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    Joined: Oct 09, 2003
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    PostPosted: Sat Jul 24, 2004 9:06 am Reply with quoteBack to top

    Arkadaşlar swordmaster, kensai, samurai gibi kılıçta yetenekli olan class kitlerden birini biliyorsanız ve yazarsanız sevinirim. (Prestige Class istemiyorum.)

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    PostPosted: Sat Jul 24, 2004 11:04 am Reply with quoteBack to top

    THE MARTIAL ARTIST:

    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.

    Lvl Base Attack Bonus/Fort Save/Ref Save/Will Save/Special Unarmed Damage/AC Bonus
    1 +1 +2 +2 +0 Unarmed Strike, Surge 1/day 1d6 +1
    2 +2 +3 +3 +0 Finishing Move +1d6 1d6 +2
    3 +3 +3 +3 +1 Martial Secret 1d8 +2
    4 +4 +4 +4 +1 Iron Palm 1d8 +2
    5 +5 +4 +4 +1 Bonus Feat, Can take the Stunning Fist feat 1d8 +2
    6 +6/+1 +5 +5 +2 Finishing Move +2d6 1d10 +3
    7 +7/+2 +5 +5 +2 Martial Secret 1d10 +3
    8 +8/+3 +6 +6 +2 Surge 2/day 1d10 +3
    9 +9/+4 +6 +6 +3 Bonus Feat 1d12 +3
    10 +10/+5 +7 +7 +3 Finishing Move +3d6 1d12 +4
    11 +11/+6/+1 +7 +7 +3 Martial Secret 1d12 +4
    12 +12/+7/+2 +8 +8 +4 Steel Palm 2d8 +4
    13 +13/+8/+3 +8 +8 +4 Bonus Feat 2d8 +4
    14 +14/+9/+4 +9 +9 +4 Finishing Move +4d6 2d8 +5
    15 +15/+10/+5 +9 +9 +5 Martial Secret 1d20 +5
    16 +16/+11/+6/+1 +10 +10 +5 Surge 3/day 1d20 +5
    17 +17/+12/+7/+2 +10 +10 +5 Bonus Feat 1d20 +5
    18 +18/+13/+8/+3 +11 +11 +6 Finishing Move +5d6 4d6 +6
    19 +19/+14/+9/+4 +11 +11 +6 Martial Secret 4d6 +6
    20 +20/+15/+10/+5 +12 +12 +6 No fatigue after using Surge 4d6 +6
    Table 1-1, The Martial Artist


    Tablo biraz karışık oldu ama çözülebilir... Ayrıyeten bir kaç yazı daha var onarı da özel mesaj at bana yollayayım...

    Saygılarımla...

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    Joined: Jul 08, 2004
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    PostPosted: Sat Jul 24, 2004 11:21 am Reply with quoteBack to top

    bu bılgılerı sword and fist (dogru mu yazdım acaba) kıtabında var bı yerden temın edersen ayrıntılı bı sekılde örenebılırsın
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