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View Full Version : Martial Artist [Another Monk Fix, 3.5, WIP]



Admiral Squish
2012-09-09, 10:10 AM
Alignment: Any Lawful

Hit Die: d8

Skill points: 4+Int

Class Skills: The martial artist’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+2|+2|Kung Fu, Fast Movement, Initiate

2nd|+2|+3|+3|+3|Uncanny Dodge

3rd|+3|+3|+3|+3|Kung Fu, Evasion

4th|+4|+4|+4|+4|Learner, Senses

5th|+5|+4|+4|+4|Kung Fu, Flawless Stride

6th|+6|+5|+5|+5|Improved Uncanny Dodge

7th|+7|+5|+5|+5|Kung Fu

8th|+8|+6|+6|+6|Disciple

9th|+9|+6|+6|+6|Kung Fu, Senses

10th|+10|+7|+7|+7|Improved Evasion

11th|+11|+7|+7|+7|Kung Fu

12th|+12|+8|+8|+8|Warrior

13th|+13|+8|+8|+8|Kung Fu

14th|+14|+9|+9|+9|Senses

15th|+15|+9|+9|+9|Kung Fu

16th|+16|+10|+10|+10|Master

17th|+17|+10|+10|+10|Kung Fu

18th|+18|+11|+11|+11|Free Movement

19th|+19|+11|+11|+11|Kung Fu, Senses

20th|+20|+12|+12|+12|Grand Master
[/table]

Kung Fu: A martial artist’s greatest asset is discipline. It is through this discipline that they are able to reach the perfection of mind and body that they quest for. The martial artist must spend one hour each day practicing their forms and training their body. Each time a martial artist gains the kung fu ability, they increase their Strength, Dexterity, Constitution, or Wisdom score, whichever is lowest, by one point. If there is a tie for the lowest score, the martial artist can choose which one to increase. This is a permanent, inherent bonus.

Fast Movement: A martial artist’s base land speed is 10 feet faster than the norm for his race. This benefit only applies when the martial artist is wearing no armor and not carrying a heavy load. Apply this bonus before modifying the martial artist’s speed because of any load carried.

Initiate: At first level, a martial artist becomes initiated into the traditions and practices of a single school of combat, and the basics of being a martial artist. The martial artist chooses the school they will advance in as they gain levels in martial artist, and gains the benefit associated with the initiate rank in that school.

The first thing a martial artist learns is to strike with their body as effectively as any weapon. The martial artist gains Improved Unarmed Strike as a bonus feat. The martial artist can make an unarmed strike with any part of their body, including fists, feet, knees, and elbows, allowing the martial artist to make an unarmed strike even if their hands are full. There is no such thing as an off-hand unarmed strike for a martial artist, and as such, they always add their full strength bonus to damage rolls with an unarmed strike. A martial artist’s unarmed strikes deal lethal damage, but they can choose to instead deal nonlethal damage with an unarmed strike, taking no penalty to attack the attack roll. They can also choose to deal lethal or nonlethal damage while grappling. A martial artist’s unarmed strike is treated as both a natural and manufactured weapon for the purposes of spells, effects, and abilities that improve either natural or manufactured weapons. A martial artist deals greater damage with their unarmed strikes than a normal person would. A medium initiate’s unarmed strike deals 1d6 points of damage. Larger and smaller martial artists deal more and less damage, respectively, as shown on the table below.

Another important aspect of a martial artist’s training is their ability to defend themselves without armor. When wearing no armor and unencumbered, a martial artist gains an untyped bonus to AC equal to 2+wis.

Uncanny Dodge At 2nd level and higher, a martial artist retains their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized. If a martial artist already has uncanny dodge from a different class, they automatically gain improved uncanny dodge instead.

Evasion: At 3rd 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, they instead take no damage. Evasion can be used only if a martial artist is wearing light armor or no armor. A helpless martial artist does not gain the benefit of evasion.

Learner: At 4th level, a martial artist achieves the rank of learner in their school, gaining the benefits associated with that rank. In addition, the rank grants them a number of other benefits.
A learner’s base unarmed strike damage increases to 1d8.
Their unarmored AC bonus increases to 4+wis.
Finally, their combat experience and training grants them DR 1/-.

Senses: A martial artist trains their senses as well as their body. Your eyes can deceive you, your ears can lie to you, so a martial artist learns the way of perceiving without seeing.
At 4th level, the basic level of this ability grants the martial artist blindsense out to 30 feet. This sense is based on sound and vibration. A deafened martial artist loses this blindsense
At 9th level, the range of your blindsense improves to 60 feet.
At 14th level, the range of your blindsense increases to 90 feet, and you gain blindsight out to 30 feet. This is based partially on sound and vibration, but also partially on aura perception and the use of other senses. As such, a deafened martial artist still loses their normal blindsense ability, and their blindsight is reduced to blindsense.
At 19th level, the range of your blindsense improves to 120 feet, and the range of your blindsight increases to 60 feet.

Flawless Stride: Starting at 5th level, a martial artist can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.
This ability does not let them move more quickly through terrain that requires a Climb or Swim check to navigate, nor can they move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
A martial artist loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Improved Uncanny Dodge: At 6th level and higher, a martial artist can no longer be flanked. This defense denies a character with sneak attack the ability to sneak attack the martial artist by flanking him, unless the attacker has at least four more levels in the class that grants sneak attack than the target has martial artist levels. If a character already has uncanny dodge 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.

Disciple: At 8th level, a martial artist achieves the rank of disciple in their school, gaining the benefits associated with that rank. In addition, the rank grants them a number of other benefits.
A disciple’s base unarmed strike damage increases to 1d10.
A disciple’s unarmored AC bonus increases to 6+wis.
Finally a disciple’s DR increases to 2/-.

Blindsense 30: At 9th level and above, a martial artist’s senses are so sharpened and their instincts so refined that they can perceive their surroundings even if they cannot see them. They gain blindsense out to 30 feet. This ability functions as described in the monster manual.

Improved Evasion: At 10th level, a martial artist’s evasion ability improves. They still takes no damage on a successful Reflex saving throw against attacks, but henceforth they take only half damage on a failed save. A helpless martial artist does not gain the benefit of improved evasion.

Warrior: At 12th level, a martial artist achieves the rank of warrior in their school, gaining the benefits associated with that rank. In addition, the rank grants them a number of other benefits.
A warrior’s base unarmed strike damage increases to 2d6.
A warrior’s unarmored AC bonus increases to 8+wis.
Finally a warrior’s DR increases to 3/-.

Blindense 60: At 14th level and above, a martial artist’s senses are sharpened even further. They gain blindsense out to 60 feet. This ability functions as described in the monster manual.

Master: At 16th level, a martial artist achieves the rank of master in their school, gaining the benefits associated with that rank. In addition, the rank grants them a number of other benefits.
A master’s base unarmed strike damage increases to 2d8.
A master’s unarmored AC bonus increases to 10+wis.
Finally a master’s DR increases to 4/-.

Free Movement: At 18th level and higher, a martial artist can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A martial artist loses this benefit when wearing any kind of armor or when carrying a medium or heavy load.

Blindsight 30: At 19th level and above, a martial artist’s senses and instincts are so sharp they can perceive the area around them as though they were seeing it directly. They gain blindsight out to 30 feet. This ability functions as described in the monster manual.

Grand Master: At 20th level, a martial artist achieves the rank of grand master in their school, gaining the benefits associated with that rank. In addition, the rank grants them a number of other benefits.
A grand master’s base unarmed strike damage increases to 3d6.
A grand master’s unarmored AC bonus increases to 12+wis.
Finally, a grand master’s DR increases to 5/-.

Styles:

Tiger Style:
Tiger style is a very aggressive style. The fury of a tiger is a terrible force, and a practitioner of tiger style taps into that fury. Warriors of the tiger style are direct, aggressive individuals, striking quickly to the heart of matters.
Theme: The tiger style is all attack. Practitioners are trained to push the attack constantly. There are almost no forms in the tiger style that do not feature a strike. If you are thwarted in one approach, you change your tactics and continue the assault, but you never break the momentum. A tiger warrior keeps pressure on his foes at all times, rocking them back on their heels and keeping them off-balance.
Origin: The tiger style was born in a soldier. The soldier fell down a cliff to land on a small ledge above a clearing. The clearing was home to a tiger and her cubs, and the soldier could not climb down without being eaten. For many days he stayed on the ledge. He began to watch the tigers, and eventually began to imitate their movements. As the mother taught her cubs, so too she taught the soldier. Weeks passed before the tigers moved on, and the soldier finally climbed down. But the power and ferocity of the tigers remained with him, and, seeking to imitate it, he began to train himself, and eventually others, in the way of the tiger.
Philosophy: The tiger is the lord of the realm. His power is unmatched, and a practitioner of the tiger style is to emulate him. Tiger style advocates the simple, direct approach. Tiger warriors favor swift, decisive action over long-winded discussion and debate. They are proud and imperious, but must be careful not to let their pride make them overconfident.
Alternate names: Tiger style is also known as bloody claw style, or flame style.
Tiger Style Weapons:

Initiate An initiate in the tiger style gain power attack as a bonus feat, even if they do not meet the prerequisites. In addition, when using power attack with an unarmed strike, you treat your unarmed strike as a two-handed weapon for determining bonus damage from power attack.
Learner
Disciple
Warrior
Master
Grand Master:


Monkey Style:
Monkey style focuses on speed.
Theme:
Origin:
Philosophy:
Alternate names:
Monkey Style Weapons: Quarterstaff, Scimitar, Spear, Shortspear, Nunchaku

Initiate An initiate of the monkey style learn the flurry technique. A flurry is essentially a full attack action, but the initiate can only use unarmed strikes or monkey style weapons to attack. The initiate can make an additional attack at his full base attack bonus as part of a full attack. This attack and all other attack rolls you make during the full attack take a -2 penalty.
Learner
Disciple A monkey style disciple using flurry can make two additional strikes at his full base attack bonus instead of one. The martial artist no longer takes an attack penalty when using flurry.
Warrior
Master
Grand Master: A grand master of the monkey style can make three additional attacks at his full base attack bonus as part of a flurry attack.


Crane Style:
Basic description
Theme:
Origin:
Philosophy:
Alternate names:

Initiate An initiate of the crane style gains Combat Expertise as a bonus feat, even if they do not meet the prerequisites. In addition, while taking an attack penalty from combat expertise, you can parry attacks targeted at you. When a ron-reach melee attack is initiated against you and before it is rolled, you can declare your intent to parry. You roll an attack roll, which effectively becomes your AC against this attack. This attack roll does not take a penalty from the use of the combat expertise feat, and gains a bonus equal to the AC bonus the feat grants. The attacker rolls his attack normally against your new AC. If the attack is successful, you take damage normally. You cannot parry attacks made by creatures that are more than one size category larger than you. You cannot parry more than once per round.
Learner
Disciple You can attempt to parry two attacks per round. You must take a penalty from combat expertise equal or greater than the number attacks you want to parry.
Warrior When you successfully parry an attack, you deal damage to the attacker as though you successfully hit them with an unarmed strike.
Master
Grand Master: You can attempt to parry three attacks per round.


Serpent Style:
Basic description
Theme:
Origin:
Philosophy:
Alternate names:

Initiate The serpent style initiate gains Improved Feint as a bonus feat, even if they do not meet the prerequisites. In addition, a serpent style initiate gains Sneak Attack +1d6, as described in the rogue entry.
Learner A serpent style learner’s Sneak Attack increases to +2d6.
Disciple A serpent style disciples Sneak Attack increases to +3d6.
Warrior A serpent style warrior’s Sneak Attack increases to +4d6.
Master A serpent style master’s Sneak Attack increases to +5d6.
Grand Master: A serpent style grand master’s Sneak Attack increases to +6d6.


Mantis Style:
Basic description
Theme:
Origin:
Philosophy:
Alternate names:

Initiate A mantis style initiate gains improved grapple as a bonus feat, even if they do not meet the prerequisites. A mantis style initiate does not take a penalty when attacking with an unarmed strike while in a grapple.
Learner
Disciple
Warrior
Master
Grand Master:


Bear Style:
Basic description
Theme:
Origin:
Philosophy:
Alternate names:

Initiate A bear style initiate gains a natural armor bonus equal to their constitution modifier. This bonus cannot exceed ½ the character’s martial artist level.
Learner
Disciple
Warrior
Master
Grand Master:


Dragon Style:
Basic description
Theme:
Origin:
Philosophy:
Alternate names:

Initiate A dragon style initiate gains Stunning Fist as a bonus feat, even if they do not meet the prerequisites. You can treat your martial artist levels as monk levels for determining the number of stunning fist attacks you can make per day.
Learner
Disciple
Warrior
Master
Grand Master:

Admiral Squish
2012-09-09, 10:22 AM
Reserved for more stuff

So, I'll be honest, the idea for this came after watching Kung Fu panda. That and my experience with the Greater Totem Barbarian project gave me the idea to make a modular class, a class that with the use of many different styles, could play in several very different ways.

Still, I'm kinda stuck on what exactly each style's abilities should be.

Tiger's supposed to be aggresive and purely combat-focused.
Serpent's focused on deception and misdirection in combat.
Crane is active defense, parrying strikes and striking off-guard opponents.
Monkey is all about speed and mobility.
Mantis is grapples, throws, and possibly damage-over-time holds.
Bear is going to be about passive defense, body-hardening techniques and powerful strikes.
Finally dragon style is supposed to be the mystic aspects of monkhood. Nerve strikes, stunning techniques, pseudo-magical effects.

Ziegander
2012-09-09, 10:30 AM
This seems highly interesting so far. My only suggestion at the moment is to alter the progression of the "extra-sensory" abilities.

Tremorsense at 4th level, Blindsense at 9th level, Blindsight at 14th level, and Touchsight at 19th level. Have them each start at 30ft, and then when the next sense is gained, increase the range of all of the previous senses by 30ft.

So at 19th level a martial artist would have Tremorsense 120ft, Blindsense 90ft, Blindsight 60ft, and Touchsight 30ft.

Admiral Squish
2012-09-09, 01:55 PM
Hmm. I like the idea of advancing extrasensory abilities, but I'm not sure about touchsight. It seems to essentially be the same as blindsight. And tremorsense added to the mix might just make things too complictated. What about blindsense 30, blindsense 60, blindsense 90/blindsight 30, blindsense 120/blindsight 60?

Admiral Squish
2012-09-11, 12:29 AM
So, I updated the extrasensory progression. I'm still looking for ideas and suggestions for what I should do with the still-mostly-empty schools of abilities. I was really hoping for more input before this thing eventually died off. Maybe everyone's just sick of monk fixes?

What do you guys think of Kung Fu? I wanted something that would kinda help alleviate MAD, but wouldn't be way too powerful or break my immersion.

WyvernLord
2012-09-11, 10:46 AM
I think one of the problems of this class is the lack of real increase in versatility.

So you can pick one style means any one monk out of a group will be different from another. That doesn't change that the monk only has one real combat option if snake and crane are anything to go on. Needs some style fusion abilities.
A crane ability that makes the counter attack leave the enemy flat footed means a snake secondary is good. Making monkeys flurry work on the counter strike makes it pretty cool. You could do this by giving people more styles but have to use the stance for the one they are using primarily. Switching between the stance could be whatever you want. As you level up you can activate a secondary style, then more than one in your main stance and get some synergies.

I will post some ideas for the unfinished styles later.

Kung fu, is cool by the way. Wu ha.

bobthe6th
2012-09-11, 12:53 PM
well... monkey is actualy the least mobile... as it is all about full attacking. so at most a 5ft step, then full attack.

perhace give the class as a whole pounce, or just a standard action full attack.

But, on the whole... this feels like you should replace the schools with initiating.

Admiral Squish
2012-09-11, 04:37 PM
The problem with the multiple styles idea is that in kung fu movies, which is where I'm getting all my inspiration, the characters are always masters of one style. They're disciples of the crane school, or masters of monkey style, or whatever. But they're always one thing.

As for the initiating suggestion, that would be ideal. But using the existing schools of initiating means it becomes a clone of unarmed swordsage, and creating six wholly new schools is a pretty huge project.

On the monkey criticism, perhaps I could add pounce into the monkey school, around warrior?