The Martial Artist

Hit Point Rate: 7

Class Skills: Athletics, Acrobatics, Craft, Concentration, Diplomacy or Intimidate, Endurance, Escape Artist, Insight, Stealth, Perception, Profession

Skill Points: 2 + Int per level

Level BAB Fort Will Ref Class Features
1 +2 0 0 0 Shadow Boxing, Focused Training, Lesser Archetype Power
2 +3 +1 +1 +1 Combat Forms, Lesser Racial Power
3 +4 +2 +2 +2 Specialized Training, Moderate Archetype Power
4 +5 +3 +3 +3 Improved Combat Forms, Moderate Racial Power
5 +6 +4 +4 +4 Close Quarter Champ, Years of training
6 +7 +5 +5 +5 Ultimate Prowess, Greater Archetype Power, Greater Racial Power

Class Features

Proficiencies: A Martial Artist is proficient with simple weapons, as well as monk weapons and improvised weapons. A Martial Artist is neither proficient with heavier than light armors nor with shields. Counts as monk for feat purposes.

Shadow Boxing: The Martial Artist receives the improved unarmed strike feat and may substitute unarmed strike and any simple, improvised and monk weapon damage with 1d8 points of damage or 1d12 for two handed weapons. The damage is modified by size and size alone. If your normal damage is higher you do not need to substitute the damage.

You receive +2 on AC.

You receive 3m more movement speed and for jumps you are always treated as if running beforehand.

Focused Training: The Martial Artist focuses on one of his attributes. Further benefits that depend on the attribute:

Ascetic (Wisdom): Your will saves become good, a +2 rank bonus to concentration. You may use concentration with wisdom as dependent attribute and may use it for all actions that autohypnosis can be used to. You receive the stunning fist feat and may use it 3+his wisdom modifier times per day.

Athlete (Strength): You receive a +2 bonus on strength based attack rolls, a +2 rank bonus to athletics. You are not flat footed while making athletic checks such as climbing and may make athletics checks to break objects or force open doors as a swift action.

Gymnast (Dexterity): Your reflex saves become good, a +2 rank bonus to acrobatics. Using acrobatic does not slow you down, even on difficult terrain.

Hardened (Constitution): Your fortitude saves become good, +2 HPR, +2 a +2 rank bonus to endurance. You may perform endurance checks instead of survival checks to survive in the wilderness.

Combat Forms: The Martial Artist receives multiple combat forms. He may use only one at a time, but may switch between those at the start of his turn. None of the Combat forms works in heavier than light armor. Also the combat forms can only be used with unarmed strikes and simple, improvised or monk weapons.

Flurry of Blows: Once per turn when you make an attack you may do an additional attack with the same attack bonus. Using flurry of blows imposes a -2 penalty to attack rolls.

Evasive Stance: If you successfully attack a foe this foe receives a -4 penalty to attack rolls for one turn.

Specialized Training: According to the type of focused training and you receive further bonuses:

Ascetic: You are never caught flat-footed and may substitute your strength/dexterity/constitution score by half your wisdom score + half the original score.

Athlete: You receive only take half the penalty to attack rolls for using power attack.

Gymnast: You receive evasion and you only take half the penalty to attack rolls for using combat expertise.

Hardened: You ignore partial effects from fortitude saves and receive your constitution modifier as DR.

Improved Combat Forms: The Martial Artist improves his combat forms.

Flurry of Blows: You do not receive an penalty to attack rolls.

Evasive Stance: You receive +2 to all saving throws.

Close Quarter Champ: You can no longer be flanked.

When an adjacent creature, which you successfully attacked in your last turn moves, you can move with it. You may not move more than your tactical movement speed in a single turn with this feature. The movement provokes attacks of opportunity from all creatures, except from the creature you follow, as normal.

Years of training: Your second iterative attack is performed at its full base attack bonus.

Ultimate Prowess: Once per day, the Martial Artist may make use of one of the following abilities.

Blink And You'll Miss Me: As a swift action, the Martial Artist may move up to his base land speed, even if he has already moved that round. In addition, he gains 20% concealment for the next three rounds.

Ultimate Form: As a free action the Martial Artist enters a special improved combat form for two turns.

Flurry of Blows: Once per turn when you make an attack you may do two additional attacks instead of one.

Evasive Stance: The penalty to attack rolls also applies to saves of the opponent.

Feats: Fluid Motions, Hard As Stone, Masterful Training, Physical Education, Studies Of Diamond, Studies Of Wood And Metal, True Zen Archery

Archetypes

Breathstealer

When the breath stealer uses a combat maneuver as a standard action against a single opponent (successfully or not), mark that opponent as bully for one turn. The breathstealer receives special bonuses versus his bully.

Lesser Archetype Power: The breathstealer may perform a grab combat maneuver as a swift action. When performing a grab combat maneuver, the breathstealer deals normal unarmed strike damage.

The bully deals minimum damage versus the Breathstealer.

Moderate Archetype Power: When an enemy provokes an attack of opportunity, as immediate action the breathstealer may perform a melee combat maneuver versus that enemy instead.

The breathstealer receives a +2 bonus to attack rolls, grab DC and AC versus his bully. The bully may not do rerolls versus the Breathstealer.

Greater Archetype Power: When the breathstealer grabs the same opponent successfully with two consecutive checks in two consecutive turns, it becomes unconscious for one minute or until woken up as a standard action.

The bully takes maximized damage from the Breathstealer.

Feats: The Firm Grip Of Justice

Drunken Master

The Drunken Master gains proficiency with improvised weapons and shields. All improvised weapons are treated as monk weapons.

Lesser Archetype Power: In the hands of a Drunken Master, natural, simple, monk and improvised weapons receive the benefits from keen edge / weapon of impact, i.e., double critical threat range. Such weapons also add half the drunken masters basic training attribute modifier to damage.

You receive the Drink like a fish feat.

Moderate Archetype Power: After rolling a critical threat with a melee weapon that has 20/x2 base critical properties you may attack one additional time per three Drunken Master levels, these additional attacks cannot trigger any additional attacks.

Additionally, the Drunken Master receives +2 on fortitude saves, which increase to +4 versus poisons.

Greater Archetype Power: Once per day as a swift action, the Drunken Master may drink a beverage and reready his capstone ability.

Unmagical improvised weapons inherit the enchantments of your unarmed strikes.

Feats: Breath Of Fire, Drink Like A Demon, Drunken Haze

Ecstatic

Lesser Archetype Power: The ecstatic has the ability to make her body excel for a glimpse. The ecstatic frenzy can be activated as a free action during the ecstatics turn and lasts for a single turn. The ecstatic frenzy may be used once per encounter.

Ecstatic Frenzy: You receive +4 on all d20 rolls, AC, and may roll all d20 check twice taking the better result.

Moderate Archetype Power: Focused training adds half their primary attribute to their weapon damage rolls.

During Ecstatic Frenzy all damage you deal is maximized, all damage you take is minimized (all dices are treated as if they rolled their minimum possible value).

The duration of Ecstatic Frenzy increases by one turn.

Greater Archetype Power: Ecstatic frenzy improves your combat form with the matching ultimate.

In addition, he gains an additional use for his Ultimate Prowess feature:

Lasting ecstasy: As a free action you can prolong your ecstatic frenzy by one turn. You can only use this while your ecstatic frenzy is active.

Feats: Ecstasy Of Battle

Exemplar

The Exemplar receives 4 skill points per level.

Lesser Archetype Power: The Exemplar receives a +2 bonus on all d20 checks and may take 10 on any skill even in stressful situations.

The Exemplar may choose a second attribute from which she receives focused training.

Furthermore the Examplar receives 4 attribute point buy points.

Moderate Archetype Power: The Exemplar may choose a third attribute from which she receives focused training and all the advanced benefits for the chosen attributes.

Furthermore the Examplar receives 6 attribute point buy points.

Greater Archetype Power: An Exemplar may not roll a natural 1 and must reroll on such an outcome (this does not count as a reroll).

The Exemplar may choose the fourth attribute from which she receives focused training and advanced focused training.

Furthermore the Examplar receives 8 attribute point buy points.

Feats: None.

Kick Boxer

Lesser Archetype Power: A kick boxer may initiate maneuvers as a warblade of his level, he requires a wisdom score of 10 + maneuver level to learn maneuvers. His maneuver progression (both known and readied), stance progression, and recovery mechanics are identical to the warblade. The disciplines available to him are Setting Sun, Stone Dragon, and two of the following: Diamond Mind, Fool Grip, Iron Heart or Tiger Claw. In addition his unarmed strikes also count as monk weapons. All kick boxers have unarmed strike as their favored weapon.

Moderate Archetype Power: A kick boxer can perform his strike maneuvers as part of a charge.

Greater Archetype Power: A kick boxer can perform a round-house-kick as a standard action. Perform one single standard action that requires a melee attack roll, this which might be a melee combat maneuver or strike maneuver. Add all bonuses you gain for this single attack and apply it to all opponents in your threat range.

In addition, he adds the following ability to his ultimate class feature:

Martial Prowess: You may use one maneuver from up to the fourth level as a martial-like ability.

Feats: None.

Master At Arms

Lesser Archetype Power: A master at arms receives the improved combat maneuver feat for every combat maneuver ignoring any prerequisites and receives a +2 bonus to attack rolls and +2 to the DC of combat maneuvers.

Additionally, the master at arms receives bonuses according to special weapon qualities. If your weapon has multiple weapon qualities choose one:

Brace: You receive +1.5m threat range and range for attacks of opportunity.

Disarm: When you successfully disarmed an opponent, that opponent receives a -4 penalty on attack rolls for one turn. You may use disarm versus natural weapons as well.

Grab: You receive constrict(2d6 + 1.5 times your strength modifier).

Trip: After successfully tripping an opponent, he may not move more than half his base movement speed in his next turn.

Interrupt: Your attacks of opportunity always happens before the opponents action triggering those. The interrupt action can be used to interrupt actions that do not require any concentration.

Moderate Archetype Power: The master at arms receives two style feats and from now on may enter two stances simultaneously as a swift action.

Greater Archetype Power: The master at arms receives an additional standard action each turn that can only be used for disarming, grabbing, tripping, interrupting or standard attacks.

Feats: None.

Monk

Monks are always ascetics and choose wisdom as their focused attribute.

A monk receives a ki-pool equal to half her wisdom modifier. The ki pool can be refreshed by meditating 10 minutes. Ki-powers are supernatural abilities that require a swift action and consume a ki-point to be activated, unless noted otherwise.

Lesser Archetype Power: The monk can use her ki-pool for multiple purposes:

  • Move Like Water: You receive 1.5m more melee range and can change your unarmed damage type to piercing, slashing or bludgeoning.
  • Empty your Mind: You remove any moral and charm effects from you.
Furthermore, you take less falling damage. Reduce the number of damage dice by one per point of wisdom modifier.

Moderate Archetype Power: The monk receives more ki abilities.

  • Night Walk: For one turn you become invisible, ignore attacks of opportunity and may move up to your movement speed.
  • Sunrise: You may use this even when incapable of doing actions and is used as a full-round action. End any persistent daze, slow, sleep, stun or paralysis effect.
  • Ebb and Flow: You may use deflect missle and abilities that require deflect missle against missles that do not specifically target you. However, the course has to be within your melee threat range at some point. In addition, you may deflect more than one missle per turn by forgoing one attack of opportunity per missle.
Furthermore, you receive bonus unarmed strike damage equal to wisdom modifier.

Greater Archetype Power: The monk receives two more ki abilities that are can also be used as ultimate abilities:

Touch of Death: This power - also known as dim mak or vibrating palm - is a standard action that does a single touch attack that does not deal damage. At any time up to one day per monk level after a successful hit with this ability, the monk may spend an immediate action to activate it. When the ability is activated, the target takes damage equal to 5 per level. Improvements to smite, such as the improved and epic righteous smite feat, improve this damage. When used as ultimate it also must succeed a fortitude save or it immediately dies. You may choose to use this ability as ultimate, when you do the immediate action to activate it.

Touch of Life: This ability may be used as a standard action with a range of touch. The positive energy heals 5 per monk level. Improvements to lay on hand improve this feature. When used as an ultimate the ally removes secondary effects as the heal spell would.

The monk stops aging and becomes immune to poisons and diseases.

Feats: Empty Mind, Rayflection Mastery, Studies Of Dark And Light, Tongue Of Sun And Moon

Mystical

Mystical are always ascetics.

Lesser Archetype Power: A Mystical may initiate maneuvers as a Sword Sage of his class level he requires a wisdom score of 10 + maneuver level to learn maneuvers. His maneuver progression (both known and readied), stance progression, and recovery mechanics are identical to the swordsage but all his disciplines have the unarmed strike as favorite weapon. The disciplines available to him are Phoenix Tear, Storm Soul, Glacier Chill and either Devoted Spirit or Diamond mind. All your maneuvers saving DC's are 10 + half your class level + your wisdom modifier.

Moderate Archetype Power: When using a strike maneuver, the mystical may change the damage type of the strike to the favored damage type of the school: Phoenix Tear - Fire. Glacial Chill - Cold. Storm Soul - Lightning or sonic. Diamond Mind - force damage. Devoted Spirit - positive energy (heals living, damages undead).

Greater Archetype Power: Once per turn, your may substitude a melee attack by a standard action strike maneuver.

Feats: Avalanche, Elemental Awe, Glacial Stamina, Mystic Resilience, Refreshing Agony, Three Fiery Feathers, Up From Behind

Strained Marksman

The strained marksman is restricted to bows, crossbows and rifles with his abilities.

Lesser Archetype Power: You receives +2 on attack rolls.

In addition, when specifying the readied attack, you receive a bonus to attack rolls for specifying the action more clearly. Specifying the actual target provides +2, specifying the action coarsely receives +2 and specifying the action fine another +2. A coarse specification is like when the target makes an attack and fine when the target uses the trip combat maneuver or uses a fireball spell.

Moderate Archetype Power: The strained marksman receives half his level as bonus damage.

When readying a ranged attack treat 3m around the target as your threatening area. You can make attacks of opportunity in that area. When the area is not specified you do not receive any attacks of opportunity. The area is automatically specified after making the readied attack.

Greater Archetype Power: You may draw as a move action if you do so your next ranged attack is a critical threat that has a x2 multiplier instead of the weapons normal critical hit multiplier. The confirmation roll also decides whether the attack hits. The attack must be made within 3 turns after drawing.

Feats: Improved Strained Shot

Sword Saint

You may select any one melee weapon as your chosen weapon you may only have one chosen weapon at a time and may switch a chosen weapon for another during rest similar to a wizard preparing spells. Your chosen weapon counts as monk weapon and unarmed strike if it is beneficial for you.

Lesser Archetype Power: You may use a concentration checks instead of initiative checks.

Once per turn, when you draw your chosen weapon you may immediately make a melee attack as part of drawing the weapon.

Moderate Archetype Power: While your chosen weapon is sheathed and no other weapon is drawn, you receive a +2 bonus to dodge and saving throws. You may still perform unarmed strikes. While your chosen weapon is drawn you receive a +2 bonus to attack rolls.

You may use the dash action as an immediate action.

Dash: Instantly move 3m + 1.5m per two points of intelligence modifier up to a maximum of your movement speed without provoking attacks of opportunity. This can be used to try avoiding any ability or effect that requires an attack roll or those which have an area of effect ignoring all its partial effects if successful. If the effect does require an attack roll the Sword Saint counts as having +4 AC versus this attack, otherwise the Sword Saint may perform a reflex saving throw with a +4 bonus to evade. The dash action counts as regular move action. E.g. you can draw a weapon as part of it but you cannot perform a 1.5m step in turns in which you used dash.

Greater Archetype Power: If you attack with your chosen weapon directly after using Dash that attack is promoted to a charge. Directly after the dash means that it is in the same turn and no other character has performed anything but a free, immediate or readied action between the Dash and the attack.

Feats: Daisho, Double Dash