Martial Artist
Game Rule Info
Abilities: Strength and Dexterity are key for most Martial Artists. Because the Martial Artist relies on his awareness of his surroundings as a means of protection, Wisdom is also an important ability for him.
Alignment: Any lawful.
Hit Die: d8
Class Skills
The Martial Artist's class skills are .
Skill Points at 1st level: (4 + Int modifier) × 4
Skill Points at each additional level: 4 + Int modifier
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|
1 | +1 | +0 | +2 | +2 | AC Bonus, Unarmed Strike, Discipline |
2 | +2 | +0 | +3 | +3 | Discipline |
3 | +3 | +1 | +3 | +3 |
|
4 | +4 | +1 | +4 | +4 | Discipline |
5 | +5 | +1 | +4 | +4 | Discipline |
6 | +6/+1 | +2 | +5 | +5 |
|
7 | +7/+2 | +2 | +5 | +5 | Discipline |
8 | +8/+3 | +2 | +6 | +6 | Discipline |
9 | +9/+4 | +3 | +6 | +6 |
|
10 | +10/+5 | +3 | +7 | +7 | Discipline |
11 | +11/+6/+1 | +3 | +7 | +7 | Discipline |
12 | +12/+7/+2 | +4 | +8 | +8 |
|
13 | +13/+8/+3 | +4 | +8 | +8 | Discipline |
14 | +14/+9/+4 | +4 | +9 | +9 | Discipline |
15 | +15/+10/+5 | +5 | +9 | +9 |
|
16 | +16/+11/+6/+1 | +5 | +10 | +10 | Discipline |
17 | +17/+12/+7/+2 | +5 | +10 | +10 | Discipline |
18 | +18/+13/+8/+3 | +6 | +11 | +11 |
|
19 | +19/+14/+9/+4 | +6 | +11 | +11 | Discipline |
20 | +20/+15/+10/+5 | +6 | +12 | +12 | Discipline |
Class Features
All of the following are class features of the Martial Artist.
Weapon and Armor Proficiency
A martial artist is familiar with the same weapons as a Monk. A martial artist gains no proficiency with armor or shields.
AC Bonus
When unarmored and unencumbered, the martial artist adds his Wisdom bonus (if any) to his AC.
Unarmed Strike
At 1st level, a martial artist gains Improved Unarmed Strike as a bonus feat. A martial artist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a martial artist may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a martial artist striking unarmed. A martial artist may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a martial artist’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A martial artist’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A martial artist deals damage with his unarmed strike based on his size category. A medium sized martial artist has a base damage of 1d6 plus any Strength bonus he may have. Some disciplines may increase this base damage, but it does not increase in level as a monk’s damage does. See the monk class for the damage dealt by small or large martial artists. The base damage is equal to a 1st level monk.
Special: Some disciplines will increase the amount of damage a martial artist deals with his unarmed strike. Each time this is increased, use the table below for the martial artist’s damage.
Increase | New Damage |
---|---|
1st | |
2nd | |
3rd | |
4th | |
5th | |
6th | |
7th | |
8th | |
etc… |
Discipline
At all levels except those divisible by 3 (3rd, 6th, 9th, etc), the martial artist gains a new discipline. This can be an advancement in a martial style that he has already begun studying, or the martial artist may opt to begin studying a new style of martial art. At no time is a martial artist able to select a level of a style more than one level beyond his current degree of study in that particular style. For example, Itharun is a 12th level martial artist. When he gains 13th level, he can choose to advance to the next degree in a discipline he has already begun studying, or he may begin a new discipline at it’s first degree. The disciplines are as follows:
Aikido
- 1st Degree - Redirect Attack, Weapon Finesse
- 2nd Degree - Still Mind
- 3rd Degree -
- 4th Degree -
- 5th Degree -
- 6th Degree -
- 7th Degree -
- 8th Degree -
- 9th Degree - Empty Body
- Master -
Capoeira
- 1st Degree - +1 Dodge bonus to AC
- 2nd Degree - Evasion
- 3rd Degree - +2 Dodge bonus to AC
- 4th Degree -
- 5th Degree - +3 Dodge bonus to AC
- 6th Degree -
- 7th Degree - Improved Evasion
- 8th Degree - +4 Dodge bonus to AC
- 9th Degree -
- Master - +5 Dodge bonus to AC
Hapkido
- 1st Degree -
- 2nd Degree -
- 3rd Degree -
- 4th Degree -
- 5th Degree -
- 6th Degree -
- 7th Degree -
- 8th Degree -
- 9th Degree -
- Master -
Judo
- 1st Degree -
- 2nd Degree -
- 3rd Degree - Unarmed Damage Increase
- 4th Degree -
- 5th Degree -
- 6th Degree - Unarmed Damage Increase
- 7th Degree -
- 8th Degree - Unarmed Damage Increase
- 9th Degree -
- Master - Unarmed Damage Increase
Jiu Jitsu
- 1st Degree -
- 2nd Degree -
- 3rd Degree -
- 4th Degree -
- 5th Degree -
- 6th Degree -
- 7th Degree -
- 8th Degree -
- 9th Degree -
- Master -
Muay Thai
- 1st Degree -
- 2nd Degree -
- 3rd Degree - Unarmed Damage Increase
- 4th Degree -
- 5th Degree -
- 6th Degree - Unarmed Damage Increase
- 7th Degree -
- 8th Degree - Unarmed Damage Increase
- 9th Degree -
- Master - Unarmed Damage Increase
Parkour
- 1st Degree - Climb 10ft.
- 2nd Degree - Evasion
- 3rd Degree - Kip Up, slow fall 1/day
- 4th Degree -
- 5th Degree - Climb 20 ft.
- 6th Degree - slow fall 2/day
- 7th Degree -
- 8th Degree -
- 9th Degree - Climb 30 ft.
- Master - slow fall 3/day
Taekwondo
- 1st Degree -
- 2nd Degree -
- 3rd Degree -
- 4th Degree -
- 5th Degree -
- 6th Degree -
- 7th Degree -
- 8th Degree -
- 9th Degree -
- Master -