Arkadaşlar swordmaster, kensai, samurai gibi kılıçta yetenekli olan class kitlerden birini biliyorsanız ve yazarsanız sevinirim. (Prestige Class istemiyorum.)
_________________ Hold me near, unravel the stars
As I speed through the heavens
Speed through the night
For you are my blade and my rope
You are my
Lethe
A martial artist is a character devoted to mastering
combat, much like a fighter or a monk. Unlike the
fighter, the martial artist avoids heavy weapons or
armor and relies more on precision, knowledge, and
skill than brute force. Unlike the monk, the martial
artist is focused purely on combat techniques, and
doesnÂ?t seek spiritual enlightenment or gain much in
the way of supernatural powers.
The martial artist is a new core class, not a
prestige class, and can be taken by any race at 1st
level. Unlike monks, there are no multiclassing
restrictions on the martial artist, and no alignment
restrictions.
This class is not based on martial artists from
real world history. It is a fantasy class, only partially
based on real life stereotypes, and is designed to
be a fun class to play in a party with fighters,
sorcerers, monks, etc. ItÂ?s not a simulation of real
world martial arts or a replacement for the monk
class.
The martial artist is also designed to be easily
multiclassed. If you want a fighter that really knows
how to brawl in a tavern, a sorcerer that specializes
in delivering touch spells with devastating kicks, or
a cleric that uses his fists, or just want to add some
stylish combat to your campaign, then this is the
class for you.
Humans, elves and half-elves are the most
likely to become martial artists, but martial artists
can be any race or come from any background.
They are comfortable with most any light weapon
that can be gracefully wielded or with nothing but
their bodies. Martial artists start play with the same
amount of gold as a monk.
Game Rule Information Abilities: A good Dexterity is essential to a
martial artist to avoid blows. Strength is important
as well, helping a martial artist hit harder, and a
good Constitution will help them survive. Feats
often have other ability scores as prerequisites,
making every ability potentially useful.
Alignment: Any
Hit Dice: d10
Class Skills: Balance (Dex), Bluff (Cha), Climb
(Str), Concentration (Con), Escape Artist (Dex),
Heal (Wis), Intimidate (Cha), Jump (Str), Perform
(Cha), Ride (Dex), Sense Motive (Wis), Swim (Str),
Tumble (Dex)
At 1st level martial artists start with (4 + Int
modifier) x 4 skill points. They gain 4 + Int modifier
skill points per level afterwards.
Weapons and armor proficiency: Martial
artists are proficient with all simple weapons,
nunchaku, kama, siangham, and the shuriken.
They are not proficient with armor or shields.
A martial artist gains a dodge bonus to AC
determined by his level (see Table 1-1, the Martial
Artist). These bonuses are lost whenever the
martial artist loses his Dexterity modifier due to
being caught flat-footed, stunned, or immobilized.
This modifier stacks with other dodge bonuses, and
represent the martial artistÂ?s superior ability to avoid
being hit by dodging and rolling with blows.
Wearing any armor, using a shield, or using a
non-finessable weapon (see boxed text to the left)
prevents a martial artist from gaining his level
bonuses to AC and from using his finishing move
ability, and may prevent the use of other abilities.
Unarmed Strike (Ex): A martial artist fighting
unarmed gains the benefits of the Improved
Unarmed Strike feat and thus does not provoke
attacks of opportunity from armed opponents that
he attacks. Any part of his body can be used as a
weapon, and there is no Â?off-handÂ? for unarmed
attacks by a martial artist. When fighting with any
one-handed weapon, the martial artist may make
an unarmed attack with his off-hand, but must
follow the rules for two-handed fighting. Also, he
can make an off-hand attack with a weapon after
making an unarmed attack, also suffering penalties
for two-weapon fighting.
Martial artists have no special unarmed attack
bonus progression like monks. They use their base
attack bonus for all attacks, just like other classes.
Flurry of Blows: Martial artists may use the
monkÂ?s flurry of blows ability with unarmed strikes
or with any light or monk weapons (See boxed text
to the left). When making a flurry of blows, you
make one extra attack in a round at your highest
base attack bonus, but that attack and all of your
other attacks suffer a Â?2 penalty each (See PHB,
Chapter 3, Monk, Unarmed Strike for details.).
Unarmed Damage: At 1st level, the martial
artist uses 1d6 for his base unarmed strike damage
if Medium sized, or 1d4 if Small. This damage
progresses as listed on Table 1-1 or 1-2,
respectively. The martial artist usually does normal
damage with his unarmed strikes or grappling but
may also choose to deal his damage as subdual
damage with no penalty to the attack.
Surge (Ex): As a free action you can focus
your mind and body to enter a natural state of
perfect coordination, resulting in a surge of speedincreasing
adrenaline. Your base speed increases
by +20ft. (up to a maximum of 50ft.), you gain a +2
haste bonus to AC, and your attack roll penalties
when using flurry of blows or lightning flurry are
reduced by one. These bonuses last for up to three
rounds plus your Constitution bonus, if any. After
the surge is over, you lose these bonuses and are
fatigued (-2 to Strength and Dexterity, cannot run or
charge) until the end of the encounter. You can
only surge once per encounter, and only a number
of times per day determined by your level (see
Table 1-1, the Martial Artist). You may only surge
when not wearing armor and carrying no more than
a light load.
You must surge on your turn, and cannot surge
in response to an event. For example, if you attack
with a flurry of blows and miss by one point, you
couldn't begin to surge to cause the attack to hit.
At 20th level, you are no longer fatigued after
surging.
Finishing Move (Ex): Starting at 2nd level,
once per round you can make a powerful and
precise melee attack called a finishing move. By
giving up your Dexterity bonus to AC and all other
dodge bonuses to AC for one round, including your
dodge bonus to AC for your martial artist level, you
may use the attack action to make a single finishing
move. A finishing move is a standard melee attack
action made with an unarmed strike or finessable
weapon (see boxed text on page 4) that targets vital
areas of your opponentÂ?s anatomy. If successful,
your attack causes additional bonus damage
determined by your martial artist level (see Table 1-
1 on page 5). This damage is added last, after
adding other damage bonuses for Strength or
critical hits.
Other feats and abilities can be used to
enhance or modify a finishing move. For instance,
an unarmed finishing move can also be used with
the Stunning Fist or Eagle Strike feats, and a
finishing move may also be a sneak attack.
Creatures immune to critical hits and items
suffer no extra damage from a finishing move. You
cannot make a finishing move with a non-finessable
weapon, while in a grapple, or while wearing armor
or using a shield.
Iron Palm (Ex):Through conditioning and
practice, at 4th level you learn to break objects
efficiently. You can use the full attack action to
make a single unarmed attack against an object. If
your attack roll succeeds, it causes double damage.
This ability cannot be used with finishing moves or
sneak attacks, or against held or worn items. Using
Iron Palm provokes an attack of opportunity.
Steel Palm (Ex): At 12th level, using Iron Palm
(see above) takes only a standard action.
Bonus Feats (Ex): The martial artist gains
bonus feats at various levels, as listed on Table 1-1,
The Martial Artist. These bonus feats must be
drawn from Table 1-4 on page 9
Stunning Fist (Ex): At 5th level or higher,
martial artists are eligible to use any available feat
slot to take the Stunning Fist feat without meeting
any of the featÂ?s prerequisites. You can use a
martial secret to gain this feat as well, see below.
Martial Secret: Martial secrets are talents that
help define a martial artistÂ?s style. Choose from the
following secrets at the levels indicated on Table 1-
1, the Martial Artist. Unless otherwise noted below,
you may only take a particular martial secret once:
Â? Aggressive Charge (Ex): Your fighting style
emphasizes offense. Whenever charging with
an unarmed strike you may gain an additional
+1 bonus to your attack roll in exchange for
taking an additional Â?2 penalty to your AC for
one round. You may take this secret more than
once and the modifiers stack.
Â? Agile Mind (Ex): You gain 4 skill points.
These may only be used to buy ranks in skills
with the key abilities of Strength, Dexterity or
Constitution. You may take this martial secret
more than once.
Â? Air Advocate (Ex): Your style of combat has a
strong foundation of mental strength. You may
add your Wisdom bonus to melee attack rolls
(but not damage rolls) instead of your Strength
bonus. To take this martial secret, you must
have at least seven feats from the Mental Feats
section of the martial artistÂ?s bonus feat list on
page 9.
Â? Blade Form (Ex): Because of your specialized
training, the bastard sword, two-bladed sword,
or katana is now a finessable weapon for you,
and can now be used with the finishing move
ability (but not with flurry of blows or lightning
flurry). You must have the appropriate Exotic
Weapon Proficiency feat to take this secret.
You can take this secret multiple times. Each
time it is taken, it applies to one of the above
weapons for which you have the Exotic
Weapon Proficiency feat.
Â? Chain Form (Ex): You may use flurry of blows
(or lightning flurry if you have that ability) with
the dwarven war grapple (see page 60), the
kusari-gama (see DMG, Chapter 5, Building a
Different World, Asian Weapons), or the spiked
chain. You must have the proper Exotic
Weapon Proficiency feat to take this secret.
You may take this secret multiple times. Each
time, it applies to one of the above weapons.
Â? Cheetah Speed (Ex): As long as you are
unarmored and carry no more than a light load,
your base speed is increased by +10ft up to a
maximum of 50ft.
Â? Crippling Strike (Ex): Whenever you
successfully hit with a finishing move (see page
5), you cause one point of Strength damage.
Creatures immune to critical hits are also
immune to this ability. You must be a 15th level
martial artist to gain this secret.
Â? Crush of the Bear (Ex): Using the full attack
action, you can make a single powerful
unarmed strike with a +1 bonus to damage.
You may take a single 5ft. step before this
attack. This secret can be taken multiple times.
Each time it is taken, your damage bonus
increases by +1.
Â? Deep Meditation (Su): Once per day, you may
recover up to twice your martial artist level in hit
points by slipping into a deep trance. Deep
meditation requires 10 minutes to use, during
which you are unconscious and helpless. You
must have the Meditation feat and a Wisdom of
13 or higher to take this secret.
Â? DragonÂ?s Scale (Ex): You have trained your
mind and body to defend against any threat.
You gain a +1 bonus to all of your saving
throws. To take this martial secret, you must
have one of the following feats: Great
Fortitude, Iron Will, or Lightning Reflexes.
Â? Earth Advocate (Ex): Your style is heavily
focused on grapples and throws. You do not
provoke an attack of opportunity when starting
a grapple and gain a +4 bonus to opposed rolls
when attempting to trip an opponent or when
someone attempts to trip you. You must have
at least seven feats from the Hard/Soft Feats
section of the martial artistÂ?s bonus feat list (see
page 9) to take this martial secret.
Â? Evasion (Ex): While wearing light or no armor,
if you make a successful saving throw against
an attack that normally deals half damage on a
successful save, you take no damage. You
must be at least a 7th level martial artist to take
this secret.
Â? Fire Advocate (Ex): Your style is exceptionally
hard, making you a fearsome combatant. You
gain a +1 competence bonus to your unarmed
strike damage. You must have at least seven
feats from the Hard Feats section of the martial
artistÂ?s bonus feat list (see page 9) to take this
secret.
Â? Full Circle (Ex): You have a well-rounded,
synergetic style. You gain one bonus feat from
the mental or ki feats section of the martial artist
bonus feat list that you have the prerequisites
for. You must already have at least two feats
each from the hard, soft and hard/soft sections
on the martial artistÂ?s bonus feat list on page 9
to take this martial secret.
Â? Improved Evasion (Ex): When wearing light
or no armor, you still take no damage when
making a Reflex save against attacks such as a
fireball or dragonÂ?s breath, and now take only
half damage if you fail. To take this secret you
must be a 15th level martial artist, and must
have the evasion class ability or martial secret.
Â? Improved Surge (Ex): You can surge (see
surge special ability on page 5) one additional
time per day. You must have the Run feat and
cheetah speed secret to take this martial secret.
Â? Kama Form (Ex): Your critical threat multiplier
with a kama is now x3.
Â? Ki Strike (Su): Your unarmed strikes can
damage a creature with damage reduction as if
the attack were made using a weapon with a +1
enhancement bonus. You must be a 15th level
martial artist to take this secret.
Â? Leap of the Clouds (Su): While you are
unarmored, your jumping distance is no longer
limited by your height. You must be at least an
11th level martial artist and your Wisdom must
be 13 or higher to take this secret.
Â? Lightning Flurry (Ex): When unarmored, you
can use flurry of blows to make two extra
attacks, instead of just one, with unarmed
strikes or with monk or light weapons. Instead
of a Â?2 penalty to your attack rolls, all of your
attacks have a Â?4 penalty. You must use the
full attack action when using this secret.
Â? Mercurial Fencing (Ex): You can use a rapier
with flurry of blows (or lightning flurry, if you
have that ability) as if it were a light weapon.
You must have the Weapon Finesse: Rapier
feat to take this martial secret.
Â? Monkey Footwork (Ex): By studying the
evasive tactics of monkeys and other animals,
you gain a +1 dodge bonus to AC. This bonus
is lost whenever you lose your Dexterity
modifier due to being unprepared, ambushed,
stunned, immobilized and so on. This modifier
represents the martial artistÂ?s superior ability to
avoid being hit by dodging and rolling with
blows. Wearing armor or using a shield
prevents you from using monkey footwork. You
may take this martial secret multiple times.
Â? Nunchaku Form (Ex): You are skilled at using
a nunchaku for defense. Whenever wielding a
nunchaku, you gain an additional +2 dodge
bonus to AC when fighting defensively.
Â? RaptorÂ?s Wing (Ex): Like a bird of prey, you
prefer to attack from the air. You can use the
full attack action to make a single extra-high,
leaping unarmed strike. Your attack roll has a
+1 competence bonus for every 5 ranks you
have with the Jump skill. You may not move
while using this secret, except for a 5ft. step
before attacking. You must have the Jump skill
with at least 5 ranks and a base attack bonus of
+6 or higher to take this secret.
Â? Rhino Hide (Ex): You gain the Toughness feat
as a free bonus feat, plus an additional hit point,
for a total of +4 hit points. You may take this
martial secret multiple times.
Â? Shuriken Expert (Ex): You throw shuriken
with accuracy. You gain the benefits of the
Point Blank Shot and Precise Shot feats when
throwing shuriken.
Â? Siangham Form (Ex): You are skilled at
finding the gaps in armor with a siangham. You
gain a +2 bonus to your attack rolls when using
a siangham against opponents wearing medium
or heavy armor.
Â? Skill Specialist (Ex): Choose a martial artist
class skill that you have 5 or more ranks in.
You gain the Skill Focus feat as a free bonus
feat with that skill, plus an additional +2 bonus
when using that skill for a total bonus of +4.
Â? Spear Form (Ex): You are proficient with
halfspears, javelins, shortspears and
longspears, and they are finessable weapons
for you. Additionally, you can choose to wield a
shortspear as a bludgeoning/piercing double
weapon (1d6/1d6, crit x2).
Â? Staff Form (Ex): For you, the quarterstaff is
considered a monk weapon, as well as
finessable. Also, whenever wielding a
quarterstaff, you gain a +2 competence bonus
to Balance, Jump, and Tumbling skill checks.
You must have the Weapon Focus: Quarterstaff
feat to take this martial secret.
Â? Stick Fighting (Ex): When wielding a light club
in each hand, you gain a +1 dodge bonus to
AC. A Small club does 1d4 damage (crit x2),
and a Tiny club does 1d3 damage (crit x2).
Â? Stunning Fist (Ex): You gain the Stunning Fist
feat as a free bonus feat, without meeting any
of the featÂ?s prerequisites. You must be at least
a 7th level martial artist to take this secret.
Â? Tiger Spirit (Su): You gain three additional
stunning attacks per day. You may take this
martial secret multiple times to gain more
stunning attacks per day. You must have the
Stunning Fist feat or stunning attacks ability to
take this martial secret.
Â? Water Advocate (Ex): You prefer a passive
style of combat and are at your best if your foe
makes the first move. You may ready full
attack actions to take place later in the round,
instead of just partial actions. You must have at
least seven feats from the Soft Feats section of
the martial artistÂ?s bonus feat list (see page 9)
to take this martial secret.
Â? Weapon Threat (Ex): You are good at fending
off unarmed foes with a weapon. When you are
wielding a weapon you have the Weapon Focus
feat with, unarmed strikes against you provoke
an attack of opportunity. This secret is effective
even if your opponent has the Improved
Unarmed Strike feat or is a martial artist or
monk. Opponents with a higher base attack
bonus are unaffected by this secret.
Multiclassing Martial Artists
The rules for multiclassing martial artists are the
same as any other class, except when determining
unarmed damage after multiclassing with the monk
class (or with classes that do unarmed damage as
a monk, like the prestige classes in this book).
To determine unarmed damage for a martial
artist multiclassed as a monk, add the monk and
martial artist levels together and use the monkÂ?s
damage progression for the combined number of
levels. If the damage for your martial artist level
alone is higher, use that instead.
For example, a monk 1/martial artist 6 would
have an unarmed damage of 1d10 for being a 6th
level martial artist, not 1d8 as a 7th level monk.
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