrows from allies that are within 15 ft. of the martial artist. At level 17 the martial artist can use the finishing move Silver Crane: this allows him to deflect a ray spell, the dc to deflect the ray is equal to the dc of a spell of that level for the caster + 6.
Stance of the Iron Bull Edit
When a martial artist gains the ability to enter this stance, he gains damage reduction 1/- for every consecutive hit until his next turn, and he gains the ability to use the finishing move Iron Hide in this stance. When using Iron Hide, the martial artist pushes his inner Ki out in to his skin, in effect giving him a natural armour bonus equal to the number of consecutive hits he has made this round. This bonus is considered to be a natural bonus, and thereby stacks with enhancement bonuses to natural armour.
Stance of the Hidden Dragon Edit
When a martial artist enters this stance, he is extending himself to the limit of what is possible. This stance cost twice as many Ki as a normal stance to enter and lasts for half as long. But while in this stance the martial artist is considered to use ranged weapons. Because the focus required to use this stance is so intense, the martial artist is also vulnerable from attacks of opportunity just like any other creature using ranged attacks in melee. While in this stance the martial artist can make ranged attacks. At a range of 30 feet his attacks deal 1d6 + dex modifier in damage. He can extend this range even further, at a range of 60 ft he deals 1d4 + dex modifier in damager and at his max range which is 90ft he deals 1d2 + dex modifier in damage. In this stance he also gets access to the finishing move Dragon’s Roar, when using this finishing move, the martial artist release a surge of Ki around his target, dealing weapon damage x consecutive hits to anyone within 10 feat of the target. Ref half. Dc of the ref is 10 + dex modifier + consecutive hits.
Stance of the Gentle Fist Edit
When the martial artist enters this stance, he focuses his Ki outward. For bystanders it will look like he is throwing the air at his enemy and hurting them with it. But it is his KI and by that his extreme control over his own source of power that lets him do this. The martial artist gains 10ft reach in this stance. But the effort also reduces some of the force behind each attack. So, his attacks deal one lower damage die then his melee attacks do. In this stance he also gains access to the finishing move Forceful Fist. When the martial artist uses this move, he unleashes a burst of Ki and in effect tries to knock his opponent back. The martial artist must make a touch attack, if he hits, he makes a CMB check. And for every point he succeeds this check with, he knocks the enemy back 1 foot. At 8th level any opponent hit by this move must also make a ref save or fall prone. The dc on this check is 10 + martial artist dex modifier + consecutive attacks.
Stance of the Cheetah Edit
When the Martial Artist enters this stance. He focuses on quick but weaker punches. Making his attacks much more precise and reliable but sacrificing some of the power behind the punches. In effect he gets a -1 penalty per attack in stead of the normal -2 penalty. In addition, he deals damage as if his damage die is one lower. So, if a level 2 martial artist is using this stance, he would deal 1d4 + dex in damage in stead of the normal 1d6. And if a level 12 martial artist is using this stance, he would deal 1d10 damage per hit, and not the normal 2d6. In addition, he gains access to the finishing move Cheetah’s Flurry. When 1 martial artist use this finishing move, he gains two extra attacks with his lowest attack bonus. Even if he just hit two out of 5 attacks, he would still receive a -5 to those two finishing attacks. But they come simultaneously so he gets to use them both even if one misses.
Stance of the Monkey Edit
When a martial artist uses this stance, he is by al accounts a wrestling master. He uses the whole of his body to move in, get a hold of and lock down his unfortunate target. Using techniques not known by most men. He must first make a touch attack, if that attack hit’s he can in make one touch attack for each attack he normally could do that round. He receives a normal -2 penalty on each attack. And when he chooses to do the grapple, he gains a +1 CMB for each successful touch attack. If he gets 10 above his opponents CMD he immediately gets him in a pinned condition. The martial artist is so practised in grappling that he also gains a +2 to CMB and CMD for each stage he has his opponent in, so if he is grappled the martial artist has a +2 to CMB and CMD and if he is pinned, he gets a +4 to CMB and CMD. The martial artist can also make several touch attacks equal to his normal attacks each round. Increasing his CMB and CMD by one for each success. Failure does not break the grapple, it just prevents him from trying to advance his grapple. In addition, the martial artist gains access to the finishing move Wrestlers Choke. When the opponent is pinned the martial artist can attempt to knock him out by stopping his air flow. This requires a CMB check. If the martial artist succeeds on a CMB check, his target must make a fort save DC: 10 + martial artist’s con modifier + number of consecutive touch attacks. If the opponent fails, this save he is unconscious for 2+1d4 rounds. The martial artist is considered flat footed while he is making this finishing move.
Slow fall Edit
A martial artist can as an immediate action spend 1 ki to activate his slow fall ability, this will in turn make him glide through the air instead of falling, thus reducing or negating falling damage should there be any. The slow fall effect last 1 round level. So a martial artist can activate this ability and then make a running jump, to glide through the air to a lower point etc. But the limit for the ability is 20 ft. at 4th lev, and then increasing as on the table. Note that the maximum amount he can reduce his fall with, no matter how many times he activates the ability is 20 ft. at 4th level. So if a 4th level martial artist should fall 60 ft. from a ledge, he can only reduce the damage by that of 20 ft.
Mastery of Body Edit
A martial artist has by meditation and hard practice gained control of his inner center, he can at will change his form of gravity, giving him the ability to almost fly. A martial artist can by spending 1 ki jump and float through the air a distance equal to his slow fall distance. The martial artist can almost fly, but not completely, therefore he must start and end his jumps on an object. It can be a small ledge, a thin branch on the top of a tree etc. To most people it will look like he is flying. Using this ability is a standard action. But once it is active, a martial artist can stand on that ledge or branch and fight etc. The martial artist can maintain this ability for 1 round/level for every ki spent.
Improved Evasion Edit
As core rule book.
Improved Uncanny Dodge Edit
As core rule book.
Quivering Palm Edit
As core rule book. Except it cost 4 Ki to activate, and the dc to resist it is 10 + con modifier + consecutive hits.
Five Finger Death Punch Edit
When a martial artist uses this finishing move, he must have succeeded with at least four attacks before making this move. Upon landing the 5th hit. The enemy has been struck at five vital nerve clusters. The target of this attack can make a fort save DC 10 + dex modifier of the martial artist +5. If he succeeds nothing happens, if he fails his blood is no longer pumping out to his body, it is in stead being forced up to his head. The first round, the enemy gets intense pain in his head, receiving a -2 penalty to everything. Then the 2nd round blood starts to pour out of his nose and ears, the 3rd round the pain intensifies and he gains a -4 penalty to everything. The 4th round blood start to leak from his eyes, teeth and pores of his skin. And finally, at the 5th round he dies. This attack costs 5 Ki.
Perfect Control Edit
A martial artist can now call himself a true master of self and his fighting style. He can now stay in stances indefinitely. He is also so in control of his physical and mental body that he can negate even the strongest attacks, giving him a 50% chance to negate a critical hit.