Due to this being an alternate company d20 class and not an official D&D class, this class needs feats that we have not yet included and may not include, either because they need converting or conflict with other feats available, please ask the DM if you may use this class before assuming we allow it in the campaigns as well as discuss feat options.
We recommend that you pick up Beyond Monks - The Art of the Fight by Goodman Games®
A martial artist is a character devoted to mastering combat, much like a fighter or a monk. Unlike the fighter, the martial artist avoids heavy weapons or armor and relies more on precision, knowledge, and skill than brute force. Unlike the monk, the martial artist is focused purely on combat techniques, and doesn’t seek spiritual enlightenment or gain much in the way of supernatural powers.
The martial artist is a new core class, not a prestige class, and can be taken by any race at 1st level. Unlike monks, there are no multiclassing restrictions on the martial artist, and no alignment restrictions. (For more on multiclassing martial artists, see page 8 of Beyond Monk)
This class is not based on martial artists from real world history. It is a fantasy class, only partially based on real life stereotypes, and is designed to be a fun class to play in a party with fighters, sorcerers, monks, etc. It’s not a simulation of real world martial arts or a replacement for the monk class.
The martial artist is also designed to be easily multiclassed. If you want a fighter that really knows how to brawl in a tavern, a sorcerer that specializes in delivering touch spells with devastating kicks, or a cleric that uses his fists, or just want to add some stylish combat to your campaign, then this is the class for you.
Humans, elves and half-elves are the most likely to become martial artists, but martial artists can be any race or come from any background. They are comfortable with most any light weapon that can be gracefully wielded or with nothing but their bodies, Finessable and monk weapons. Martial artists prefer weapons that can be wielded gracefully in combat.
A finessable weapon is a weapon that can be used with the Weapon Finesse feat. If an ability or feat requires the use of finessable weapons you don’t have to take the Weapon Finesse feat, but you must be using a weapon that could be used with Weapon Finesse.
Monk weapons (weapons that can be used with a monk’s more favorable unarmed attack bonus) are always considered to be finessable for martial artists because graceful arts of fighting tend to develop around such weapons. Finishing moves (see page 5 of Beyond Monk) require a finessable weapon, such as a spiked chain, a rapier, or any light or monk weapon, while a martial artist using flurry of blows (see below) requires a light or monk weapon. Martial artists start play with the same amount of gold as a monk.
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20 |
Base Attack
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+12
+13
+14
+15
+16
+17
+18
+19
+20 |
Fort Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12 |
Ref Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12 |
Will Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6 |
Special Ability
Unarmed strike, Surge 1/day
Finishing move +1d6
Martial secret
Iron palm
Bonus feat, Can take the stunning fist feat
Finishing move +2d6
Martial secret
Surge 2/day
Bonus feat
Finishing move +3d6
Martial secret
Steel palm
Bonus feat
Finishing move +4d6
Martial secret
Surge 3/day
Bonus feat
Finishing move 5d6
Martial secret
No fatigue after using surge |
Unarmed Damage
1d6
1d6
1d8
1d8
1d8
1d10
1d10
1d10
1d12
1d12
1d12
2d8
2d8
2d8
1d20
1d20
1d20
4d6
4d6
4d6 |
AC Bonus
+1
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6 |
Hit Die: d10
Requirements:
Class Skills: A good Dexterity is essential to a martial artist to avoid blows. Strength is important as well, helping a martial artist hit harder, and a good Constitution will help them survive. Feats often have other ability scores as prerequisites, making every ability potentially useful.
Balance, Bluff, Climb, Concentration, Escape Artist, Heal, Intimidate, Jump, Perform, Ride, Sense Motive, Swim, and Tumble
Skill Points/Level: At 1st level martial artists start with (4 + Int modifier) x 4 skill points. They gain 4 + Int modifier skill points per level afterwards.
Class Features
Page Last Updated Feburary 25th, 2005
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