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Corncracker
2007-04-28, 12:48 PM
In that REdux bard Class, someone Mentioned that Monks aren't Martial Artists. While they are, I saw the point they made. So I offer you th eMartial Arts Class's, and I plan to make one for multiple Styles of Martial Arts. The First one, MArtial Artist (Muay Tai).

The Martial Artist (Muay Thai)

Description:: The Martial Artist who specializes in Muay Thai focus’s Mainly on improving his endurance and power. They chose a path of Rigorous and physically intense training to hone their bodies into powerful weapons. Because of this, Muay Tai specialists tend to be very patient and strong willed. It is hard to deter them from a path once they have chosen it. Even with the odds against them, they refuse to give up except in only the most dire Circumstances, though at times even then they refuse to give in.

Gold: (See Monk)
Skills: 2 + int (See Monk for Class skills)
Alignment: Any
Hit Die: D12

Martial Artist (Muay Thai) (MAMT)
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Strong Body, 1D6 Unamred Damage

2nd|
+2|
+3|
+0|
+0|1d6 Unarmed Damage

3rd|
+3|
+3|
+1|
+1|Power Fists, Unarmed Damage 1D6

4th|
+4|
+4|
+1|
+1|1D8 Unarmed Damage.

5th|
+5|
+4|
+1|
+1|Damage Reduction 1/-, Unarmed Damage 1D8

6th|
+6/+1|
+5|
+2|
+2|Stand Up Grapple, Unarmed Damage 1D8

7th|
+7/+2|
+5|
+2|
+2|Ki Strike(Magic), Unarmed Damage 1D8

8th|
+8/+3|
+6|
+2|
+2|Staggering Blow, Unarmed damage 1D10

9th|
+9/+4|
+6|
+3|
+3|Unarmed Damage 1D10

10th|
+10/+5|
+7|
+3|
+3|Damage Reduction 2/-, Unarmed Damage 1D10

11th|
+11/+6/+1|
+7|
+3|
+3|Unarmed Damage 1D10

12th|
+12/+7/+2|
+8|
+4|
+4|Improved Stand up Grapple, Unarmed Damage 2D6

13th|
+13/+8/+3|
+8|
+4|
+4|Unarmed Damage 2D6

14th|
+14/+9/+4|
+9|
+4|
+4|Ki Strike(Character Alignment), Unarmed Damage 2D6

15th|
+15/+10/+5|
+9|
+5|
+5|Damage Reduction 3/-, Unarmed Damage 2D6

16th|
+16/+11/+6/+1|
+10|
+5|
+5|Improved Staggering Blow, Unarmed Damage 2D8

17th|
+17/+12/+7/+2|
+10|
+5|
+5|Unarmed Damage 2D8

18th|
+18/+13/+8/+3|
+11|
+6|
+6|Master Stand up Grapple, Unarmed Damage 2D8

19th|
+19/+14/+9/+4|
+11|
+6|
+6|Unarmed Damage +2D8

20th|
+20/+15/+10/+5|
+12|
+6|
+6|Hyper Body, Damage reduction 4/- Unarmed strike 2D10[/table]

:

Unarmed StrikeSo long as this Martial Artist Class is wearing no Armour and is Carrying a light load, treat him as though he has improved unarmed Strike.

AC Bonus: For every 7 Levels, the MAMT gains +1 AC Bonus. For rules Regarding this AC Bonus, refer to the Monks AC Bonus in the Players handbood.

Strong Blow: This Martial Artist Class focus’s on the force of smashing a Foe. At First Level, all attacks made against creatures (Excluding Ethereal, Stones, Rock, Iron, ect.) who are not wearing metal armor Deal an additional point of Damage.

Power Body: This Martial Artist Class cares more about damage. At Third Level, They gain the benefits of the Feat Power attack when using unarmed Strikes. If They have the Power attack Feat, Power Fist instead increased the Damage Bonus by 1.5 when power attack is applied to unarmed Strikes.

Damage Reduction:At Fifth Level, this Martial arts class has become use to taking blows, and learns to Shrug it off. They Gain a Damage Reduction 1/-. This Bonus increases to 2 at 10th level, 3 at 15th, and 4 at 20th.

Standing Grapple:At Sixth Level, the MAMT begins to master the art of Grappling. Rather than taking his initial attack, the MAMT may instead attempt to use a standing Grapple attempt. Opposing Grapple Checks are made, (Grapple rules apply) however this Grapple check will only take your initial attack. If successful, the target suffers a –2 AC for all of the attacks made by the MAMT that round. At the end of the attack the opponent is released from the Grapple. All attacks made after Standing Grapple is used must be made against the same target. If the Target is either killed or knocked out before all the MAMTs attacks are made, he may still use his other attacks against another at a –1 attack due to the slightly awkward postion of barely exiting a Grapple, and he no longer gains the bonus’s of the Standing Grapple against the other foes.
Ki Strike: The MAMT at Seventh Level gains Ki Strike. At 7th Level, treat the MAMT’s Ki strike as a Monks Lvl 4 Ki Strike, and at 14th Level Treat Ki Strike as a monks Level 10th Ki Strike, only instead of Lawful the Ki strike matches that of the Character.

Staggering Blow: At Eight Level, the MAMT may deliver a powerful Blow to follow up a Successful Standing Grapple. He may drop down his Damage die by 1, (1D8 drops to 1d6, 1d10 to 1d8 ect) to stagger the imponent instead of Damage. The target must make a Fort Save (10 + Strength Modifier + MAMT Level) Or suffer –1 on attack rolls and –2 on all reflex saves for 1 round.

Improved Stand up Grapple:At 12th Level, the MAMTs Mastery over the Stand up Grapple improves. In addition to the –2 AC, the MAMT gains +2 Damage to all successful attacks made if the Stand up Grapple succeeds.

Improved Staggering Blow:At 16th Level, the MAMTs Staggering Blow increases in power. The enemy must now make a Fort Save (10 + Strength Modifier + (MAMT Level x 1.5) or suffer a –2 on all attack rolls, -4 reflex, and a –1 AC for 1 round. The Damage of the attack no longer drops down a Die.

Master Standup Grapple:[b]When using the Standup Grapple, the MAMT no longer invokes an attack of Opprotunity. In addition, the opponents AC is instead reduced by 3 on a successful Grapple, and all attacks deal an additional 4 Damage.

[b]Hyper Body:The MAMT brings out the full destructive capabilities of his body. He now does +2 damage to all creatures not in Metal Armor (Excluding Ethereal), +1 Damage to all Creatures wearing Metal Armor (Excluding Ethereal), and his Standup Grapple now Deals 1d6 + Half your Strength modifier on a successful Grapple.

So, I lets alter the Class until its nice and balanced, and sensible. Later I'll make other Martial Arts class's, feel free to make suggestions to what Arts you would like to see next.

And for those who don't know, Muay Tai focus's on hard hitting attacks involving a few Stand up Grapples to get the enemy close, and heavy use of Elbows and Knees for weapons.

Corncracker
2007-04-29, 02:26 AM
And now the Second Class. Capoeira user.

The Martial Artist (Capoeira)

Description:: Regardless of your endurance, you can only take so much damage. This The Martial artist who specializes in Capoeira becomes aware of this, and learns to avoid the damage rather than taking it. Capoeira, to most users, also represents far more than just a martial art, but a Lifestyle. The Capoeirist are people who live life to its fullest, enjoying life as it comes and making the best of all situations. They lead a very laid back and care free life style.

Gold: (See Monk)
Skills: 4 + int
Class Skills: Balance, Concentration, Escape artist, hide, Move Silently, Preform (Dance), Tumble
Alignment: Any
Hit Die: D8

Martial Artist (Capoeira) (MAMT)
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+0|Unarmed Strike Damage 1d4, free mind, Hand Stand

2nd|
+2|
+0|
+3|
+0|Unarmed strike Damage 1d4, Unpredictable strike, Evasion

3rd|
+3|
+1|
+3|
+|Unarmed Strike damage 1d4, Awkward Grapple

4th|
+4|
+|
+4|
+1|Unarmed Strike damage 1d6, Sweep Kick

5th|
+5|
+1|
+4|
+1|Unarmed Damage 1d6, Imrpoved Hand Stand

6th|
+6/+1|
+2|
+5|
+2|Unarmed Strike Damage 1d6

7th|
+7/+2|
+2|
+5|
+2|Unarmed strike Damage 1d6, Ki Strike

8th|
+8/+3|
+2|
+6|
+2|Unarmed strike damage 1d8, Imrpoved Sweep Kick

9th|
+9/+4|
+3|
+6|
+3|Unarmed Strike damage 1d8, Minimize Opportunity

10th|
+10/+5|
+3|
+7|
+3|Unarmed strike damage 1d8, Hide the Vitals, Expert Hand Stand

11th|
+11/+6/+1|
+3|
+7|
+3|Unarmed strike damage 1d8, Improved Evasion

12th|
+12/+6/+2|
+4|
+8|
+4|Unarmed Strike Damage 1d10, Expert Sweep Kick

13th|
+13/+7/+3|
+4|
+8|
+4|Unarmed Strike Damage 1d10

14th|
+14/+8/+4|
+4|
+9|
+4|Unarmed strike damage 1d10, Ki Strike

15th|
+15/+9/+5|
+5|
+9|
+5|Unarmed strike damage 1d10, Master Hand Stand

16th|
+16/+10/+6/+1|
+5|
+10|
+5|Unarmed strike damage 2d6, Enhanced Sweep Kick

17th|
+17/+11/+7/+2|
+5|
+10|
+5|2d6

18th|
+18/+12/+8/+3|
+6|
+11|
+6|unarmed strike damage 2d6, Fluid attacking

19th|
+19/+13/+8/+4|
+6|
+11|
+6|Unarmed strike damage 2d6

20th|
+20/+14/+9/+5|
+6|
+12|
+6|Unarmed strike damage 2d8, Perfect Hand Stand, Master Sweep [/table]

Unarmed StrikeSo long as this Martial Artist Class is wearing no Armour and is Carrying a light load, treat him as though he has improved unarmed Strike.

AC Bonus: For every 4 Levels, the Capoeirist gains a +1 Class Bonus to AC.

Hand Stand: The Capoeirist may enter a handstand position in battle. As long as he remains in this position, he gains a +1 bonus to all attack and damage rolls. However when he is hit, he must make a concentration Check (5 + Damage) and a Balance Check (5 + Damage) or fall down prone.

Free Mind:Due to the calm nature of the Capoeirist, he is able to more easily rationalize situations than most. The Capoeirist receives a +1 bonus to all Fear/mind effecting Spells and abilities.

Unpredictable Strike:The Capoeirist fights in an unpredictable Fashion. As such it is extremely difficult to read there movements. At 2nd level, All dodge bonus’s to AC the Target of a Capoeirist attacks Are reduced by 2. (If they only have a + AC Bonus to dodge, it only drops by one)

Evasion: Gained at 2nd Level. See Monks Evasion, (PHB 41)

Awkward Grapple:At third level the Capoeirist gains a greater knack for fighting low to the ground. This makes it extremely difficult to grapple them. All Grapples made by a creature who attempts to grapple you take a –2 penalty. This bonus does not apply while in the Hand Stand Stance.

Sweep Kick:At fourth level, the Capoeirist learns that a Prone enemy is an ineffective enemy. The Capoeirist Gains a +2 bonus to all trip attacks. This move may not be used while in the Handstand position.

Shifting Handstand :At Fifth Level, the Capoeirist learns how to effectively switch back and fourth between a Hand stand and his regular fighting stance. At no more than once per encounter, the Capoeirist can use his handstand to attack and switch back to his normal stance, gaining all of the benefits of handstand without the chance of getting knocked down. He may switch between the two stances like this for a number of rounds equal to his Dex modifier –1 (Minimum of 1).

Ki Strike:[b] The Capoeirist at Seventh Level gains Ki Strike. At 7th Level, treat the Capoeirists Ki strike as a Monks Level 4 Ki Strike, and at 14th Level Treat Ki Strike as a monks Level 10th Ki Strike, only instead of Lawful the Ki strike matches that of the Character.

Improved Sweep Kick:At 8th level the Sweep Kick Class feature now gains a +3 Bonus to trip, and may be used from the Handstand position. However in the Handstand position the bonus to trip is +2 instead of +3.

Minimize opportunity:At ninth level, the Capoeirist learns to minimize danger when doing inopportune things. All Attacks of opportunity made against the Capoeirist suffer a –2 attack Roll.

Hide the Vitals:Using their uncanny movements to hide their vitals, making them less subjective to critical blows. The Critical range of all attacks made against the Capoeirists are halved, in addition to suffering a –2 penalty on all checks to confirm a Critical.

Improved Evasion:Gained at 11th Level. See Monks Imrpoved Evasion (PHB 43)
Expert Sweep Kick:At 12th level the Capoeirist takes full advantage of its ability to use his legs from the hand stand position. He may forfeit his trip bonus in addition to a –2 trip check to make a Trip attack against three adjacent foes. This trip is one sweeping motion, and only takes one of the Capoeirists attacks instead of 3 separate ones.

Expert Hand Stand:: At 15th level, the Capoeirist begins taking full advantage of the shifting hand Stand. During the time he is performing his shifting hand Stand technique, he gains an additional +2 AC.

Enhanced Sweep Kick:At 16th level The Capoeirist no longer suffers the –2 penalty when performing a sweep attack against the 3 adjacent enemies now that he has gotten the hang of his Sweep Kick.

Fluid Motion:At 18th level, the Capoeirist uses his motion to full advantage, allowing him to attack at times others cannot. Entering the threat range of the Capoeirist now provokes an attack of opportunity. In addition his motion allows him to take better advantage of his opponents mistakes, and therefore gains a +2 bonus to attack rolls when making an attack of opportunity.

Perfect Handstand: Finally Mastering the Handstand, a level 20 Capoeirist can now switch in an out of his Handstand at will. It is no longer limited per encounter or for a number of rounds.

Master Sweep Kick: Sweep Kick may now be uses as a Whirlwind attack (PHB 3.5 102) to trip all foes withing reach. You do not gain the bonus to trip attack while doing this.

Untouchable:At 20th Level, the Capoeirist learns to protect his vitals almost indefinitely. The Critical range of all attacks made against the Capoeirist are now 20. In addition, the Critical Modifier is reduced by 1, (x4 is now x3, x 3 is now x2, ect). The Critical modifier cannot drop bellow x2. In addition, all checks to confirm a critical suffer a –4 penalty.

Caelestion
2007-04-29, 07:56 AM
What's going on with those base attacks? It's usual to have a gap of 5 between each number.

Corncracker
2007-04-29, 02:56 PM
Crap, wrote them in wrong. Thanks, I'll get those fixed now

jindra34
2007-04-29, 03:08 PM
Recheck the attack numbers in the second one... something is a little off

Deleran
2007-04-29, 03:09 PM
Practitioners of Capoeira are called capoeiristas. A Muay Thai fighter is a Nak Muay.

Innis Cabal
2007-04-29, 03:09 PM
ummm..full attack bonus right? Then why is it....off?

jindra34
2007-04-29, 03:12 PM
ummm..full attack bonus right? Then why is it....off?

at some point i think he dropped a point...

Innis Cabal
2007-04-29, 03:16 PM
thats what it looks like

Rainspattered
2007-04-29, 05:59 PM
I actually train in both these martial arts (Muay Boran, actually, and Capoeira only a little, but still), and I'm not sure about the accuracy of these, from a simple realism standpoint. Also, shins are actually used much more often and knees. Grappling is over-emphasized (it largely only comes up in MMA, Muay Thai is much more focussed on striking, to the point they continue to strik when in grapples, rather than grappling to escape them), first, and the aspect of mobility and momentum wthat is present (at least in Muay Boran) isn't there. It seems largely represented as a martial art where you just stand there and his stuff, which it really isn't. It, in fact, uses very little strength; most of one's power comes from the speed at which one is moving. This allows one to dodge and gain "strength" at the same time, while using less energy, thereby outlasting an opponent you can keep up with in combat.

Corncracker
2007-04-30, 02:13 AM
Ah, I was basing this off a discussion i read. They said that Muay Tai used Stand up Grappling techniques to bring in opponents for easier and harder strikes. OF course I could have misinterpreted it. I also tried to make it fit into D&D terms effectively. I guess It was a little more off the Mark then what I was aiming for.

Do you know an art that more resembles the way I had built him? IF so, I'll simply rename it and read up more on Muay Thai to make a more accurate creation.

Now talk about how we can balance the damn class rather than my screw up in the numbers!!!!!

Deleran
2007-04-30, 02:19 AM
I dunno, the Muay Thai clinch is pretty vaunted. Go watch Anderson Silva obliterate Rich Franklin with it in their fight if you want to see its effectiveness.