Martial artist
From Cf
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:
- Balance (Dex)
- Climb (Str)
- Concentration (Con)
- Jump (Str)
- Listen (Wis)
- Spot (Wis)
- Swim (Str)
- Tumble (Dex)
Skill Points
- First level: (2 + Int. modifier) x4.
- Additional levels: 2 + 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:
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 her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her 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.
Unarmed Damage
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.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Defense Modifier |
---|---|---|---|---|---|---|
1 | +1 | +2 | +2 | +2 | Unarmed Strike | +1 |
2 | +2 | +3 | +3 | +3 | Unarmed Damage | +2 |
3 | +3 | +3 | +3 | +3 | +3 | |
4 | +4 | +4 | +4 | +4 | +4 | |
5 | +5 | +4 | +4 | +4 | Unarmed Damage | +5 |
6 | +6/+1 | +5 | +5 | +5 | +6 | |
7 | +7/+2 | +5 | +5 | +5 | +7 | |
8 | +8/+3 | +6 | +6 | +6 | Unarmed Damage | +8 |
9 | +9/+4 | +6 | +6 | +6 | +9 | |
10 | +10/+5 | +7 | +7 | +7 | +10 | |
11 | +11/+6/+1 | +7 | +7 | +7 | Unarmed Damage | +11 |
12 | +12/+7/+2 | +8 | +8 | +8 | +12 | |
13 | +13/+8/+3 | +8 | +8 | +8 | +13 | |
14 | +14/+9/+4 | +9 | +9 | +9 | Unarmed Damage | +14 |
15 | +15/+10/+5 | +9 | +9 | +9 | +15 | |
16 | +16/+11/+6/+1 | +10 | +10 | +10 | +16 | |
17 | +17/+12/+7/+2 | +10 | +10 | +10 | Unarmed Damage | +17 |
18 | +18/+13/+8/+3 | +11 | +11 | +11 | +18 | |
19 | +19/+14/+9/+4 | +11 | +11 | +11 | +19 | |
20 | +20/+15/+10/+5 | +12 | +12 | +12 | Unarmed Damage | +20 |