crazedloon
2007-02-25, 10:09 PM
I got yelled at for trying to save room so here is my new base class :smalleek: .
Any way this is designed to take the place of the monk/fighter. I started out hoping to make a flexible character however in the end I started to hate the character thinking it was too much of me just shoving 2 existing classes together.
So what do you all think?
Martial Artist
Level | Base Attack | Fort | Ref | Will | Special
1st | + 1 | + 2 | + 2 | + 0 | Favored Weapon, Favored Armor, Combat Style
2nd | +2 | + 3 | +3 | + 0 | Combat trick
3rd | +3 | +3 | +3 | +1 |
4th | +4 | +4 | +4 | +1 | Weapon Manipulation
5th | +5 | +4 | +4 | +2 | Improved armor, Combat trick
6th | +6/+1 | +5 | +5 | +2 |
7th | +7/+2 | +5 | +5 | +2 |
8th | +8/+3 | +6 | +6 | +2 | Instant Weapon Manipulation , Combat trick
9th | +9/+4 | +6 | +6 | +3 |
10th | +10/+5 | +7| +7 | +3 | Improved armor, Armor Attunement
11th | +11/+6/+1 | +7| +7 | +3 | Combat trick
12th | +12/+7/+2 | +8| +8 | +4|
13th | +13/+8/+3 | +8| +8 | +4 |
14th | +14/+9/+4 | +9| +9 | +4 | Combat trick
15th | +15/+10/+5 | +9| +9 | +5 | Improved armor, Improved Armor Attunement
16th | +16/+11/+6/+1| +10| +10| +5 | Improved Instant Weapon Manipulation
17th |+17/+12/+7/+2 | +10| +10 | +5 | Combat trick
18th |+18/+13/+8/+3 | +11| +11 | +6 |
19th |+19/+14/+9/+4 | +11| +11 | +6 |
20th |+20/+15/+10/+5 | +12| +12 | +6 | Improved armor, Combat trick
Hit dice: d8
Starting GP: 6d4 x 10 (150)
CLASS SKILLS
The martial artist’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills Points at first level: (4 + Int modifier) ×4.
Skill Points per level: 4 + Int modifier
Weapon and Armor Proficiency: A Martial Artist is not proficient with any kind of weapon any kind of armor or shields. Any Character who takes a level of Martial Artist loses any weapon and armor proficiencies that they may have from another class and can not gain proficiency with any sort of weapons or armor from another class.
Favored Weapon: At level 1 a martial artist chooses a weapon or natural weapon and she gains proficiency with that weapon and Weapon focus with that weapon. At level 4 she gains weapon specialization with that weapon. At level 8 she gains Greater Weapon Focus with that weapon. At level 12 she gains Greater Weapon Specialization with that weapon.
If the Martial artist chooses her fists as her Favored Weapon she gains Improved Unarmed Strike as a bonus feat. Her unarmed strikes are treated as a monk of equivalent level.
Favored Armor: At level 1 A Martial artist Chooses what sort of armor she will use and be proficient in. She may choose no armor, light armor, medium, or Heavy. If she chooses no armor she adds her Wisdom to her AC, this bonus applies to touch attacks and flat footed AC. If you choose light armor you gain proficiency with light armor and bucklers. If you choose medium or heavy armor you are proficient with that sort of armor and in the use of light and heavy shield.
Combat Style: A martial artist chooses how she will fight at level 1. She chooses a style from below.
Brute: If she chooses this method she gain gains power attack at level 1, cleave at level 2, and improved cleave at level 4.
Deft: If she chooses this method she gain gains Two weapon fighting at level 1, Improved Two weapon fighting at level 6, and Greater Two Weapon fighting at level 11.
Ranged: If she chooses this method she gain gains Point Blank Shot at level 1, Rapid shot at level 2 , and Many Shot at level 6.
Combat trick: At levels 2 and every 3 levels after that a martial artist gains a combat trick from the list below.
Extra Favored Weapon: You may choose an additional Favored weapon. This weapon gains the bonuses of your normal favored weapon as if the level you choose this feat was your first level. For example if this was a Martial Artist picked this trick at level 5 she would gains weapon focus when she gains this trick and would gain weapons specialization at level 9 and greater weapon focus at level 13 and greater weapon specialization at level 17.
Extra Favored Armor: A martial adept may choose another Armor to be proficient with. However If she is wearing armor and has no armor as a favored armor class she does not gain the bonus from wisdom. Instead she may increase the max dexterity in any armor that she has as favored by her wisdom bonus.
Flurry of blows: The Martial Artist may make a flurry of blows with any weapon she Has chosen as her favored weapon. This takes the form of 1 Additional attack at her highest base attack bonus this attack and all others take a -2 to their attack rolls. At level 5 this is reduced to -1 and at level 9 the penalty disappears.
Improved flurry of blows: You gain an additional attack in your flurry of blows. A Martial Artist must be at least level 11 and a have the flurry of blows trick to choose this feat.
Greater flurry of blows: A Martial Artist may only choose this trick if she has the greater flurry of blows trick and is level 20. The Martial artist gains a number of attacks equal to her normal Basic attack bonus, however these and all other attacks this round take a -2 to on their attack roll this penalty is not improved on like the normal flurry of blows penalty.
Steadfast: A Martial artist may activate this ability a number of times a day equal to his con modifier. The Martial artist May make 2 standard actions a round however she may not make a move action. This ability last a number of rounds equal to her class level + con modifier. She may make a will save of DC 10+level+number of rounds left in her Steadfast action to end the effect.
Do or Die A martial artist may take this ability only once she is above 5th level. A Martial Artist with this ability who drops below 0 health gains 20 health, fast healing 5, Damage reduction 5/- until the end of the encounter. However when the encounter ends She drops to -5 is unstable and all healing spells cast on her is effected by her spell resistance. The DC to stabilize a Martial artist is also increased to 30.
Threaten sight: You may choose to forgo your normal round and ready this trick. Readying this trick does not change your initiative order. You threaten everything that you could attack with your weapon. However movement does not provoke attack of opportunity. This trick does not allow you more attacks of opportunity then you are normally allowed.
Repeated Strike: A Martial Artist may only take this trick if she is 6th level or higher. Whenever a Martial Artist hits an opponent in a full attack action she gains a +2 circumstance bonus to every subsequent attack. This ability stacks with itself. A Martial Artist may only apply this ability to light weapons, one handed weapons and Double Weapons used as two weapons.
True Strike: A Martial Artist with this trick deals 2 x your str bonus when you attack with a two handed weapon instead of the normal x1.5.
Over Compensate A martial Artist with the trick may treat and favored weapon she wields as one size category smaller then it is.
Concentration of Will: A martial Artist must have 10 ranks in Concentration to pick this skill trick. You may make a Concentration check instead of a will save, however if a Martial Artist uses this ability to negate or halve a spells effect she is exhausted for a number of rounds equal to the effected spell. This is reduced by 1 round per 5 points that your concentration check beat the DC of the will save.
Concentration of Will: A martial artist must have the Concentration of Will trick to pick this one. A Martial Artist may negate any effects of a spell that allow a will save if she passes her concentration check. Otherwise she only receives half the effects on a failed save.
Weapon Manipulation: At level 4 a Martial artist may add a special ability equal to his level/4. He may only apply this to a Favored Weapon that he has had for at least 1 day. This process takes 8 hours of concentration with the weapon. This new ability does not affect that weapons maximum enhancement bonus and this ability may change but it takes another 8 hours of concentration.
Improved armor: At level 5 and every 5 levels after that the martial artist may add +1 to his total AC.
Instant Weapon Manipulation: The Martial Artist may change the special abilities off his weapon gained by his Weapon Manipulation as a swift action at level 8. However the change only last for a number of rounds equal to his class level + her constitution modifier. When the duration of this effect is over the weapon loses all the benefit of the martial artist’s weapon manipulation until she spends another 8 hours to add the abilities again. Also the weapon loses any additionally abilities the weapon has equal to the Total Weapon manipulation modifier until the end of the current encounter.
Armor Attunement: A Martial Artist of level 10 gains spell resistance equal to her class level + her AC. However she may only add the bonus from Armor she has had for at least 1 day. In addition if the Martial artist chose no armor as her favored armor she adds her wisdom modifier to her spell resistance.
Improved Armor Attunement: At level 15 a martial artist gains an additional bonus to spell resistance. Every time a spell fails to penetrate her spell resistance a Martial Artists gains a bonus to her spell resistance equal to that spell’s level. This bonus stacks with any previous bonuses gained by this ability.
Improved Instant Weapon Manipulation: At level 16 When a Martial artist changes her Weapon manipulation ability as a swift action she no longer loses the benefit of any other abilities already on the weapon. Also the weapon only loses the Weapon Manipulation bonus until the end of the current encounter.
Any way this is designed to take the place of the monk/fighter. I started out hoping to make a flexible character however in the end I started to hate the character thinking it was too much of me just shoving 2 existing classes together.
So what do you all think?
Martial Artist
Level | Base Attack | Fort | Ref | Will | Special
1st | + 1 | + 2 | + 2 | + 0 | Favored Weapon, Favored Armor, Combat Style
2nd | +2 | + 3 | +3 | + 0 | Combat trick
3rd | +3 | +3 | +3 | +1 |
4th | +4 | +4 | +4 | +1 | Weapon Manipulation
5th | +5 | +4 | +4 | +2 | Improved armor, Combat trick
6th | +6/+1 | +5 | +5 | +2 |
7th | +7/+2 | +5 | +5 | +2 |
8th | +8/+3 | +6 | +6 | +2 | Instant Weapon Manipulation , Combat trick
9th | +9/+4 | +6 | +6 | +3 |
10th | +10/+5 | +7| +7 | +3 | Improved armor, Armor Attunement
11th | +11/+6/+1 | +7| +7 | +3 | Combat trick
12th | +12/+7/+2 | +8| +8 | +4|
13th | +13/+8/+3 | +8| +8 | +4 |
14th | +14/+9/+4 | +9| +9 | +4 | Combat trick
15th | +15/+10/+5 | +9| +9 | +5 | Improved armor, Improved Armor Attunement
16th | +16/+11/+6/+1| +10| +10| +5 | Improved Instant Weapon Manipulation
17th |+17/+12/+7/+2 | +10| +10 | +5 | Combat trick
18th |+18/+13/+8/+3 | +11| +11 | +6 |
19th |+19/+14/+9/+4 | +11| +11 | +6 |
20th |+20/+15/+10/+5 | +12| +12 | +6 | Improved armor, Combat trick
Hit dice: d8
Starting GP: 6d4 x 10 (150)
CLASS SKILLS
The martial artist’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills Points at first level: (4 + Int modifier) ×4.
Skill Points per level: 4 + Int modifier
Weapon and Armor Proficiency: A Martial Artist is not proficient with any kind of weapon any kind of armor or shields. Any Character who takes a level of Martial Artist loses any weapon and armor proficiencies that they may have from another class and can not gain proficiency with any sort of weapons or armor from another class.
Favored Weapon: At level 1 a martial artist chooses a weapon or natural weapon and she gains proficiency with that weapon and Weapon focus with that weapon. At level 4 she gains weapon specialization with that weapon. At level 8 she gains Greater Weapon Focus with that weapon. At level 12 she gains Greater Weapon Specialization with that weapon.
If the Martial artist chooses her fists as her Favored Weapon she gains Improved Unarmed Strike as a bonus feat. Her unarmed strikes are treated as a monk of equivalent level.
Favored Armor: At level 1 A Martial artist Chooses what sort of armor she will use and be proficient in. She may choose no armor, light armor, medium, or Heavy. If she chooses no armor she adds her Wisdom to her AC, this bonus applies to touch attacks and flat footed AC. If you choose light armor you gain proficiency with light armor and bucklers. If you choose medium or heavy armor you are proficient with that sort of armor and in the use of light and heavy shield.
Combat Style: A martial artist chooses how she will fight at level 1. She chooses a style from below.
Brute: If she chooses this method she gain gains power attack at level 1, cleave at level 2, and improved cleave at level 4.
Deft: If she chooses this method she gain gains Two weapon fighting at level 1, Improved Two weapon fighting at level 6, and Greater Two Weapon fighting at level 11.
Ranged: If she chooses this method she gain gains Point Blank Shot at level 1, Rapid shot at level 2 , and Many Shot at level 6.
Combat trick: At levels 2 and every 3 levels after that a martial artist gains a combat trick from the list below.
Extra Favored Weapon: You may choose an additional Favored weapon. This weapon gains the bonuses of your normal favored weapon as if the level you choose this feat was your first level. For example if this was a Martial Artist picked this trick at level 5 she would gains weapon focus when she gains this trick and would gain weapons specialization at level 9 and greater weapon focus at level 13 and greater weapon specialization at level 17.
Extra Favored Armor: A martial adept may choose another Armor to be proficient with. However If she is wearing armor and has no armor as a favored armor class she does not gain the bonus from wisdom. Instead she may increase the max dexterity in any armor that she has as favored by her wisdom bonus.
Flurry of blows: The Martial Artist may make a flurry of blows with any weapon she Has chosen as her favored weapon. This takes the form of 1 Additional attack at her highest base attack bonus this attack and all others take a -2 to their attack rolls. At level 5 this is reduced to -1 and at level 9 the penalty disappears.
Improved flurry of blows: You gain an additional attack in your flurry of blows. A Martial Artist must be at least level 11 and a have the flurry of blows trick to choose this feat.
Greater flurry of blows: A Martial Artist may only choose this trick if she has the greater flurry of blows trick and is level 20. The Martial artist gains a number of attacks equal to her normal Basic attack bonus, however these and all other attacks this round take a -2 to on their attack roll this penalty is not improved on like the normal flurry of blows penalty.
Steadfast: A Martial artist may activate this ability a number of times a day equal to his con modifier. The Martial artist May make 2 standard actions a round however she may not make a move action. This ability last a number of rounds equal to her class level + con modifier. She may make a will save of DC 10+level+number of rounds left in her Steadfast action to end the effect.
Do or Die A martial artist may take this ability only once she is above 5th level. A Martial Artist with this ability who drops below 0 health gains 20 health, fast healing 5, Damage reduction 5/- until the end of the encounter. However when the encounter ends She drops to -5 is unstable and all healing spells cast on her is effected by her spell resistance. The DC to stabilize a Martial artist is also increased to 30.
Threaten sight: You may choose to forgo your normal round and ready this trick. Readying this trick does not change your initiative order. You threaten everything that you could attack with your weapon. However movement does not provoke attack of opportunity. This trick does not allow you more attacks of opportunity then you are normally allowed.
Repeated Strike: A Martial Artist may only take this trick if she is 6th level or higher. Whenever a Martial Artist hits an opponent in a full attack action she gains a +2 circumstance bonus to every subsequent attack. This ability stacks with itself. A Martial Artist may only apply this ability to light weapons, one handed weapons and Double Weapons used as two weapons.
True Strike: A Martial Artist with this trick deals 2 x your str bonus when you attack with a two handed weapon instead of the normal x1.5.
Over Compensate A martial Artist with the trick may treat and favored weapon she wields as one size category smaller then it is.
Concentration of Will: A martial Artist must have 10 ranks in Concentration to pick this skill trick. You may make a Concentration check instead of a will save, however if a Martial Artist uses this ability to negate or halve a spells effect she is exhausted for a number of rounds equal to the effected spell. This is reduced by 1 round per 5 points that your concentration check beat the DC of the will save.
Concentration of Will: A martial artist must have the Concentration of Will trick to pick this one. A Martial Artist may negate any effects of a spell that allow a will save if she passes her concentration check. Otherwise she only receives half the effects on a failed save.
Weapon Manipulation: At level 4 a Martial artist may add a special ability equal to his level/4. He may only apply this to a Favored Weapon that he has had for at least 1 day. This process takes 8 hours of concentration with the weapon. This new ability does not affect that weapons maximum enhancement bonus and this ability may change but it takes another 8 hours of concentration.
Improved armor: At level 5 and every 5 levels after that the martial artist may add +1 to his total AC.
Instant Weapon Manipulation: The Martial Artist may change the special abilities off his weapon gained by his Weapon Manipulation as a swift action at level 8. However the change only last for a number of rounds equal to his class level + her constitution modifier. When the duration of this effect is over the weapon loses all the benefit of the martial artist’s weapon manipulation until she spends another 8 hours to add the abilities again. Also the weapon loses any additionally abilities the weapon has equal to the Total Weapon manipulation modifier until the end of the current encounter.
Armor Attunement: A Martial Artist of level 10 gains spell resistance equal to her class level + her AC. However she may only add the bonus from Armor she has had for at least 1 day. In addition if the Martial artist chose no armor as her favored armor she adds her wisdom modifier to her spell resistance.
Improved Armor Attunement: At level 15 a martial artist gains an additional bonus to spell resistance. Every time a spell fails to penetrate her spell resistance a Martial Artists gains a bonus to her spell resistance equal to that spell’s level. This bonus stacks with any previous bonuses gained by this ability.
Improved Instant Weapon Manipulation: At level 16 When a Martial artist changes her Weapon manipulation ability as a swift action she no longer loses the benefit of any other abilities already on the weapon. Also the weapon only loses the Weapon Manipulation bonus until the end of the current encounter.