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View Full Version : Striker (3.5 Martial Arts Base Class)



Arkanian
2013-12-15, 10:50 PM
Because obviously what this forum needed most was another unarmed class.
http://wallpaperscraft.com/image/diablo_3_monk_staff_magic_fire_bald_21842_1280x720 .jpg?orig=1
Martial Artists with a much more narrowly focused style than your typical Monk, Strikers strike down their foes with spear-like attacks from their palm or the tip of their staff. By centering themselves and focusing their ki, they are able to place devestating power behind their blows.

Alignment: Any non-Chaotic
Hit Die: d8
Skill Points: 4+Int
Proficiencies: A Striker is proficient with clubs, daggers, punching daggers, darts, throwing knives, tonfa, and spears. They are also proficient with quarterstaves, but use them as a non-double weapon that has reach*. They are also proficient with light armor.

*This is due to them using staves more like spears, slamming the tip into the target. This is the only weapon a Striker may use their class abilities with.

{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+1|+0|+2| Inner Focus, Improved Unarmed Strike
2nd|+1|+2|+0|+3|Spear Hand
3rd|+2|+2|+0|+3|Striker Bonus Feat
4th|+3|+3|+1|+4|Impurity Purge, Ki Strike
5th|+4|+3|+1|+4|Slamming Blow, Unshakable Stance
6th|+5|+4|+2|+5|Striker Bonus Feat
7th|+6/+1|+4|+2|+5|Driving Blow
8th|+7/+2|+5|+3|+6|Counter
9th|+8/+3|+5|+3|+6|Striker Bonus Feat
10th|+9/+4|+6|+4|+7|Internal Blow
11th|+10/+5|+6|+4|+7|Harmony of Battle
12th|+11/+6/+1|+7|+5|+8|Improved Inner Focus, Striker Bonus Feat
13th|+12/+7/+2|+7|+5|+8|Improved Driving Blow
14th|+13/+8/+3|+8|+6|+9|Improved Counter
15th|+14/+9/+4|+8|+6|+9|Striker Bonus Feat
16th|+15/+10/+5|+9|+7|+10|Tranquil Focus
17th|+16/+11/+6/+1|+9|+7|+10|Unity of Ki and World
18th|+17/+12/+7/+2|+10|+8|+11|Striker Bonus Feat
19th|+18/+13/+8/+3|+10|+8|+11|Greater Harmony of Battle
20th|+19/+14/+9/+4|+11|+9|+12|Untouched Might[/table]



Inner Focus (Ex): As a move action, a Striker may gather their focus and "Center" themselves. If a Striker makes an unarmed attack while centered, the damage dealt is increased by one step, and they add their Wisdom modifier to the attack roll. If they make an attack with a Quarterstaff while centered, they add their Wisdom modifier to the attack roll (But damage is not increased). The damage dealt by an unarmed strike or quarterstaff while centered further increases by 1 die step at 8th, 12th, 16th and 20th levels. If a Striker leaves their current square while centered they must make a concentration check with a DC of 15 +5 for every square moved (i.e., taking a five foot step would be DC 20, moving fifteen feet would be DC 30, etc.). If this check is failed, they become uncentered. If a Striker makes an attack while centered, they must make a DC 16 Concentration check after damage has been calculated or become uncentered; this check's DC increases by 5 for every successive attack made in the same round. In all other circumstances, Concentration Checks must be made as if casting a spell, but becoming centered does not provoke attacks of opportunity.

Spear Hand (Su): When attacking with a quarterstaff or an unarmed attack, a Striker may make the attack deal piercing damage instead of bludgeoning. If the Striker is not Centered, they must pass a DC 14 Concentration Check in order to use this feature.

Striker Bonus Feat: The Striker either gains one of the three feats listed below, or gains a feat they meet the requirements for that has Improved Unarmed Strike as a prerequisite.
~Centered Mind: Gain +3 to Will Saves while Centered.
~Centered Vitality: Gain +3 to Fortitude Saves while Centered.
~Adversarial Resolve: Upon passing a Will Save while uncentered, immediately become Centered. You must have a base Will Save of at least 9 to take this feat.

Impurity Purge (Su): While centered, a Striker who has been poisoned, sickened, nauseated or paralyzed may become uncentered to remove these conditions.

Ki Strike (Su): As the monk ability, but applies to the quarterstaff as well as unarmed strike, and does not cause either to be treated as Lawful upon reaching tenth level.

Slamming Blow (Ex): A strike from below, intended to knock the target off their feet. This feature may be used when attacking with an unarmed strike or the Driving Blow feature while centered. If the attack successfully hits, the target must make a Fortitude Save with a DC of 10+half your total levels in Striker and Monk+your Wisdom Modifier. If they fail, they are knocked prone.

Unshakable Stance (Ex): While centered, a Striker gains +20 to resist attempts to trip them, bullrush them, or knock them prone.

Counter (Ex): If an enemy within range of the Striker's current melee weapon (Including unarmed strike) deals damage with a weapon to the Striker while they are centered, the Striker makes a fortitude save. If the result of the save exceeds the attack roll made by the enemy, the Striker immediately makes a melee attack against that enemy. The Striker then must make a DC 28 Concentration Check or become uncentered; the DC for this check increases by 4 each time it is used in the same round. The Striker may not make an attack of opportunity in the same round this ability is used or vice-versa.

Driving Blow (Ex):While centered, a Striker may take a -2 penalty to their attack roll to attack a target in an adjacent square with a Quarterstaff (Ignoring its status as a reach weapon). If the attack successfully hits, the target must make a Fortitude Save with a DC of 10+half your total levels in Striker and Monk+your Wisdom Modifier. If they fail, they move five feet away from the Striker as if bull rushed. This may only be used on targets within one size category of the user.

Internal Blow (Ex): A special strike that attacks the target's internal organs instead of their exterior, transmitting the force through armor. When attacking with an unarmed strike while centered, a Striker may decrease the damage dealt by 1 dice step to make it a touch attack; however the attack's Concentration Check to avoid becoming uncentered is increased by 12. Internal Blow may not be used against anything immune to critical hits and cannot be used with a quarterstaff.

Harmony of Battle (Ex): The Striker becomes able to read the flow of battle, calmly positioning themselves where the attacks are not. While Centered, a Striker adds their Wisdom Modifier to their touch AC.

Improved Driving Blow (Ex): When using Driving Blow, a Striker may choose to knock the target back ten feet instead of five. An attack made with improved Driving Blow becomes a critical hit on a Natural 18 or higher.

Improved Inner Focus (Ex): A Striker may become centered as a Swift Action. When making an attack with a quarterstaff or unarmed strike while centered, in addition to the Striker's Wisdom Modifier being added to the attack roll their Constitution Modifier is added to the damage dealt. Making a five foot step no longer requires you to make a Concentration Check to remain centered, and the Concentration check made to remain centered while moving adds 3 to the DC for every square moved instead of five.

Improved Counter (Ex): Counter now activates when the enemy makes an attack roll instead of when they deal damage. If the resultant attack by the Striker deals damage, the target must make a Concentration Check; if they fail, the attack that triggered this ability automatically fails.

Tranquil Focus (Ex): When making a Concentration Check to remain centered, the Striker adds their Wisdom Modifier to the roll as well as their Constitution Modifier.

Unity of Ki and World (Su): Outside of Combat, a Striker may meditate for 1 hour to fully recover all hit point and Constitution damage. In combat, if the Striker is Centered before taking any actions when they reach their turn in the initiative order, they are healed of 1d10 hit point damage and 1d4 Constitution damage. This is treated as being Divine Magic for the purposes of game effects.

Greater Harmony of Battle (Ex): Gain concealment while Centered.

Untouched Might (Ex): As long as they are not missing any hit points, do not have ability score damage, and do not have any penalties or negative conditions (i.e., being flat-footed, blinded, prone, etc.), the Striker gains a +8 Morale Bonus to all ability scores, +15 morale bonus to their base land speed, and does not have to make Concentration Checks to remain centered after moving or attacking.


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It's been... quite a while since I last made custom content for 3.5, so this is probably not very balanced, one way or another. I like to think that there are some good ideas here, though.