ForzaFiori
2007-07-30, 11:24 PM
As many people know, the monk is a highly underpowered class. I decided to try to change that, by making what I'm calling a "Martial Artist". He has some of the monk's combat abilities, a full BAB, all good saves, and improved speed. He also gains many feats, though they relate only to his chosen weapon of specialization. He can use Padded armor, to represent a strengthened Gi.
I would love any comments on how it could be better, whether its overpowered, underpowered, or just plain stupid.
This class is intended to replace the monk, not to add an entirely new class.
Martial Artist
" There was a student studying the martial arts. One day the student asked his instructor how long it would take to achieve the rank of black belt. The instructor responded that it would take two years.
The student then asked how long it would take to advance to black belt if he practiced twice as hard and twice as long every day. The instructor responded that it would take four years.
Puzzled, the student then asked how long it would take to advance to black belt if he practiced four times as hard and four times as long every day. The instructor responded that it would take eight years.
Even more puzzled, the student then asked how long it would take to advance to black belt if he practiced eight times as hard and eight times as long every day. The instructor responded that it would take sixteen years.
The student, feeling very frustrated at this point, asked why it would take longer to earn a black belt when he was trying harder and practicing constantly to earn it. The instructor responded 'If you have one eye constantly on the black belt, that only leaves one eye to focus on what you are currently learning.'" – Master Yamagata Haru to his student, Kanagawa Hiroshi
The Martial Artist. He can be the noble fencer, the secret monk up in his mountain monastery, or the boxer that just took the national championship. They all have one thing in common. They train their entire lives, and will specialize in one weapon (though they may know how to use others).
Adventures: The Martial Artists adventures to improve himself. Rarely will you find one out looking for gold, or looking to earn fame. Rather, they will adventure simply to improve.
Alignment: Martial Artists are diverse. They can be beneficial, protecting those weaker than them. They can be malicious, using their power to dominate others. They can be a force of chaos or law. However, all martial artists learn of moderation, and will therefore never be an extreme alignment. All martial artists are neutral in some sense of the world.
Religion: Many Martial Artists worship gods of strength, or gods of their dominate alignment. Others worship patron gods of their hometowns. Some Martial Artists worship none. It is the choice of each one, usually chosen only after long deliberation.
Background: Martial Artists come from all different backgrounds. A noblemen may become a fencer, a poor man may become a fighting monk, a cobbler's son may take up boxing in his spare time. All are martial artists.
Races: Elves, with their long age and excellent attention span, make great martial artists. Other long lived races, such as Dwarves and Gnomes also have as many martial artists as they do monks. Humans, oddly enough, also sport a large number. They are almost unheard of among the wild races, and Halflings are less prone to become one than others might be.
Other Classes: Martial Artists get along excellently with fighters, as they share a front line duty and may share a fighting style. They also respect the Wizard's ability to learn all that he must, something the Martial Artist can relate to. She views the Cleric, Rogue, and Paladin with an indifferent attitude, seeing them as people who could have become excellent with one ability, and chose instead to become a jack of all trades. The barbarian she sees as just that, someone lacking the refined abilities and expertise of a true martial fighters. She doesn't understand Druids, and tends to give them distance.
Roles: The Martial Artist can be a front line fighter, a flanker, a scout, or an archer, depending on how she spends his bonus feats.
Game Rule Information
Martial Artists have the following game statistics.
Abilities: Dexterity improves the Martial Artists armor, something she'll need since she uses only padded armor. Wisdom also increases her AC. Strength and Constitution are useful as the Martial Artist is made for fighting.
Alignment: Any Neutral
Hit Die: d8
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), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier
{table] Level|BAB|Fort|Ref|Will|Ability|Unarmed Damage
1|1|2|2|2| Specialization, Improved AC, Evasion|1d6
2|2|3|3|3|Weapon Training|1d6
3|3|3|3|3|Still Mind|1d6
4|4|4|4|4|Purity of Body|1d8
5|5|4|4|4|Weapon Feat|1d8
6|6/1|5|5|5| Weapon Proficiency|1d8
7|7/2|5|5|5|Wholeness of Body|1d8
8|8/3|6|6|6|Improved Evasion|1d10
9|9/4|6|6|6|Style Feat|1d10
10|10/5|7|7|7|Weapon Mastery|1d10
11|11/6/1|7|7|7|Diamond Body|1d10
12|12/7/2|8|8|8|Weapon Proficiency|2d6
13|13/8/3|8|8|8|Improved Initiative|2d6
14|14/9/4|9|9|9|Style Feat|2d6
15|15/10/5|9|9|9|Weapon Feat|2d6
16|16/11/6/1|10|10|10|Diamond Soul|2d8
17|17/12/7/2|10|10|10|Timeless Body|2d8
18|18/13/8/3|11|11|11|Weapon Proficiency|2d8
19|19/14/9/4|11|11|11|Style Feat|2d8
20|20/15/10/5|12|12|12|Weapon Mastery|2d10
[/table]
Class Features
Weapon and Armor Proficiency: The Martial Artist is proficient in the Gi (padded armor), and any five martial artist weapons. She becomes proficient in a new martial artist weapon at 6th, 12th, and 18th level (essentially gaining martial weapon proficiency or exotic weapon proficiency as a bonus feat). She may take additional weapon and armor proficiency feats but she loses her speed bonus, wisdom bonus to AC, and evasion/improved evasion if she wears any armor other than a Gi.
Martial Artist Weapons: All Swords, Blowgun, Bo (quarterstaff), Bola, Chakram, Dagger, Fu (Battleaxe), Glaive, Halberd, Kama, Katar (Punching Dagger), Kukri, Longspear, Nunchaku, Patu (Mace), Sai, Shield Bash, Shortspear, Shuriken, Siangham, Sickle, Spear, Spiked Chain, Tessen (War Fan), Three-Section Staff, Throwing Axe, Tonfa, Whip, Whip-Dagger, and Yumi (Longbow)
Specialization:At 1st level, the Martial Artist chooses a martial artist weapon to specialize in (she may choose unarmed strike). The Martial Artist must choose a weapon she is proficient with. If she chooses unarmed strike, she gains the Improved Unarmed Strike feat, and the monk's unarmed strike damage. The Martial Artist gains a +1 to attacks with this weapon.
Improved AC: The Martial Artist adds her Wisdom Bonus (if any) to her AC, as well as her Dexterity Bonus. The Wisdom Bonus stacks with all other bonuses, but the Martial Artist loses it if she wears any armor heavier than a Gi.
Evasion: Whenever a Martial Artist makes a successful Reflex save against an effect that normally deals half damage on a successful save, she instead takes no damage. This ability does not function if the Martial Artist is wearing armor heavier than a Gi, or if she is helpless.
Weapon Feat: At 5th, and 15th levels, the Martial Artist gets a bonus feat based on her choice of specialization. Whenever the Martial Artist gains a weapon feat, she may take any feat she qualifies for which requires her to select a weapon (she must select her specialized weapon). She may also select Power Attack, Cleave, Great Cleave, Quick Draw, Weapon Finesse (which works even if the specialized weapon is not light), Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting, Two Weapon Defense, Combat Reflexes, or Combat Expertise; the effects of these feats only apply when the martial artist uses her specialized weapon.
Weapon Training: The Martial Artist's Class levels count as fighter levels for the Weapon Specialization, Improved Weapon Specialization, and Improved Weapon Focus feats for her specialized weapon only.
Still Mind: Starting at 3rd level, the Martial Artist gets a +2 bonus to saving throws against enchantment effects.
Style Feat: At 9th level, the Martial Artist may choose between Dodge (even if her dexterity is lower than 13) and Endurance. At 14th level, the Martial Artist gets Mobility if she chose Dodge at 9th level, or Diehard if she chose endurance. At 19th level, she gets Spring Attack if she chose Dodge, or Improved Toughness if she chose Endurance.
Purity of Body: Starting at 4th level, the Martial Artist is immune to all diseases except for supernatural and magical diseases (like mummy rot or lycanthropy).
Wholeness of Body: Starting at 7th level, the Martial Artist can heal her own wounds. She can heal up to twice her level in HP/day, and can spread the effect out over multiple healings.
Improved Evasion: At 8th level, the Martial Artist's Evasion ability becomes Improved Evasion. She still takes no damage on successful Reflex saves, but now if she fails the save, she takes only half damage.
Diamond Body: At 11th level, the Martial Artist becomes immune to poisons of all kinds.
Improved Initiative: At 13th level, the Martial Artist gains Improved Initiative as a bonus feat. If she already has Improved Initiative, the bonus rises from +4 to +6.
Diamond Soul: At 16th level, the Martial Artist gains spell resistance equal to her class level +10.
Timeless Body: Starting at 17th level, the Martial Artist no longer takes ability score penalties for aging. Any penalties she has already taken remain in place. She still receives ability score bonuses for aging, and she still dies of old age when her time is up.
Weapon Mastery: At 10th level, when the Martial Artist wields her specialized weapon, it is treated as having an enhancement bonus of +1 higher than its actual enhancement bonus. This ability affects both magic and mundane weapons, and unarmed strikes, and can raise the enhancement bonus higher than +5. This is not an actual magic effect, so it works in an anti-magic zone, but cannot penetrate damage reduction. At 20th level, this bonus rises to +2.
Edit: switched some things around, took out some feats, and moved their starting points up. Also slightly changed the Specialization ability
I would love any comments on how it could be better, whether its overpowered, underpowered, or just plain stupid.
This class is intended to replace the monk, not to add an entirely new class.
Martial Artist
" There was a student studying the martial arts. One day the student asked his instructor how long it would take to achieve the rank of black belt. The instructor responded that it would take two years.
The student then asked how long it would take to advance to black belt if he practiced twice as hard and twice as long every day. The instructor responded that it would take four years.
Puzzled, the student then asked how long it would take to advance to black belt if he practiced four times as hard and four times as long every day. The instructor responded that it would take eight years.
Even more puzzled, the student then asked how long it would take to advance to black belt if he practiced eight times as hard and eight times as long every day. The instructor responded that it would take sixteen years.
The student, feeling very frustrated at this point, asked why it would take longer to earn a black belt when he was trying harder and practicing constantly to earn it. The instructor responded 'If you have one eye constantly on the black belt, that only leaves one eye to focus on what you are currently learning.'" – Master Yamagata Haru to his student, Kanagawa Hiroshi
The Martial Artist. He can be the noble fencer, the secret monk up in his mountain monastery, or the boxer that just took the national championship. They all have one thing in common. They train their entire lives, and will specialize in one weapon (though they may know how to use others).
Adventures: The Martial Artists adventures to improve himself. Rarely will you find one out looking for gold, or looking to earn fame. Rather, they will adventure simply to improve.
Alignment: Martial Artists are diverse. They can be beneficial, protecting those weaker than them. They can be malicious, using their power to dominate others. They can be a force of chaos or law. However, all martial artists learn of moderation, and will therefore never be an extreme alignment. All martial artists are neutral in some sense of the world.
Religion: Many Martial Artists worship gods of strength, or gods of their dominate alignment. Others worship patron gods of their hometowns. Some Martial Artists worship none. It is the choice of each one, usually chosen only after long deliberation.
Background: Martial Artists come from all different backgrounds. A noblemen may become a fencer, a poor man may become a fighting monk, a cobbler's son may take up boxing in his spare time. All are martial artists.
Races: Elves, with their long age and excellent attention span, make great martial artists. Other long lived races, such as Dwarves and Gnomes also have as many martial artists as they do monks. Humans, oddly enough, also sport a large number. They are almost unheard of among the wild races, and Halflings are less prone to become one than others might be.
Other Classes: Martial Artists get along excellently with fighters, as they share a front line duty and may share a fighting style. They also respect the Wizard's ability to learn all that he must, something the Martial Artist can relate to. She views the Cleric, Rogue, and Paladin with an indifferent attitude, seeing them as people who could have become excellent with one ability, and chose instead to become a jack of all trades. The barbarian she sees as just that, someone lacking the refined abilities and expertise of a true martial fighters. She doesn't understand Druids, and tends to give them distance.
Roles: The Martial Artist can be a front line fighter, a flanker, a scout, or an archer, depending on how she spends his bonus feats.
Game Rule Information
Martial Artists have the following game statistics.
Abilities: Dexterity improves the Martial Artists armor, something she'll need since she uses only padded armor. Wisdom also increases her AC. Strength and Constitution are useful as the Martial Artist is made for fighting.
Alignment: Any Neutral
Hit Die: d8
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), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier
{table] Level|BAB|Fort|Ref|Will|Ability|Unarmed Damage
1|1|2|2|2| Specialization, Improved AC, Evasion|1d6
2|2|3|3|3|Weapon Training|1d6
3|3|3|3|3|Still Mind|1d6
4|4|4|4|4|Purity of Body|1d8
5|5|4|4|4|Weapon Feat|1d8
6|6/1|5|5|5| Weapon Proficiency|1d8
7|7/2|5|5|5|Wholeness of Body|1d8
8|8/3|6|6|6|Improved Evasion|1d10
9|9/4|6|6|6|Style Feat|1d10
10|10/5|7|7|7|Weapon Mastery|1d10
11|11/6/1|7|7|7|Diamond Body|1d10
12|12/7/2|8|8|8|Weapon Proficiency|2d6
13|13/8/3|8|8|8|Improved Initiative|2d6
14|14/9/4|9|9|9|Style Feat|2d6
15|15/10/5|9|9|9|Weapon Feat|2d6
16|16/11/6/1|10|10|10|Diamond Soul|2d8
17|17/12/7/2|10|10|10|Timeless Body|2d8
18|18/13/8/3|11|11|11|Weapon Proficiency|2d8
19|19/14/9/4|11|11|11|Style Feat|2d8
20|20/15/10/5|12|12|12|Weapon Mastery|2d10
[/table]
Class Features
Weapon and Armor Proficiency: The Martial Artist is proficient in the Gi (padded armor), and any five martial artist weapons. She becomes proficient in a new martial artist weapon at 6th, 12th, and 18th level (essentially gaining martial weapon proficiency or exotic weapon proficiency as a bonus feat). She may take additional weapon and armor proficiency feats but she loses her speed bonus, wisdom bonus to AC, and evasion/improved evasion if she wears any armor other than a Gi.
Martial Artist Weapons: All Swords, Blowgun, Bo (quarterstaff), Bola, Chakram, Dagger, Fu (Battleaxe), Glaive, Halberd, Kama, Katar (Punching Dagger), Kukri, Longspear, Nunchaku, Patu (Mace), Sai, Shield Bash, Shortspear, Shuriken, Siangham, Sickle, Spear, Spiked Chain, Tessen (War Fan), Three-Section Staff, Throwing Axe, Tonfa, Whip, Whip-Dagger, and Yumi (Longbow)
Specialization:At 1st level, the Martial Artist chooses a martial artist weapon to specialize in (she may choose unarmed strike). The Martial Artist must choose a weapon she is proficient with. If she chooses unarmed strike, she gains the Improved Unarmed Strike feat, and the monk's unarmed strike damage. The Martial Artist gains a +1 to attacks with this weapon.
Improved AC: The Martial Artist adds her Wisdom Bonus (if any) to her AC, as well as her Dexterity Bonus. The Wisdom Bonus stacks with all other bonuses, but the Martial Artist loses it if she wears any armor heavier than a Gi.
Evasion: Whenever a Martial Artist makes a successful Reflex save against an effect that normally deals half damage on a successful save, she instead takes no damage. This ability does not function if the Martial Artist is wearing armor heavier than a Gi, or if she is helpless.
Weapon Feat: At 5th, and 15th levels, the Martial Artist gets a bonus feat based on her choice of specialization. Whenever the Martial Artist gains a weapon feat, she may take any feat she qualifies for which requires her to select a weapon (she must select her specialized weapon). She may also select Power Attack, Cleave, Great Cleave, Quick Draw, Weapon Finesse (which works even if the specialized weapon is not light), Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting, Two Weapon Defense, Combat Reflexes, or Combat Expertise; the effects of these feats only apply when the martial artist uses her specialized weapon.
Weapon Training: The Martial Artist's Class levels count as fighter levels for the Weapon Specialization, Improved Weapon Specialization, and Improved Weapon Focus feats for her specialized weapon only.
Still Mind: Starting at 3rd level, the Martial Artist gets a +2 bonus to saving throws against enchantment effects.
Style Feat: At 9th level, the Martial Artist may choose between Dodge (even if her dexterity is lower than 13) and Endurance. At 14th level, the Martial Artist gets Mobility if she chose Dodge at 9th level, or Diehard if she chose endurance. At 19th level, she gets Spring Attack if she chose Dodge, or Improved Toughness if she chose Endurance.
Purity of Body: Starting at 4th level, the Martial Artist is immune to all diseases except for supernatural and magical diseases (like mummy rot or lycanthropy).
Wholeness of Body: Starting at 7th level, the Martial Artist can heal her own wounds. She can heal up to twice her level in HP/day, and can spread the effect out over multiple healings.
Improved Evasion: At 8th level, the Martial Artist's Evasion ability becomes Improved Evasion. She still takes no damage on successful Reflex saves, but now if she fails the save, she takes only half damage.
Diamond Body: At 11th level, the Martial Artist becomes immune to poisons of all kinds.
Improved Initiative: At 13th level, the Martial Artist gains Improved Initiative as a bonus feat. If she already has Improved Initiative, the bonus rises from +4 to +6.
Diamond Soul: At 16th level, the Martial Artist gains spell resistance equal to her class level +10.
Timeless Body: Starting at 17th level, the Martial Artist no longer takes ability score penalties for aging. Any penalties she has already taken remain in place. She still receives ability score bonuses for aging, and she still dies of old age when her time is up.
Weapon Mastery: At 10th level, when the Martial Artist wields her specialized weapon, it is treated as having an enhancement bonus of +1 higher than its actual enhancement bonus. This ability affects both magic and mundane weapons, and unarmed strikes, and can raise the enhancement bonus higher than +5. This is not an actual magic effect, so it works in an anti-magic zone, but cannot penetrate damage reduction. At 20th level, this bonus rises to +2.
Edit: switched some things around, took out some feats, and moved their starting points up. Also slightly changed the Specialization ability