The Martial Artist is a devotee of archaic weapons and empty-handed fighting styles, elevating unarmed combat to high art.
Vitality per Level
1d12 + Con modifier
Skill Pts per Level
4 + Int modifier
The Martial Artist hones his body and mind into a deadly weapon. Deriving his power as much from spiritual focus as physical conditioning, he transcends ordinary expectations of human ability.
Attributes: The Martial Artist benefits from a balanced array of attributes, as he can put any of them to good use at any time.
You can withstand tremendous physical punishment. Once per combat, you may take 1 full action to spend and roll 1 or more action dice, immediately recovering a number of combined vitality and wound points equal to the total result. These action dice explode as normal. You may take this action even when you’re helplessA helpless character is vulnerable. Further, attacks targeting him within Melee Range gain a +4 bonus. Finally, he may be targeted with a Coup de Grace action. or dyingA special character with –1 to –9 wound points is unconscious and dying. At the end of each round, he must roll d%. If the result is equal to or less than his Constitution score, he stabilizes, returning to 0 wounds (but remaining unconscious); otherwise he loses 1 wound point. The character may be saved with a successful Medicine/Stabilize check, or by any piece of gear that specifically “stabilizes” someone..
|1||+1||+1||+1||+1||+2||+1||0||--||Martial Arts, unyielding|
|2||+2||+2||+2||+2||+3||+1||0||1W||Life of discipline|
|4||+4||+2||+2||+2||+4||+2||1||1W, 1S||Improved reach (+5 ft.)|
|5||+5||+3||+3||+3||+5||+3||1||1W, 1S||Bonus feat|
|7||+7||+4||+4||+4||+6||+4||2||2W, 1S||Bonus feat|
|8||+8||+4||+4||+4||+7||+5||2||2W, 1S||Wuxia I|
|9||+9||+4||+4||+4||+8||+5||3||2W, 1S, 1R||Bonus feat, ploy|
|10||+10||+5||+5||+5||+9||+6||3||2W, 1S, 1R||Master’s touch I|
|11||+11||+5||+5||+5||+9||+7||3||2W, 1S, 1R||Bonus feat, life of discipline|
|12||+12||+6||+6||+6||+10||+7||4||2W, 2S, 1R||Improved reach (+10 ft.), ploy|
|13||+13||+6||+6||+6||+11||+8||4||2W, 2S, 1R||Bonus feat|
|14||+14||+6||+6||+6||+12||+8||4||3W, 2S, 1R||Finishing move 1/scene|
|15||+15||+7||+7||+7||+12||+9||5||3W, 2S, 1R||Bonus feat, ploy|
|16||+16||+7||+7||+7||+13||+10||5||3W, 2S, 1R||Wuxia II|
|17||+17||+8||+8||+8||+14||+10||5||3W, 2S, 2R||Bonus feat|
|18||+18||+8||+8||+8||+15||+11||6||3W, 2S, 2R||Ploy|
|19||+19||+8||+8||+8||+15||+11||6||3W, 3S, 2R||Bonus feat, life of discipline|
|20||+20||+9||+9||+9||+16||+12||6||3W, 3S, 2R||Improved reach (+15 ft.), master’s touch II|
At Level 1, you gain the Martial Arts feat, waiving all prerequisites.
Life of Discipline
You’re devoted to a deeper, more spiritual understanding of combat. At Levels 2, 11, and 19, you may choose 1 of the following abilities.
- Discipline of the Body: Your intense martial discipline grants you extraordinary control over your body. The lower of your Strength or Constitution scores increases by 1 (if they’re tied, you choose which to increase). Further, you gain a +1 insight bonus with Fortitude saves. Finally, you may spend 1 action die to hold your breath for an additional number of minutes equal to your Constitution modifier while performing actions, or for an equal number of hours while remaining still.
- Discipline of the Mind: Your studies into the nature of the mind have unlocked inner powers. The lower of your Dexterity or Intelligence scores increases by 1 (if they’re tied, you choose which to increase). Further, you gain a +1 insight bonus with Reflex saves. Finally, you may spend 1 action die to ignore the fatiguedA fatigued character may not Run, and his Strength and Dexterity scores are each reduced by 2. While fatigued, a character gains a +6 bonus with any save made to resist becoming fatigued, but if he is fatigued a second time, he instead becomes exhausted. A character loses this condition when he becomes exhausted, or after 8 hours of inactive rest. condition or reduce the exhaustedAn exhausted character may not Run, his Speed is reduced to 1/2 standard (rounded down), and his Strength and Dexterity scores are each reduced by 6. While exhausted, a character gains a +6 bonus with any save made to resist becoming fatigued or exhausted, but if he is fatigued, or exhausted a second time, he instead becomes unconscious. A character loses this condition after 1 full hour of sleep. condition to fatiguedA fatigued character may not Run, and his Strength and Dexterity scores are each reduced by 2. While fatigued, a character gains a +6 bonus with any save made to resist becoming fatigued, but if he is fatigued a second time, he instead becomes exhausted. A character loses this condition when he becomes exhausted, or after 8 hours of inactive rest. until the next time you receive damage.
- Discipline of the Spirit: Your contemplation of the spirit strengthens your resolve. The lower of your Wisdom or Charisma scores increases by 1 (if they’re tied, you choose which to increase). Further, you gain a +1 insight bonus with Will saves. Finally, when an adjacent character scores a threat, you may spend 1 action die to activate their critical success.
You may strike opponents with rapid lunges or punch and kick loose objects toward them. At Levels 4, 12, and 20, your Reach with melee and unarmed attacks increases by 5 ft.
At Levels 6, 9, 12, 15, and 18, you may choose 1 of the following abilities. Each of these abilities may be chosen only once.
- Backhand: Each time you make a successful unarmed attack, you may choose to inflict subdual damage. If you do so, you also gain a +4 morale bonus with all Intimidate checks targeting the same opponent for 1 minute.
- Beat Down: Each time you make a successful unarmed or melee attack, the target suffers 1 point of stress damage in addition to any other damage inflicted by the attack.
- Great Sweep: You gain a +4 synergy bonus with any skill check made as part of a Bull Rush or Trip action.
- Provoke: You gain a +4 synergy bonus with any skill check made as part of a Taunt or Trick action.
- Quake Strike: As a full action, you may take 1 Trip action targeting all adjacent opponents. You roll once for this action, while each opponent rolls to resist separately. If you suffer a critical failure or any opponent scores a critical success, you automatically become sprawledA sprawledcharacter has been knocked off his feet. He is vulnerable and may not take any movement actions other than Crouch, Drop Prone, or Stand Up. Finally, he suffers a –2 penalty with all attack checks..
- Smack Down: When you make a Standard Unarmed Attack without applying any tricks, your attack gains the takedownThe kinetic energy delivered by this weapon has near-cinematic “knockdown power.” Each time a character suffers damage from an attack with this weapon, he must make a Fortitude save (DC equal to the damage he sustained before DR was applied). With failure, he becomes sprawled. If the character loses 1 or more wound points due to this attack, the save DC increases by 10. quality.
- Stare Down: When you render an opponent unconsciousAn unconscious character is helpless and may take no actions. A character loses this condition after 2d4 full hours of sleep. or deadA character with –10 to –24 wound points is dead. Except during a standard scene in a campaign with the revolving door quality, the character leaves active play, never to return (except perhaps as a plot point)., you may take a Threaten action against another opponent within CQB range as a free action, even if you have not yet injured that character.
- Still Standing: You gain a +8 bonus with Fortitude saves made to remain standing after being hit by an attack with the takedownThe kinetic energy delivered by this weapon has near-cinematic “knockdown power.” Each time a character suffers damage from an attack with this weapon, he must make a Fortitude save (DC equal to the damage he sustained before DR was applied). With failure, he becomes sprawled. If the character loses 1 or more wound points due to this attack, the save DC increases by 10. quality. Additionally, you gain a +4 bonus with skill checks made to resist Bull Rush and Trip actions.
- Strut: After scoring a threat or critical hit with an unarmed or melee attack, you may spend your next half action posturing, at which point you gain 1 bonus action die (without the accompanying XP bonus). If not used by the end of the current combat, this action die is lost.
- Take It: You gain 2 points of subdual resistance against all melee, hurled, and unarmed attacks. This resistance is applied after damage reduction and can reduce the effects of bruising.
At Level 8, your horizontal and vertical Acrobatics/Jump check results are no longer limited by your height. Further, the distance you travel when making a Jump check increases by 50% (rounded up).
At Level 16, the distance you travel when making a Jump check increases by an additional 50% (for a total increase of 100%). Further, you are considered to weigh only 1 lb. when determining if a surface or object can support your weight.
Master’s Touch I
At Level 10, you may add 1 additional trick from any melee or unarmed “Basics” or “Moves” feat to one of your actions (for a total of 2 tricks from any of these feats). You may use this ability to add an unarmed feat trick to a melee attack or vice versa. Further, you may ignore all requirements for the weapon type used when applying these tricks.
Master’s Touch II
At Level 14, once per scene, when one of your attacks decreases a target’s wound points, or when a standard NPC fails a Damage save prompted by one of your attacks, you may instead choose to decrease 1 of your target’s attributes of your choice to exactly 1. At the end of the current scene, the target heals 1/2 of all Attribute damage inflicted by this ability (rounded up); the rest of the damage heals as standard.
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