Martial artist

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The martial artist is an expert in the use of codified practices and traditions that have an emphasis on fighting capabilities, fitness, self-defense and mental discipline. In tactical situations the martial artist employes a wide range of punches, kicks, throws and blocks, in addition to a selection of melee weapons that extend his speed, agility, strength and balance.

Contents

Role

The martial artist is a combatant who is at his best in close-quarter fights. He uses his extensive training to disable his foes as efficiently as possible, while employing his speed and agility to avoid taking damage in return. His primary role in an adventuring party is as a secondary combatant, who also can use his stealth to eliminate foes without raising alarm.

Abilities

Strength, Dexterity and Wisdom are the martial artist's most important abilities. Strength is an important factor in all close-quarter combat. Dexterity provides him with lightning reflexes for initiative and defense. Wisdom powers his special abilities.

Game Rules

Hit Die

d8

Class Skills

The martial artist’s class skills (and the key ability for each skill) are:

Skill Points

  • First level: (4 + Int. modifier) x4.
  • Additional levels: 4 + Int. modifier.

Class Features

All of the following are class features of the martial artist.

Weapon and Armor Proficiency

A martial artist has the following weapon and armor proficiency feats:

Adrenaline Rush

At 11th level, a soldier can temporarily increase one of his physical ability scores (Strength, Dexterity, or Constitution). The soldier spends 1 action point and gets to increase the selected ability score by 4 points. The increase lasts for a number of rounds equal to his or her class level. At the end of the duration, the soldier is fatigued for 1d4+1 rounds.

Improved Adrenaline Rush

At 17th level, a soldier can temporarily increase two physical ability scores.

Table: The Martial Artist:
Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Modifier
1 +1 +2 +2 +2 Bonus Feat +0
2 +2 +3 +3 +3 Bonus Feat +0
3 +3 +3 +3 +3 Endurance +1
4 +4 +4 +4 +4 Bonus Feat +2
5 +5 +4 +4 +4 Tactical Aid +1 +2
6 +6/+1 +5 +5 +5 Bonus Feat +3
7 +7/+2 +5 +5 +5 Camouflage +4
8 +8/+3 +6 +6 +6 Bonus Feat +4
9 +9/+4 +6 +6 +6 Action Boost +5
10 +10/+5 +7 +7 +7 Bonus Feat, Tactical Aid +2 +6
11 +11/+6/+1 +7 +7 +7 Adrenaline Rush +6
12 +12/+7/+2 +8 +8 +8 Bonus Feat +7
13 +13/+8/+3 +8 +8 +8 Tactical Aid +2 +8
14 +14/+9/+4 +9 +9 +9 Bonus Feat +8
15 +15/+10/+5 +9 +9 +9 Tactical Aid +3 +9
16 +16/+11/+6/+1 +10 +10 +10 Bonus Feat +10
17 +17/+12/+7/+2 +10 +10 +10 Improved Adrenaline Rush +10
18 +18/+13/+8/+3 +11 +11 +11 Bonus Feat +11
19 +19/+14/+9/+4 +11 +11 +11 Aura of Courage +12
20 +20/+15/+10/+5 +12 +12 +12 Bonus Feat, Tactical Aid +4 +12
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