Admiral Squish
2013-12-29, 11:12 AM
Martial artist
Born from ancient Chinese traditions, martial artists practice techniques and styles honed by hundreds of years of combat and reflection. These warriors train their bodies and minds into deadly weapons.
HD: d10
Skill points: 4+int
Class Skills: Acrobatics, Bluff, Climb, Escape Artist, Intimidate, Knowledge (History, Nature, Religion), Perception, Sense Motive, Stealth, Swim.
{table=head]Level|BAB|Fort|Ref|Will|Special|Tech.
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
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, Blindsense 30
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|Blindsense 60
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, Blindsight 30
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.
Techniques: (Still working on this one)
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, head, 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/-.
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 and their unarmed strike now counts as adamantine for the purpose of overcoming damage reduction.
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/-.
Old World Styles
Tiger: Attack focused. Aggressive, heavy strikes.
Monkey: Speed focused. Two-weapon fighting, rapid attacks.
Mantis: Grapple focused. Holds, throws, breaks
Serpent: Deception focused. Feinting and swift strikes.
Crane: Evasion focused. Precise, targeted strikes to weak areas.
Dragon: ‘Supernatural’ Aspects. Nerve strikes, self-healing.
Tiger
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 gains power attack as a bonus feat, even if they do not meet the prerequisites. In addition, you can treat your unarmed strike as a one-handed weapon for the purposes of the power attack feat.
Learner A tiger style learner learns to tear flesh and shatter bone when attacking. When you make a successful unarmed strike against an opponent, the opponent bleeds, internally or externally, taking damage each round equal to ½ the martial artist’s class level. The bleeding damage stops when the target is healed at least 1 point of HP, or receives a DC 10 heal check to stop the bleeding.
Disciple A tiger style disciple can treat their unarmed strike as a two-handed weapon for the purposes of the power attack feat.
Warrior A tiger style warrior can make a full attack at the end of a charge, but only if wielding only unarmed strikes or tiger-style weapons. If you have a feat or ability that applies to the attack at the end of a charge, it only applies to the first attack after the charge.
Master By utilizing their entire body in their attack, a tiger style master can deal terrible damage with an unarmed strike. When using their unarmed strike, a tiger style master deals damage as though using a two-handed weapon.
Grand Master: A tiger style grand master is a ferocious force to be reckoned with, capable of literally tearing the throat from an opponent’s neck. As a standard action, a tiger style grand master can make a single unarmed strike against an opponent that is vulnerable to critical hits, with vitals he can reach. If the attack hits, he tears his fingers into the foe’s neck and comes free with the creature’s throat. The target must make a fortitude save (DC 10+½ martial artist level + str) or die instantly. A successful save leaves the target at -1 HP and bleeding.
Monkey
Monkey style focuses on speed in both attack and defense.
Theme:
Origin:
Philosophy:
Alternate names:
Monkey Style Weapons: Quarterstaff, Scimitar, Spear, Shortspear, Nunchaku
Initiate An initiate of the monkey style can choose to dual-wield their unarmed strike as though it were two light weapons. Both attacks share the same base damage, attack bonuses, damage bonuses, and special enchantments. In addition, you gain two-weapon fighting as a bonus feat, even if he does not meet the prerequisites.
Learner While dual-wielding unarmed strikes or monkey style weapons, the penalty to attack rolls from two-weapon fighting is reduced by one.
Disciple A monkey style disciple gains improved two-weapon fighting as a bonus feat, even if he does not meet the prerequisites.
Warrior A monkey style warrior gains greater two-weapon fighting as a bonus feat, even if he does not meet the prerequisites.
Master While dual-wielding unarmed strikes or monkey style weapons, the penalty to attack rolls from two-weapon fighting is reduced by two.
Grand Master: A monkey style grand master has learned the ultimate technique of the monkey style, the hundred-limbed strike. As a full-round action, you make a single attack with your unarmed strike or a monkey style weapon. If this attack is successful, you can make an additional attack at a -1 penalty with the same weapon. If this attack is successful, you can make an additional attack at a -2 penalty with the same weapon. With each successful attack, you can make an additional attack with the same weapon, but the penalty to attack increases by 1 each time. If you miss, the attack ends immediately.
Crane
Basic description
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Initiate A crane style initiate gains the Combat Expertise feat as a bonus feat. When taking an attack penalty from the combat expertise feat, if an opponent misses you with a non-reach melee attack, you can probe through their defenses an immediate action with a swift, sharp Peck, dealing damage equal to ½ your class level (minimum 1)
Learner A crane style learner gains a +1 dodge bonus to AC. This bonus increases by 1 at 8th level and every four levels thereafter. In addition, they gain the Combat Reflexes feat, even if they do not meet the prerequisites.
Disciple A crane style disciple does not take an attack penalty from Combat Expertise when making attacks of opportunity.
Warrior When using their Peck ability, a crane style warrior deals damage equal to their class level.
Master A crane style master gains a bonus to attack rolls equal to the AC bonus received from Combat Expertise when making attacks of opportunity.
Grand Master: A crane style grand master can strike hard at opponents that fail to hit their mark. When using their Peck ability, a crane style grand master can choose to deal damage with an unarmed strike or a crane style weapon instead.
Snake
Basic description
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Initiate The snake 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 The snake style learner gains Combat Expertise as a bonus feat, even if they do not meat the prerequisites. While taking an attack penalty from Combat Expertise, if your opponent misses you with a non-reach melee attack, he provokes an attack of opportunity from you. In addition, your sneak attack damage increases to +2d6.
Disciple A snake style disciple gains the Greater Feint feat as a bonus feat, even if they do not meet the prerequisites. In addition, your sneak attack damage increases to +3d6
Warrior A snake style warrior can feint in combat as a swift action. In addition, your sneak attack damage increases to +4d6.
Master A snake style master can target nerves, joints, and muscles instead of vital points. When making a sneak attack, you can choose to sacrifice any number of sneak attack damage die to deal two points of strength or dexterity damage to the target for each die sacrificed in this way. The target must make a fortitude save (DC 10+½ martial artist level+dex mod) to avoid this damage. In addition, your sneak attack damage increases to +5d6.
Grand Master: A snake style grand master making a sneak attack can choose to deal strength or dexterity damage in addition to their sneak attack damage, one point of ability damage for each sneak attack die rolled. In addition, your sneak attack damage increases to +6d6.
Mantis (WIP)
Basic description
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Initiate A mantis style initiate gains improved grapple as a bonus feat, even if they do not meet the prerequisites. A mantis style initiate dealing damage with their unarmed strike or a mantis-style weapon in a grapple adds one-half their class level to damage rolls.
Learner
Disciple
Warrior
Master
Grand Master:
Dragon
The dragon style martial artist utilizes qi energy and carefully-trained techniques to accomplish feats that most would regard as supernatural, impossible without the aid of magic.
Theme: A dragon stylist’s focus is on wisdom. Understanding the body and mind allows one to unlock the secrets of energy and, indeed, life itself. Dragon stylists can heal wounds, teleport, and kill foes with a single touch, all without the aid of any true magic.
Origin: Dragon style was the first style of martial art, and it was taught first to a young preist. In his meditation, he sought the source of all wisdom, and in his mind he saw a dragon that led his spirit to a cave. When he woke, he sought out the cave, and there he saw the dragon from his meditation. Over the years, the monk learned much from the dragon, and came out as the first martial artist. From then on the link between physical training and spiritual enlightenment spread through China, and soon after other forms of martial arts came into existence.
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 use this feat a number of times per day equal to your martial artist level, plus one more time per day for ever four levels they have in classes other than martial artist.
Learner A dragon style learner gains a ki pool with a maximum equal to ½ their martial artist level plus their wisdom modifier. While a martial artist has at least one point of ki left in their ki pool, their unarmed strike counts as a magic weapon for the purposes of overcoming damage reduction. As a swift action, a dragon style learner can spend one ki point to do one of the following:
Gain a +4 bonus to attack rolls with your unarmed strike or dragon style weapons for one round.
Gain a +4 dodge bonus to AC for one round.
Increase your base land speed by 20 feet for one round.
Gain a +1d6 bonus to damage with your unarmed strike or dragon style weapons for one round.
Disciple A dragon style disciple can heal their own wounds with the power of ki. By spending two points of ki as a standard action, he can heal himself a number of hit points equal to his martial artist level.
Warrior A dragon style warrior can step between spaces, as though using the spell Dimension Door. Using this ability is a move action and costs two points of ki. You cannot bring any other creatures with you when using this ability.
Master A dragon style master can kill a target with a single touch. As a standard action costing two points of ki, the martial artist uses their unarmed strike to make a melee touch attack. If the attack hits, the target’s ki is under the martial artist’s control. From that point on, the dragon style master simply needs to will the target to die (a free action). The target may make a fortitude save (DC 10+½ martial artist level+wis mod) to resist dying. If the save is successful, the target is not affected, but can be affected by another. A dragon style master can use this ability as many times as they desire, but can only affect one target at a time.
Grand Master: A dragon style grand master can shed their physical form to become ethereal for a time. As a move action that costs three points of ki, the dragon style grandmaster can go ethereal for one minute, as with the spell etherealness. The dragon style grand master cannot use this abilities to make other creatures ethereal, only themselves.
New World Styles
Bear: Passive defense. Heavy strikes, natural armor.
Porcupine: Active defense. Parries and anti-grapple maneuvers.
Wolf: Trip focused. Prone and flanking abilities.
Cougar: Stealth focused. Sneak attack, camouflage
Raven: Mobility focused. Acrobatics, special movement abilities.
Thunderbird: Elemental focused. Ki powers, dealing damage
Bear
Bear is a relatively simple style, lacking a great deal of complicated maneuvers and movements, but the practitioners make up for this simplicity with extreme body training. Practitioners emulate the bear’s powerful strikes and incredible toughness.
Theme: The bear style is composed of relatively few motions and stances, but these simple tactics can be endlessly adapted into a wide variety of circumstances. The most important aspect of bear style is physical training. Bear style rewards physical strength and toughness, and so most of their bear practitioner’s training revolves around building muscle and hardening the body.
Origin: Bear style was created in Fusang by a man named Hong Kwan. He had been trained in martial arts from a young age by his father, but his large frame and slow feet held him back from true greatness in his father’s style. One day he had gone into the woods for some firewood when he saw two bears fighting. The two hulking creatures traded massive blows, and Hong Kwan watched, transfixed. Inspired by the battle, Hong began to seek the ideal of strength and toughness through physical training, and, after many years, created what is now recognized as bear style.
Philosophy: Bear style philosophy is centered around the body. The body is a temple, and that through which one interacts with the world. A weak body distracts the mind from greatness with it’s failings. Through dedication and training the body becomes strong, and once the body is strong the mind can truly be free to expand.
Alternate names: Mountain style, Iron Body style
Initiate: A bear style initiate gains a natural armor bonus equal to their constitution modifier. This bonus cannot exceed ½ your martial artist level (minimum 1).
Learner: A bear style learner can make a single powerful attack, called a Decisive Blow, with an unarmed strike or a bear style weapon as a full-round action. This attack deals double its normal damage, and the target must make a fortitude save (DC 10+½ martial artist level+str mod) or be dazed for one round.
Disciple: A bear style disciple fighting defensively can tighten their muscles, hardening their body against blows. When fighting defensively, your damage reduction from martial artist levels is increased by ½ it‘s usual value.
Warrior: A bear style warrior’s Decisive Blow ability now deals triple the attack’s normal damage, and if the target fails their save, they are stunned instead of dazed.
Master: By utilizing their entire body in their attack, a bear style master can deal terrible damage with an unarmed strike. When using their unarmed strike, a bear style master deals damage as though using a two-handed weapon.
Grand Master: A bear style grand master’s Decisive Blow ability now deals quadruple the attack’s normal damage, and if the target fails their save, they are stunned for 1d4 rounds.
Porcupine
Basic description
Theme:
Origin:
Philosophy:
Alternate names:
Initiate An initiate of the porcupine 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 non-reach melee attack is initiated against you, and before it is rolled, you can declare your intent to parry. You roll an attack roll using an unarmed strike or any porcupine-style weapon you have ready. The result of this roll effectively becomes your AC against this specific 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 A porcupine learner is trained in a variety of anti-grapple techniques to encourage their grappler to release them. Each time you start the round grappled, you deal damage equal to your monk level to the grappler.
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 attempt to parry an attack, you roll damage as though making a normal attack with an unarmed strike or whatever porcupine-style weapon you have in your hands. If the attack fails to beat your AC, the attacker takes the damage rolled.
Master There is no longer a size limitation for parrying an attack.
Grand Master: You can attempt to parry an unlimited number of attacks per round.
Wolf (WIP)
Basic description: The wolf style is a mixture of extreme aggression tempered with cunning. It focuses on trips and throws to place an opponent in a state of vulnerability with devastating follow up attacks once an opponent is down. The style is also known for stacking the odds in the favor of the fighter through the use of group tactics and the exploitation of weaknesses the the opponent already has.
Theme: The Wolf style is about exploitation of disadvantages already present and creating disadvantages where none exist. Practitioners are known to harry an opponent with joint strikes, trips and throws so that no defense is available when the final blow is performed. Practitioners are also taught to use allies to their advantage and to strike when the opponent is otherwise occupied.
Origin: The initial creator of the style now simply known as Yín láng or Silver Wolf was actually the leader of a small mercenary unit and a practitioner of the Tiger Style. After being defeated on a winter battlefield he watched a pack of wolves take down loose horses and wounded soldiers that had wandered away. Inspired by how they selected their prey and their use of teamwork to defeat large foes he began to develop the style with the help of those who survived his unit.
Philosophy: An opponent is prey, they are not meant to provide challenge their only purpose is defeat for the betterment of the pack. Wolf practitioners take advantage of opportunity and are merciless to their enemies but incredibly loyal to their allies and pack. Generally nomadic by nature they are best suited as traveling mercenaries or bandits however, they are also seen in performance troupes as well. Their striking of weakened or disadvantaged opponents tends to cause them to be labeled as dishonorable and their constant "sizing up" of others makes them somewhat off putting at times. However their loyalty tends to make them prized bodyguards and soldiers.
Alternate names: Tīchú ruò or "Cull the Weak"
Favored Weapons: Fighting Claws, Katars, Barbed Whip, Rope Dart, Butterfly Knives, Hook Swords
Initiate: A Wolf Initiate gains improved trip as a bonus feat regardless as to whether or not they have the prerequisites for it. A Wolf initiate also does +1d6 extra damage when attacking prone opponents. This bonus damage applies when making an attack of opportunity on an opponent that is rising from prone.
Learner: When the wolf learner is flanking an opponent, all allies flanking that opponent increase the bonus to attack rolls from flanking by +2. In addition, when the wolf learner is flanking an opponent, they deal an additional 1d6 points of damage when attacking that opponent with an unarmed strike or a wolf style weapon
Disciple: A wolf disciple's damage bonus against prone targets and targets the wolf disciple flanks increases to +2d6.
Warrior:
Master: The damage bonus against prone targets and targets the wolf master flanks is increased to +3d6.
Grand Master:
Cougar (WIP)
Basic description
Theme:
Origin:
Philosophy:
Alternate names:
Initiate
Learner
Disciple
Warrior
Master
Grand Master:
Raven
Basic description
Theme:
Origin:
Philosophy:
Alternate names:
Initiate
Learner
Disciple
Warrior
Master
Grand Master:
Thunderbird
Basic description
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Initiate
Learner
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Warrior
Master
Grand Master:
Born from ancient Chinese traditions, martial artists practice techniques and styles honed by hundreds of years of combat and reflection. These warriors train their bodies and minds into deadly weapons.
HD: d10
Skill points: 4+int
Class Skills: Acrobatics, Bluff, Climb, Escape Artist, Intimidate, Knowledge (History, Nature, Religion), Perception, Sense Motive, Stealth, Swim.
{table=head]Level|BAB|Fort|Ref|Will|Special|Tech.
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
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, Blindsense 30
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|Blindsense 60
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, Blindsight 30
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.
Techniques: (Still working on this one)
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, head, 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/-.
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 and their unarmed strike now counts as adamantine for the purpose of overcoming damage reduction.
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/-.
Old World Styles
Tiger: Attack focused. Aggressive, heavy strikes.
Monkey: Speed focused. Two-weapon fighting, rapid attacks.
Mantis: Grapple focused. Holds, throws, breaks
Serpent: Deception focused. Feinting and swift strikes.
Crane: Evasion focused. Precise, targeted strikes to weak areas.
Dragon: ‘Supernatural’ Aspects. Nerve strikes, self-healing.
Tiger
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 gains power attack as a bonus feat, even if they do not meet the prerequisites. In addition, you can treat your unarmed strike as a one-handed weapon for the purposes of the power attack feat.
Learner A tiger style learner learns to tear flesh and shatter bone when attacking. When you make a successful unarmed strike against an opponent, the opponent bleeds, internally or externally, taking damage each round equal to ½ the martial artist’s class level. The bleeding damage stops when the target is healed at least 1 point of HP, or receives a DC 10 heal check to stop the bleeding.
Disciple A tiger style disciple can treat their unarmed strike as a two-handed weapon for the purposes of the power attack feat.
Warrior A tiger style warrior can make a full attack at the end of a charge, but only if wielding only unarmed strikes or tiger-style weapons. If you have a feat or ability that applies to the attack at the end of a charge, it only applies to the first attack after the charge.
Master By utilizing their entire body in their attack, a tiger style master can deal terrible damage with an unarmed strike. When using their unarmed strike, a tiger style master deals damage as though using a two-handed weapon.
Grand Master: A tiger style grand master is a ferocious force to be reckoned with, capable of literally tearing the throat from an opponent’s neck. As a standard action, a tiger style grand master can make a single unarmed strike against an opponent that is vulnerable to critical hits, with vitals he can reach. If the attack hits, he tears his fingers into the foe’s neck and comes free with the creature’s throat. The target must make a fortitude save (DC 10+½ martial artist level + str) or die instantly. A successful save leaves the target at -1 HP and bleeding.
Monkey
Monkey style focuses on speed in both attack and defense.
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Monkey Style Weapons: Quarterstaff, Scimitar, Spear, Shortspear, Nunchaku
Initiate An initiate of the monkey style can choose to dual-wield their unarmed strike as though it were two light weapons. Both attacks share the same base damage, attack bonuses, damage bonuses, and special enchantments. In addition, you gain two-weapon fighting as a bonus feat, even if he does not meet the prerequisites.
Learner While dual-wielding unarmed strikes or monkey style weapons, the penalty to attack rolls from two-weapon fighting is reduced by one.
Disciple A monkey style disciple gains improved two-weapon fighting as a bonus feat, even if he does not meet the prerequisites.
Warrior A monkey style warrior gains greater two-weapon fighting as a bonus feat, even if he does not meet the prerequisites.
Master While dual-wielding unarmed strikes or monkey style weapons, the penalty to attack rolls from two-weapon fighting is reduced by two.
Grand Master: A monkey style grand master has learned the ultimate technique of the monkey style, the hundred-limbed strike. As a full-round action, you make a single attack with your unarmed strike or a monkey style weapon. If this attack is successful, you can make an additional attack at a -1 penalty with the same weapon. If this attack is successful, you can make an additional attack at a -2 penalty with the same weapon. With each successful attack, you can make an additional attack with the same weapon, but the penalty to attack increases by 1 each time. If you miss, the attack ends immediately.
Crane
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Initiate A crane style initiate gains the Combat Expertise feat as a bonus feat. When taking an attack penalty from the combat expertise feat, if an opponent misses you with a non-reach melee attack, you can probe through their defenses an immediate action with a swift, sharp Peck, dealing damage equal to ½ your class level (minimum 1)
Learner A crane style learner gains a +1 dodge bonus to AC. This bonus increases by 1 at 8th level and every four levels thereafter. In addition, they gain the Combat Reflexes feat, even if they do not meet the prerequisites.
Disciple A crane style disciple does not take an attack penalty from Combat Expertise when making attacks of opportunity.
Warrior When using their Peck ability, a crane style warrior deals damage equal to their class level.
Master A crane style master gains a bonus to attack rolls equal to the AC bonus received from Combat Expertise when making attacks of opportunity.
Grand Master: A crane style grand master can strike hard at opponents that fail to hit their mark. When using their Peck ability, a crane style grand master can choose to deal damage with an unarmed strike or a crane style weapon instead.
Snake
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Initiate The snake 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 The snake style learner gains Combat Expertise as a bonus feat, even if they do not meat the prerequisites. While taking an attack penalty from Combat Expertise, if your opponent misses you with a non-reach melee attack, he provokes an attack of opportunity from you. In addition, your sneak attack damage increases to +2d6.
Disciple A snake style disciple gains the Greater Feint feat as a bonus feat, even if they do not meet the prerequisites. In addition, your sneak attack damage increases to +3d6
Warrior A snake style warrior can feint in combat as a swift action. In addition, your sneak attack damage increases to +4d6.
Master A snake style master can target nerves, joints, and muscles instead of vital points. When making a sneak attack, you can choose to sacrifice any number of sneak attack damage die to deal two points of strength or dexterity damage to the target for each die sacrificed in this way. The target must make a fortitude save (DC 10+½ martial artist level+dex mod) to avoid this damage. In addition, your sneak attack damage increases to +5d6.
Grand Master: A snake style grand master making a sneak attack can choose to deal strength or dexterity damage in addition to their sneak attack damage, one point of ability damage for each sneak attack die rolled. In addition, your sneak attack damage increases to +6d6.
Mantis (WIP)
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Initiate A mantis style initiate gains improved grapple as a bonus feat, even if they do not meet the prerequisites. A mantis style initiate dealing damage with their unarmed strike or a mantis-style weapon in a grapple adds one-half their class level to damage rolls.
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Dragon
The dragon style martial artist utilizes qi energy and carefully-trained techniques to accomplish feats that most would regard as supernatural, impossible without the aid of magic.
Theme: A dragon stylist’s focus is on wisdom. Understanding the body and mind allows one to unlock the secrets of energy and, indeed, life itself. Dragon stylists can heal wounds, teleport, and kill foes with a single touch, all without the aid of any true magic.
Origin: Dragon style was the first style of martial art, and it was taught first to a young preist. In his meditation, he sought the source of all wisdom, and in his mind he saw a dragon that led his spirit to a cave. When he woke, he sought out the cave, and there he saw the dragon from his meditation. Over the years, the monk learned much from the dragon, and came out as the first martial artist. From then on the link between physical training and spiritual enlightenment spread through China, and soon after other forms of martial arts came into existence.
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Initiate A dragon style initiate gains Stunning Fist as a bonus feat, even if they do not meet the prerequisites. You can use this feat a number of times per day equal to your martial artist level, plus one more time per day for ever four levels they have in classes other than martial artist.
Learner A dragon style learner gains a ki pool with a maximum equal to ½ their martial artist level plus their wisdom modifier. While a martial artist has at least one point of ki left in their ki pool, their unarmed strike counts as a magic weapon for the purposes of overcoming damage reduction. As a swift action, a dragon style learner can spend one ki point to do one of the following:
Gain a +4 bonus to attack rolls with your unarmed strike or dragon style weapons for one round.
Gain a +4 dodge bonus to AC for one round.
Increase your base land speed by 20 feet for one round.
Gain a +1d6 bonus to damage with your unarmed strike or dragon style weapons for one round.
Disciple A dragon style disciple can heal their own wounds with the power of ki. By spending two points of ki as a standard action, he can heal himself a number of hit points equal to his martial artist level.
Warrior A dragon style warrior can step between spaces, as though using the spell Dimension Door. Using this ability is a move action and costs two points of ki. You cannot bring any other creatures with you when using this ability.
Master A dragon style master can kill a target with a single touch. As a standard action costing two points of ki, the martial artist uses their unarmed strike to make a melee touch attack. If the attack hits, the target’s ki is under the martial artist’s control. From that point on, the dragon style master simply needs to will the target to die (a free action). The target may make a fortitude save (DC 10+½ martial artist level+wis mod) to resist dying. If the save is successful, the target is not affected, but can be affected by another. A dragon style master can use this ability as many times as they desire, but can only affect one target at a time.
Grand Master: A dragon style grand master can shed their physical form to become ethereal for a time. As a move action that costs three points of ki, the dragon style grandmaster can go ethereal for one minute, as with the spell etherealness. The dragon style grand master cannot use this abilities to make other creatures ethereal, only themselves.
New World Styles
Bear: Passive defense. Heavy strikes, natural armor.
Porcupine: Active defense. Parries and anti-grapple maneuvers.
Wolf: Trip focused. Prone and flanking abilities.
Cougar: Stealth focused. Sneak attack, camouflage
Raven: Mobility focused. Acrobatics, special movement abilities.
Thunderbird: Elemental focused. Ki powers, dealing damage
Bear
Bear is a relatively simple style, lacking a great deal of complicated maneuvers and movements, but the practitioners make up for this simplicity with extreme body training. Practitioners emulate the bear’s powerful strikes and incredible toughness.
Theme: The bear style is composed of relatively few motions and stances, but these simple tactics can be endlessly adapted into a wide variety of circumstances. The most important aspect of bear style is physical training. Bear style rewards physical strength and toughness, and so most of their bear practitioner’s training revolves around building muscle and hardening the body.
Origin: Bear style was created in Fusang by a man named Hong Kwan. He had been trained in martial arts from a young age by his father, but his large frame and slow feet held him back from true greatness in his father’s style. One day he had gone into the woods for some firewood when he saw two bears fighting. The two hulking creatures traded massive blows, and Hong Kwan watched, transfixed. Inspired by the battle, Hong began to seek the ideal of strength and toughness through physical training, and, after many years, created what is now recognized as bear style.
Philosophy: Bear style philosophy is centered around the body. The body is a temple, and that through which one interacts with the world. A weak body distracts the mind from greatness with it’s failings. Through dedication and training the body becomes strong, and once the body is strong the mind can truly be free to expand.
Alternate names: Mountain style, Iron Body style
Initiate: A bear style initiate gains a natural armor bonus equal to their constitution modifier. This bonus cannot exceed ½ your martial artist level (minimum 1).
Learner: A bear style learner can make a single powerful attack, called a Decisive Blow, with an unarmed strike or a bear style weapon as a full-round action. This attack deals double its normal damage, and the target must make a fortitude save (DC 10+½ martial artist level+str mod) or be dazed for one round.
Disciple: A bear style disciple fighting defensively can tighten their muscles, hardening their body against blows. When fighting defensively, your damage reduction from martial artist levels is increased by ½ it‘s usual value.
Warrior: A bear style warrior’s Decisive Blow ability now deals triple the attack’s normal damage, and if the target fails their save, they are stunned instead of dazed.
Master: By utilizing their entire body in their attack, a bear style master can deal terrible damage with an unarmed strike. When using their unarmed strike, a bear style master deals damage as though using a two-handed weapon.
Grand Master: A bear style grand master’s Decisive Blow ability now deals quadruple the attack’s normal damage, and if the target fails their save, they are stunned for 1d4 rounds.
Porcupine
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Initiate An initiate of the porcupine 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 non-reach melee attack is initiated against you, and before it is rolled, you can declare your intent to parry. You roll an attack roll using an unarmed strike or any porcupine-style weapon you have ready. The result of this roll effectively becomes your AC against this specific 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 A porcupine learner is trained in a variety of anti-grapple techniques to encourage their grappler to release them. Each time you start the round grappled, you deal damage equal to your monk level to the grappler.
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 attempt to parry an attack, you roll damage as though making a normal attack with an unarmed strike or whatever porcupine-style weapon you have in your hands. If the attack fails to beat your AC, the attacker takes the damage rolled.
Master There is no longer a size limitation for parrying an attack.
Grand Master: You can attempt to parry an unlimited number of attacks per round.
Wolf (WIP)
Basic description: The wolf style is a mixture of extreme aggression tempered with cunning. It focuses on trips and throws to place an opponent in a state of vulnerability with devastating follow up attacks once an opponent is down. The style is also known for stacking the odds in the favor of the fighter through the use of group tactics and the exploitation of weaknesses the the opponent already has.
Theme: The Wolf style is about exploitation of disadvantages already present and creating disadvantages where none exist. Practitioners are known to harry an opponent with joint strikes, trips and throws so that no defense is available when the final blow is performed. Practitioners are also taught to use allies to their advantage and to strike when the opponent is otherwise occupied.
Origin: The initial creator of the style now simply known as Yín láng or Silver Wolf was actually the leader of a small mercenary unit and a practitioner of the Tiger Style. After being defeated on a winter battlefield he watched a pack of wolves take down loose horses and wounded soldiers that had wandered away. Inspired by how they selected their prey and their use of teamwork to defeat large foes he began to develop the style with the help of those who survived his unit.
Philosophy: An opponent is prey, they are not meant to provide challenge their only purpose is defeat for the betterment of the pack. Wolf practitioners take advantage of opportunity and are merciless to their enemies but incredibly loyal to their allies and pack. Generally nomadic by nature they are best suited as traveling mercenaries or bandits however, they are also seen in performance troupes as well. Their striking of weakened or disadvantaged opponents tends to cause them to be labeled as dishonorable and their constant "sizing up" of others makes them somewhat off putting at times. However their loyalty tends to make them prized bodyguards and soldiers.
Alternate names: Tīchú ruò or "Cull the Weak"
Favored Weapons: Fighting Claws, Katars, Barbed Whip, Rope Dart, Butterfly Knives, Hook Swords
Initiate: A Wolf Initiate gains improved trip as a bonus feat regardless as to whether or not they have the prerequisites for it. A Wolf initiate also does +1d6 extra damage when attacking prone opponents. This bonus damage applies when making an attack of opportunity on an opponent that is rising from prone.
Learner: When the wolf learner is flanking an opponent, all allies flanking that opponent increase the bonus to attack rolls from flanking by +2. In addition, when the wolf learner is flanking an opponent, they deal an additional 1d6 points of damage when attacking that opponent with an unarmed strike or a wolf style weapon
Disciple: A wolf disciple's damage bonus against prone targets and targets the wolf disciple flanks increases to +2d6.
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Master: The damage bonus against prone targets and targets the wolf master flanks is increased to +3d6.
Grand Master:
Cougar (WIP)
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Raven
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Thunderbird
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