by Tim Wallace
In honor of the Martial Arts Guidebook receiving a 5/5 star review, I am releasing a prestige class I designed for the
book as a free web enhancement. The purpose of the martial arts master prestige
class is to provide an easy way for players and GMs to incorporate martial arts
techniques into an ongoing campaign.
Martial
Arts Master
Many seek to perfect their body through martial
arts, but none accomplish it as well as the martial arts master. While they may
be proficient in techniques from many schools, all martial arts masters choose
a specific school that they excel in better than any other.
Hit
Die: d10.
Requirements
To qualify to become a martial arts master, a
character must fulfill all of the following criteria.
Base
Attack Bonus: +5.
Feats: Martial Training (Martial Arts
Guidebook, pg. 2) and Combat
Expertise, Power
Attack, or Improved
Unarmed Strike.
Class
Skills
The martial artist class skills are Acrobatics
(Dex), Bluff (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (any two),
Perception (Wis), Profession (Wis), Sense Motive (Wis), and Survival (Wis).
Skill Ranks per Level: 4 + Int modifier.
Table: Martial Arts Master
Table: Martial Arts Master
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
Base Class Features
|
1st
|
1
|
+1
|
+1
|
+0
|
Martial arts technique, combat
training
|
—
|
2nd
|
2
|
+1
|
+1
|
+1
|
Martial arts technique
|
+1 level for class features
|
3rd
|
3
|
+2
|
+2
|
+1
|
Martial arts trick
|
+1 level for class features
|
4th
|
4
|
+2
|
+2
|
+1
|
Martial arts technique
|
+1 level for class features
|
5th
|
5
|
+3
|
+3
|
+2
|
Martial arts technique
|
—
|
6th
|
6
|
+3
|
+3
|
+2
|
Martial arts trick
|
+1 level for class features
|
7th
|
7
|
+4
|
+4
|
+2
|
Martial arts technique
|
+1 level for class features
|
8th
|
8
|
+4
|
+4
|
+3
|
Martial arts technique
|
+1 level for class features
|
9th
|
9
|
+5
|
+5
|
+3
|
Martial arts trick
|
—
|
10th
|
10
|
+5
|
+5
|
+3
|
Martial arts technique, martial
arts mastery
|
+1 level for class features
|
Class Features
The
following are class features of the Martial Arts Master prestige class.
Weapon and Armor
Proficiency:
A marital artist gains no proficiency with any weapon or armor.
Base Class Features: At the indicated
levels a martial artist is treated as if he had also gained a level in his base
class for effective class level (for meeting prerequisites) and the following
class features:
Barbarian: Rage and rage
powers.
Bloodrager (ACG): Bloodrage and
bloodline powers (but not bloodline spells or feats).
Brawler (ACG): Unarmed
damage and martial flexibility.
Cavalier (APG): Challenge and
order abilities.
Fighter: Weapon and armor training.
Gunslinger (UC): Gun training
and nimble.
Monk: Unarmed damage and
unarmored AC bonus.
Ninja (UC): Sneak attack
and rogue talents (or ninja tricks).
Paladin: Divine bond and
mercies.
Ranger: Hunter’s bond and
favored enemy.
Rogue: Sneak attack and
rogue talents.
Samurai (UC): Challenge and
order abilities.
Slayer (ACG): Sneak attack
and slayer talents.
Swashbuckler
(ACG): Swashbuckler weapon training and nimble.
Spellcaster, prepared: Spells learned, and
spells per day.
Spellcaster,
spontaneous:
Spells known, and spells per day.
Optional: If you are using
the optional point cost variant (see Options and Access side bar in the Martial Arts Guidebook, pg. 2), you may
want to allow classes with point pools to advance their point pools as well as
the above class abilities.
Martial Arts
Technique (Ex):
At 1st level, a martial arts master chooses a martial arts technique that he
meets all of the prerequisites for. This functions in all ways as if he had
taken the Martial Training feat.
He gains additional martial arts techniques at 2nd, 4th, 5th, 7th, 8th, and
10th levels.
Combat Training (Ex): A martial arts
master’s class levels stack with fighter levels for determining his eligibility
to select feats with a fighter level prerequisite. If a martial arts master
does not have any levels of fighter, then his class level equals his effective
fighter level.
Martial Arts Trick
(Ex):
At 3rd level and every three levels of martial arts master attained thereafter,
a martial arts master gains one martial arts trick.
Dual Stance: The martial arts
master can have two feats or techniques that last for the duration of the
encounter active at once. In addition, he may activate both stances with a
single swift action.
Evasion: The martial arts
master can avoid damage with great agility. If he makes a successful Reflex
saving throw against an attack that normally deals half damage on a successful
save, he instead takes no damage. Evasion can be used only if the martial arts
master is wearing light armor or no armor. A helpless martial arts master does
not gain the benefit of evasion.
Evasion, Improved: As evasion, except
that while the martial arts master still takes no damage on a successful Reflex
saving throw against attacks, he henceforth takes only half damage on a failed
save. A martial arts master must possess evasion before selecting this trick.
Improvised Fighting: The martial arts
master may select one of the following feats: Catch Off-Guard, Improvised
Weapon Mastery, or Throw Anything. He must meet all the prerequisites.
Kip Up: If knocked prone,
the martial arts master can stand up without provoking attacks of opportunity
as a move action.
Kip Up, Improved: As kip up, except that
the martial arts master can stand up as an immediate action. A martial arts
master must possess kip up before selecting this trip.
Resilience: The martial arts
master can shrug off attacks through sheer hardiness. If he makes a successful
Fortitude save against an attack that has a reduced effect on a successful
save, he instead avoids the effect entirely. Resilience can be used only if the
martial arts master is wearing light armor, medium armor, or no armor. A
helpless martial arts master does not gain the benefit of resilience.
Resilience, Improved: As resilience,
except that while that while the martial arts master still avoids the effect
entirely on a successful Fortitude save, he henceforth takes only suffers the
partial effect on a failed save. A martial arts master must possess resilience
before selecting this trick.
Resolve: The martial arts
master can shrug off attacks through determination. If he makes a successful
Will save against an attack that has a reduced effect on a successful save, he instead
avoids the effect entirely. Resolve can be used only if the martial arts master
is wearing light armor, medium armor, or no armor. A helpless martial arts
master does not gain the benefit of resolve.
Resolve, Improved: As resolve, except
that while that while the martial arts master still avoids the effect entirely
on a successful Will save, he henceforth takes only suffers the partial effect
on a failed save. A martial arts master must possess resolve before selecting
this trick.
Uncanny Dodge: The martial arts
master gains the ability to react to danger before his senses would normally
allow his to do so. He cannot be caught flat-footed, even if the attacker is
invisible. He still loses his Dexterity bonus to AC if immobilized. A martial
arts master with this ability can still lose his Dexterity bonus to AC if an
opponent successfully uses the feint action against his.
Uncanny Dodge,
Improved:
The martial arts master can no longer be flanked. This defense denies a rogue
the ability to sneak attack the martial arts master by flanking him, unless the
attacker has at least four more rogue levels than the target has martial arts
character levels.
If
a character already has uncanny dodge (see above) from another class, the
levels from the classes that grant uncanny dodge stack to determine the minimum
rogue level required to flank the character.
Martial Arts Mastery
(Ex):
At 10th level, the martial arts master chooses one school or style of martial
arts. He treats his base attack bonus as four higher when determining the
effects of any techniques from that school. This does affect his actual attack
rolls.
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