Ironsmith
2018-03-12, 12:31 PM
Physical fighters supreme, Martial Masters are warriors who have taken the art of fighting and raised it to new heights. Often found training on their own to further their abilities, they will occasionally join adventuring parties, looking for a good fight wherever it can be found.
Fighters and Monks both find themselves naturally inclined to become Martial Masters, as this expands their abilities considerably. Paladins and Barbarians occasionally also find themselves here, as the techniques available tend to compliment their abilities nicely.
Hit Die: d8
Class Requirements:
Base Attack Bonus: +5
Feats: Improved Unarmed Strike
Ability Scores: A character attempting to become a Martial Master must have a base Constitution score of 12 or higher.
The Martial Master
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1
+1
+2
+2
+0
Ki use, Advanced Technique
2
+2
+3
+3
+0
Advanced Technique
3
+3
+3
+3
+1
Advanced Technique
4
+4
+4
+4
+1
Ki Efficiency 1, Advanced Technique
5
+5
+4
+4
+1
Advanced Technique
6
+6
+5
+5
+2
Advanced Technique
7
+7
+5
+5
+2
Ki Efficiency 2, Advanced Technique
8
+8
+6
+6
+2
Advanced Technique
9
+9
+6
+6
+3
Advanced Technique
10
+10
+7
+7
+3
Ki Efficiency 3, Advanced Technique
Class Skills: The Martial Master's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points At Each Level: 2 + Int modifier
Class Features:
Weapon and Armor Proficiency: A Martial Master is proficient with all simple and martial weapons.
Ki Use: At 1st level, a Martial Master gains the ability to manipulate their life force in a way that can manifest physically, altering their environment and themselves. A Martial Master has a total amount of Ki equal to (their Constitution modifier * their total number of Hit Dice). Every Advanced Technique (see below) that they use subtracts some amount from this total. If this number drops to half the Martial Master's maximum Ki amount, the Martial Master is Fatigued (or Exhausted if already Fatigued). If it drops to 0, the Martial Master is Exhausted. Additionally, acquiring fatigue from some other source (such as using Rage) doubles the cost of every technique until the fatigue is removed. Acquiring exhaustion from some other source temporarily locks out the use of Ki entirely, until the exhaustion is removed. Ki is replenished naturally after a full night's rest.
For the purposes of overcoming damage reduction, attacks using Ki are considered magical and share the alignment of the user (i.e. a Lawful Good Martial Master's Ki attacks are considered magical, lawful, and good).
Ki Efficiency: At 4th level and every three levels thereafter, a Martial Master becomes exceedingly good at harnessing and manipulating their life force. Reduce the cost of all techniques by 1 per time this ability would be acquired. This may not reduce the cost of any technique below 0, and thus cannot replenish Ki. Even if the cost of a technique is reduced to 0, the user must still have at least 1 point of Ki to use it. If multiple techniques are being used, this applies to each of them individually except where otherwise noted.
Advanced Technique: Every time a new level of Martial Master is acquired, the character gains access to one of the techniques listed below. No technique may be acquired more than once. Any technique requires Ki to maintain also requires concentration... if the Martial Master is distracted, they must make a successful Concentration check (see skill entry for DC) or have the technique end prematurely.
Ki Blast: The Martial Master conjures and launches a blast of energy. This is equivalent to a ranged attack, dealing (2d6 + the character's Cha modifier + their Martial Master level) points of force damage should it land. This attack cannot be a critical hit. Use of this technique reduces the Martial Master's current Ki amount by 1. Feats that apply to ranged attacks, like Manyshot and Precise Shot, also apply to Ki Blasts.
Ki Beam: The Martial Master charges and releases a beam of energy. All creatures in a 60 ft line take (2d8 + the character's Cha modifier + the character's Martial Master level) points of force damage (Reflex DC 10 + Cha modifier + Martial Master level half). Use of this technique is a full-round action and provokes an attack of opportunity from anyone in melee range. Additionally, this technique reduces the Martial Master's current Ki amount by 5, regardless of whether the attack succeeds or not.
Ki Weapon: The Martial Master forces their Ki into a physical shape, creating any simple or martial weapon they desire. This weapon cannot be dropped or moved away from the Martial Master; forcing it to do so results in it disappearing unceremoniously. If someone attempts to sunder it, the weapon has no hardness and 15 hit points. Alternatively, the Martial Master may use this technique to bolster the strength of an existing weapon. Weapons created or bolstered by this effect have an enhancement bonus of +1 per two levels of Martial Master (round down). Weapons that are already magical cannot be bolstered by this effect. Creating or bolstering a weapon is a standard action, but dismissing it or the bonus is a free action. For every round this weapon remains in existence or has the bonus applied, the Martial Master loses 2 Ki. You may create or bolster two weapons in this way (for use in two-handed fighting) without additional cost or penalty.
Ki Ball: Rather than focus the Ki into a small projectile or a complex physical shape, the Martial Master accumulates it into a gigantic orb of energy and hurls it at a target. Starting the use of this technique is a standard action. Each round after starting the technique, a Martial Master can invest an amount of Ki up to their Charisma modifier as a standard action, or double that amount as a full-round action, into the ball. If the Martial Master has Ki Efficiency, the usual cost reduction is instead invested into the ball as additional Ki. The ball grows in size in proportion to the amount of Ki invested into it (consult the chart below).
Size
Ki Invested
Tiny (1 ft diameter)
1
Small (2 ft diameter)
4
Medium (4 ft diameter)
16
Large (8 ft diameter)
64
Huge* (16 ft diameter)
256
Gargantuan* (32 ft diameter)
1024
Colossal* (64+ ft diameter)
4096
*These values are practically unattainable by normal means; assistance of considerable magnitude is generally required.
**These size values assume the lowest possible diameters; "Colossal" here describes a ball 64 feet across. It can be made bigger, but every time the size is doubled, the amount of Ki required is multiplied by 4.
As a move action, the Martial Master can hurl this ball at a creature or object, expending the invested Ki to devastating effect. If the ball is big enough to engulf the creature (one size category larger), the creature must make a Fortitude save (DC 10 + Martial Master Level + Cha Modifier) or be utterly obliterated, killed instantly and their body destroyed. If they succeed the save or are hit with a ball of insufficient size, the creature instead takes 1d4 points of damage for every point of Ki invested into the ball (Reflex DC 10 + Martial Master Level + Cha Modifier halves this damage). Alternatively, the ball can be used to target an area; if so, deal damage to every object in that area as though they had succeeded the Fortitude save. The ball only holds its integrity for as long as Ki is still being put into it; every round that goes by without an investment causes the amount of Ki in the ball to halve (shrinking the ball in size as appropriate).
Inner Fire: The Martial Master's Ki manifests as flame. Invoking or dismissing this technique is a free action that provokes no attack of opportunity. For as long as this technique is active, physical and Ki attacks made by this character do an additional 1d6 points of fire damage. Every round this state is maintained reduces the Martial Master's Ki by 1.
Explosive Burst: The Martial Master harnesses latent energy for a delayed effect. This technique can be used any time a Ki Blast normally would. Attacks with this technique deal an additional 5d6 points of damage to inanimate objects, and creatures hit with this attack must succeed a Reflex save (DC damage dealt) or be knocked prone. If multiple attacks of this nature hit, the DC is based on the cumulative damage of all the attacks and only applies once. Creatures that are your size category or smaller are also launched a distance equal to 1 foot per point they fall short of the DC (thus, rolling 17 when they needed 22 launches them 5 feet) in a direction directly away from the character. Use of this technique reduces the amount of Ki available by 3.
Forceful Aura: The Martial Master's Ki takes on solid shape and pushes away opponents. This technique is invoked as a standard action. Creatures within a 10-foot radius are pushed away from the Martial Master, and must make a Reflex save (DC 10 + Cha modifier + Martial Master Level) or be pushed to the edge of this radius. This technique produces insufficient force to damage anyone. Using this technique reduces the Martial Master's available Ki by 2.
Sense Danger: A Martial Master can go into a state of high alertness, using their Ki to sense threats before they come. Invoking or dismissing this state is a free action that does not provoke an attack of opportunity. While this technique is active, the Martial Master cannot be caught flat-footed and cannot be flanked. This ability does not apply when dealing with Undead or Constructs, as a Martial Master cannot sense them through their Ki. Maintaining this state requires 1 Ki per round.
Sense Life: A Martial Master can reach out with their Ki to find living creatures. Upon using this technique, a Martial Master immediately knows the general location and relative strength of all living creatures (Undead and Constructs are not detectable via this ability) within 120 feet. A Martial Master using this technique does not know anything else about creatures detected in this fashion (and thus, can't tell if the creature in the cave with them is a grizzly bear, a giant viper, or a donkey). Using this ability reduces the amount of Ki available by 2.
Instantaneous Movement: The Martial Master de-materializes and re-appears elsewhere instantly. A character using this technique may travel in a fashion similar to the Dimension Door spell (Caster level equal to your Martial Master level). Use of this technique reduces the Martial Master's available Ki by 4.
Flight: The Martial Master uses their Ki to enact a sort of localized telekinesis, carrying themselves up into the air. This technique grants the Martial Master a temporary flight speed equal to their current foot speed for as long as they remain in the air, with Perfect maneuverability. Every round they maintain this flight costs them 2 points of Ki. Alternatively, they may use a quick burst of Ki to give them a leg up on a Jump check. If so, they gain a +10 circumstance bonus on the check and use up 1 point of Ki.
Flash Step: The Martial Master uses their Ki to greatly enhance their foot speed. This technique can be invoked or dismissed as a free action that does not provoke an attack of opportunity. For as long as this technique remains active, the Martial Master's movement speed is double what it normally is. Maintaining this technique requires 2 Ki per round.
Pressure Points: A Martial Master who takes this technique never needs to activate it. This technique passively increases the multiple of a critical hit by 1 (so if a critical hit would normally deal x2 damage, it instead does x3, x3 does x4, and x4 does x5). This technique costs no Ki.
Telekinesis: The Martial Master may use their Ki to replicate the effects of Telekinesis, with a caster level equal to your Martial Master level. Using and maintaining this technique requires 3 Ki per round.
Telepathy: The Martial Master may use their Ki to communicate short distances without speaking. They may communicate with any creature that has an Intelligence score in this way (except for Constructs and Undead), regardless of their respective languages. The creature must be within one mile per level, and the Martial Master must be aware of their presence. This technique costs nothing.
Multi-form: Through use of their Ki, a Martial Master can create a projection of themselves that is distinct from their physical body. The Martial Master can create one such projection for every point point of Cha modifier they have (minimum 1). These projections all carry the same gear and abilities as the original, and can act independently, but they (and the original) all share a single hit point total. Additionally, splitting focus in this way is incredibly distracting... the Martial Master must succeed a Concentration check (DC 10 + 5 per projection) every round or they will disappear. Each projection is also physically taxing; reduce the effective Strength, Dexterity, and Constitution of each projection and the original character by 2 per clone while this technique is active. Finally, other Concentration checks the Martial Master must make while this technique is active take a -2 penalty for each projection. Maintaining them requires 4 Ki per projection per round. This cost is paid all at once and Ki Efficiency only applies once.
Overdrive: The Martial Master sacrifices some of their life force for use in combat. Reduce this character's hit point total by some multiple of 4 (player's choice) and increase the amount of Ki they have available by (their Con modifier * 1/4 the hit points lost). If using this technique would result in a hit point total below 0, this character collapses and starts dying next round. This technique cannot take more than (4*the character's number of hit dice) worth of hit points per day.
Gather Ki: The Martial Master borrows some life energy from a willing subject, to be harnessed however they see fit. Reduce the subject's hitpoints by some multiple of 4 (subject's choice), and give the Martial Master an amount of Ki equal to (the subject's Con modifier * 1/4 the hit points lost.). The subject may only make as many donations as they have hit dice. There is no limit to how far away the subject can be; however, they must be aware of the need for Ki in order to qualify as willing. This technique does not work on unwilling subjects.
Bolster Life: A Martial Master that knows this technique is capable of donating their own Ki to restore lost hit points to anyone they can touch directly. This exchange is point-per-point (1 Ki restores 1 hit point). Ki efficiency does not apply to this technique.
Aura Burst: The Martial Master uses their Ki to surpass their physical limitations, becoming stronger and faster for a short period of time. Invoking this technique is a full-round action that provokes an attack of opportunity, but it can be dismissed as a free action. While this technique is active, the Martial Master gains a +1 for every two levels of Martial Master (round down) to Strength and Dexterity. Maintaining this state requires 8 Ki per round. If the Martial Master has the Rage ability, this bonus can be stacked onto it and only 4 Ki is consumed for the duration of the rage.
Fighters and Monks both find themselves naturally inclined to become Martial Masters, as this expands their abilities considerably. Paladins and Barbarians occasionally also find themselves here, as the techniques available tend to compliment their abilities nicely.
Hit Die: d8
Class Requirements:
Base Attack Bonus: +5
Feats: Improved Unarmed Strike
Ability Scores: A character attempting to become a Martial Master must have a base Constitution score of 12 or higher.
The Martial Master
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1
+1
+2
+2
+0
Ki use, Advanced Technique
2
+2
+3
+3
+0
Advanced Technique
3
+3
+3
+3
+1
Advanced Technique
4
+4
+4
+4
+1
Ki Efficiency 1, Advanced Technique
5
+5
+4
+4
+1
Advanced Technique
6
+6
+5
+5
+2
Advanced Technique
7
+7
+5
+5
+2
Ki Efficiency 2, Advanced Technique
8
+8
+6
+6
+2
Advanced Technique
9
+9
+6
+6
+3
Advanced Technique
10
+10
+7
+7
+3
Ki Efficiency 3, Advanced Technique
Class Skills: The Martial Master's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points At Each Level: 2 + Int modifier
Class Features:
Weapon and Armor Proficiency: A Martial Master is proficient with all simple and martial weapons.
Ki Use: At 1st level, a Martial Master gains the ability to manipulate their life force in a way that can manifest physically, altering their environment and themselves. A Martial Master has a total amount of Ki equal to (their Constitution modifier * their total number of Hit Dice). Every Advanced Technique (see below) that they use subtracts some amount from this total. If this number drops to half the Martial Master's maximum Ki amount, the Martial Master is Fatigued (or Exhausted if already Fatigued). If it drops to 0, the Martial Master is Exhausted. Additionally, acquiring fatigue from some other source (such as using Rage) doubles the cost of every technique until the fatigue is removed. Acquiring exhaustion from some other source temporarily locks out the use of Ki entirely, until the exhaustion is removed. Ki is replenished naturally after a full night's rest.
For the purposes of overcoming damage reduction, attacks using Ki are considered magical and share the alignment of the user (i.e. a Lawful Good Martial Master's Ki attacks are considered magical, lawful, and good).
Ki Efficiency: At 4th level and every three levels thereafter, a Martial Master becomes exceedingly good at harnessing and manipulating their life force. Reduce the cost of all techniques by 1 per time this ability would be acquired. This may not reduce the cost of any technique below 0, and thus cannot replenish Ki. Even if the cost of a technique is reduced to 0, the user must still have at least 1 point of Ki to use it. If multiple techniques are being used, this applies to each of them individually except where otherwise noted.
Advanced Technique: Every time a new level of Martial Master is acquired, the character gains access to one of the techniques listed below. No technique may be acquired more than once. Any technique requires Ki to maintain also requires concentration... if the Martial Master is distracted, they must make a successful Concentration check (see skill entry for DC) or have the technique end prematurely.
Ki Blast: The Martial Master conjures and launches a blast of energy. This is equivalent to a ranged attack, dealing (2d6 + the character's Cha modifier + their Martial Master level) points of force damage should it land. This attack cannot be a critical hit. Use of this technique reduces the Martial Master's current Ki amount by 1. Feats that apply to ranged attacks, like Manyshot and Precise Shot, also apply to Ki Blasts.
Ki Beam: The Martial Master charges and releases a beam of energy. All creatures in a 60 ft line take (2d8 + the character's Cha modifier + the character's Martial Master level) points of force damage (Reflex DC 10 + Cha modifier + Martial Master level half). Use of this technique is a full-round action and provokes an attack of opportunity from anyone in melee range. Additionally, this technique reduces the Martial Master's current Ki amount by 5, regardless of whether the attack succeeds or not.
Ki Weapon: The Martial Master forces their Ki into a physical shape, creating any simple or martial weapon they desire. This weapon cannot be dropped or moved away from the Martial Master; forcing it to do so results in it disappearing unceremoniously. If someone attempts to sunder it, the weapon has no hardness and 15 hit points. Alternatively, the Martial Master may use this technique to bolster the strength of an existing weapon. Weapons created or bolstered by this effect have an enhancement bonus of +1 per two levels of Martial Master (round down). Weapons that are already magical cannot be bolstered by this effect. Creating or bolstering a weapon is a standard action, but dismissing it or the bonus is a free action. For every round this weapon remains in existence or has the bonus applied, the Martial Master loses 2 Ki. You may create or bolster two weapons in this way (for use in two-handed fighting) without additional cost or penalty.
Ki Ball: Rather than focus the Ki into a small projectile or a complex physical shape, the Martial Master accumulates it into a gigantic orb of energy and hurls it at a target. Starting the use of this technique is a standard action. Each round after starting the technique, a Martial Master can invest an amount of Ki up to their Charisma modifier as a standard action, or double that amount as a full-round action, into the ball. If the Martial Master has Ki Efficiency, the usual cost reduction is instead invested into the ball as additional Ki. The ball grows in size in proportion to the amount of Ki invested into it (consult the chart below).
Size
Ki Invested
Tiny (1 ft diameter)
1
Small (2 ft diameter)
4
Medium (4 ft diameter)
16
Large (8 ft diameter)
64
Huge* (16 ft diameter)
256
Gargantuan* (32 ft diameter)
1024
Colossal* (64+ ft diameter)
4096
*These values are practically unattainable by normal means; assistance of considerable magnitude is generally required.
**These size values assume the lowest possible diameters; "Colossal" here describes a ball 64 feet across. It can be made bigger, but every time the size is doubled, the amount of Ki required is multiplied by 4.
As a move action, the Martial Master can hurl this ball at a creature or object, expending the invested Ki to devastating effect. If the ball is big enough to engulf the creature (one size category larger), the creature must make a Fortitude save (DC 10 + Martial Master Level + Cha Modifier) or be utterly obliterated, killed instantly and their body destroyed. If they succeed the save or are hit with a ball of insufficient size, the creature instead takes 1d4 points of damage for every point of Ki invested into the ball (Reflex DC 10 + Martial Master Level + Cha Modifier halves this damage). Alternatively, the ball can be used to target an area; if so, deal damage to every object in that area as though they had succeeded the Fortitude save. The ball only holds its integrity for as long as Ki is still being put into it; every round that goes by without an investment causes the amount of Ki in the ball to halve (shrinking the ball in size as appropriate).
Inner Fire: The Martial Master's Ki manifests as flame. Invoking or dismissing this technique is a free action that provokes no attack of opportunity. For as long as this technique is active, physical and Ki attacks made by this character do an additional 1d6 points of fire damage. Every round this state is maintained reduces the Martial Master's Ki by 1.
Explosive Burst: The Martial Master harnesses latent energy for a delayed effect. This technique can be used any time a Ki Blast normally would. Attacks with this technique deal an additional 5d6 points of damage to inanimate objects, and creatures hit with this attack must succeed a Reflex save (DC damage dealt) or be knocked prone. If multiple attacks of this nature hit, the DC is based on the cumulative damage of all the attacks and only applies once. Creatures that are your size category or smaller are also launched a distance equal to 1 foot per point they fall short of the DC (thus, rolling 17 when they needed 22 launches them 5 feet) in a direction directly away from the character. Use of this technique reduces the amount of Ki available by 3.
Forceful Aura: The Martial Master's Ki takes on solid shape and pushes away opponents. This technique is invoked as a standard action. Creatures within a 10-foot radius are pushed away from the Martial Master, and must make a Reflex save (DC 10 + Cha modifier + Martial Master Level) or be pushed to the edge of this radius. This technique produces insufficient force to damage anyone. Using this technique reduces the Martial Master's available Ki by 2.
Sense Danger: A Martial Master can go into a state of high alertness, using their Ki to sense threats before they come. Invoking or dismissing this state is a free action that does not provoke an attack of opportunity. While this technique is active, the Martial Master cannot be caught flat-footed and cannot be flanked. This ability does not apply when dealing with Undead or Constructs, as a Martial Master cannot sense them through their Ki. Maintaining this state requires 1 Ki per round.
Sense Life: A Martial Master can reach out with their Ki to find living creatures. Upon using this technique, a Martial Master immediately knows the general location and relative strength of all living creatures (Undead and Constructs are not detectable via this ability) within 120 feet. A Martial Master using this technique does not know anything else about creatures detected in this fashion (and thus, can't tell if the creature in the cave with them is a grizzly bear, a giant viper, or a donkey). Using this ability reduces the amount of Ki available by 2.
Instantaneous Movement: The Martial Master de-materializes and re-appears elsewhere instantly. A character using this technique may travel in a fashion similar to the Dimension Door spell (Caster level equal to your Martial Master level). Use of this technique reduces the Martial Master's available Ki by 4.
Flight: The Martial Master uses their Ki to enact a sort of localized telekinesis, carrying themselves up into the air. This technique grants the Martial Master a temporary flight speed equal to their current foot speed for as long as they remain in the air, with Perfect maneuverability. Every round they maintain this flight costs them 2 points of Ki. Alternatively, they may use a quick burst of Ki to give them a leg up on a Jump check. If so, they gain a +10 circumstance bonus on the check and use up 1 point of Ki.
Flash Step: The Martial Master uses their Ki to greatly enhance their foot speed. This technique can be invoked or dismissed as a free action that does not provoke an attack of opportunity. For as long as this technique remains active, the Martial Master's movement speed is double what it normally is. Maintaining this technique requires 2 Ki per round.
Pressure Points: A Martial Master who takes this technique never needs to activate it. This technique passively increases the multiple of a critical hit by 1 (so if a critical hit would normally deal x2 damage, it instead does x3, x3 does x4, and x4 does x5). This technique costs no Ki.
Telekinesis: The Martial Master may use their Ki to replicate the effects of Telekinesis, with a caster level equal to your Martial Master level. Using and maintaining this technique requires 3 Ki per round.
Telepathy: The Martial Master may use their Ki to communicate short distances without speaking. They may communicate with any creature that has an Intelligence score in this way (except for Constructs and Undead), regardless of their respective languages. The creature must be within one mile per level, and the Martial Master must be aware of their presence. This technique costs nothing.
Multi-form: Through use of their Ki, a Martial Master can create a projection of themselves that is distinct from their physical body. The Martial Master can create one such projection for every point point of Cha modifier they have (minimum 1). These projections all carry the same gear and abilities as the original, and can act independently, but they (and the original) all share a single hit point total. Additionally, splitting focus in this way is incredibly distracting... the Martial Master must succeed a Concentration check (DC 10 + 5 per projection) every round or they will disappear. Each projection is also physically taxing; reduce the effective Strength, Dexterity, and Constitution of each projection and the original character by 2 per clone while this technique is active. Finally, other Concentration checks the Martial Master must make while this technique is active take a -2 penalty for each projection. Maintaining them requires 4 Ki per projection per round. This cost is paid all at once and Ki Efficiency only applies once.
Overdrive: The Martial Master sacrifices some of their life force for use in combat. Reduce this character's hit point total by some multiple of 4 (player's choice) and increase the amount of Ki they have available by (their Con modifier * 1/4 the hit points lost). If using this technique would result in a hit point total below 0, this character collapses and starts dying next round. This technique cannot take more than (4*the character's number of hit dice) worth of hit points per day.
Gather Ki: The Martial Master borrows some life energy from a willing subject, to be harnessed however they see fit. Reduce the subject's hitpoints by some multiple of 4 (subject's choice), and give the Martial Master an amount of Ki equal to (the subject's Con modifier * 1/4 the hit points lost.). The subject may only make as many donations as they have hit dice. There is no limit to how far away the subject can be; however, they must be aware of the need for Ki in order to qualify as willing. This technique does not work on unwilling subjects.
Bolster Life: A Martial Master that knows this technique is capable of donating their own Ki to restore lost hit points to anyone they can touch directly. This exchange is point-per-point (1 Ki restores 1 hit point). Ki efficiency does not apply to this technique.
Aura Burst: The Martial Master uses their Ki to surpass their physical limitations, becoming stronger and faster for a short period of time. Invoking this technique is a full-round action that provokes an attack of opportunity, but it can be dismissed as a free action. While this technique is active, the Martial Master gains a +1 for every two levels of Martial Master (round down) to Strength and Dexterity. Maintaining this state requires 8 Ki per round. If the Martial Master has the Rage ability, this bonus can be stacked onto it and only 4 Ki is consumed for the duration of the rage.