The Martialist
Abilities: Dexterity is important for Martialists because they do not wear armor, and many of the martial art forms are based on agility. Wisdom is important for Martialists, as most of their class abilities depend on a High Wisdom Score. Strength and Constitution are also good for Monks as they tend to focus upon melee combat.
Level
BAB
Fortitude
Reflex
Will
Defense
Flurry of Blows BAB
Special
1
1
1
2
1
4
-1/-1
Unarmed Strike, Martial Arts, Flurry of Blows, Bonus Feat
2
2
2
3
2
4
+0/+0
Combat Reflexes
3
3
2
3
2
5
+1/+1
Martial Arts Form, Bonus Feat
4
4
2
4
2
5
+2/+2
Ki Pool, Ki Strike (Magic)
5
5
3
4
3
5
+4/+4
Martial Arts Form, Bonus Feat
6
6
3
5
3
6
+5/+5/+0
Ki Power, Meditation
7
7
4
5
4
6
+6/+6/+1
Martial Arts Form, Bonus Feat
8
8
4
6
4
6
+7/+7/+2
Ki Strike (Silver OR Cold Iron), Ki Power
9
9
4
6
4
7
+9/+9/+4
Martial Arts Form, Bonus Feat
10
10
5
7
5
7
+10/+10/+5
Improved Flurry, Ki Power
11
11
5
7
5
7
+11/+11/+11/+6/+1
Martial Arts Form, Bonus Feat
12
12
6
8
6
8
+12/+12/+12/+7/+2
Ki Strike (Both Silver & Cold Iron), Ki Power
13
13
6
8
6
8
+13/+13/+13/+8/+3
Martial Arts Form, Bonus Feat
14
14
6
9
6
8
+14/+14/+14/+9/+4
Ki Power
15
15
7
9
7
9
+15/+15/+15/+10/+5
Martial Arts Form, Bonus Feat
16
16
7
10
7
9
+16/+16/+16/+11/+6/+1
Ki strike (Adamantine), Ki Power
17
17
8
10
8
9
+17/+17/+17/+12/+7/+2
Martial Arts Form
18
18
8
11
8
10
+18/+18/+18/+13/+8/+3
Ki Power, Bonus Feat
19
19
8
11
8
10
+19/+19/+19/+14/+9/+4
Martial Arts Form
20
20
9
12
9
10
+20/+20/+20/+15/+10/+5
Ki Power, Bonus Feat
HD: d8
Alignment: Any
Weapon & Armor Proficiencies: Martialists are proficient with all simple weapons, kama, nunchaku, sai, shuriken, and siangham. Martialists are not proficient with armor or shields.
Class Skills: Acrobatics (Dex), Athletics (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Perception (Wis), Perform (Cha), Profession (Wis), Search (Int), and Sense Motive (Wis).
Skill Points: 6 + Int Mod, 4x at 1 st level.
Class Features:
Monk Synergy: Levels in Martialist count as Monk Levels for the purposes of meeting prerequisites.
Unarmed Strike — At 1st level, a Martialist gains Improved Unarmed Strike as a bonus feat. A Martialist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Martialist may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Martialist striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a Martialist’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A Martialist’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A Martialist also deals more damage with her unarmed strikes than a normal person would as listed on the table below, and just like the Monk in the PHB.
Level
Fine
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal
1st–3rd
1
1d2
1d3
1d4
1d6
1d8
2d6
3d6
4d6
4th–7th
1d2
1d3
1d4
1d6
1d8
2d6
3d6
4d6
6d6
8th–11th
1d3
1d4
1d6
1d8
1d10
2d8
3d8
4d8
6d8
12th–15th
1d4
1d6
1d8
1d10
2d6
3d6
4d6
6d6
8d6
16th–19th
1d6
1d8
1d10
2d6
2d8
3d8
4d8
6d8
8d8
20th+
1d8
1d10
2d6
2d8
2d10
4d8
6d8
8d8
12d8
Flurry of Blows (Ex)—When unarmored, a Martialist may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Martialist. This penalty applies for 1 round, so it also affects attacks of opportunity the Martialist might make before her next action. When a Martialist reaches 4th level, the penalty lessens to –1, and at 8th level it disappears. A Martialist must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a Martialist may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a Martialist applies her Strength bonus (not Str bonus × 1-1/2 or ×1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The Martialist can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a Martialist may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
Improved Flurry: When a monk reaches 10th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Combat Reflexes — You receive Combat Reflexes as a bonus feat at 2 nd level.
Martial Arts — Martialists spend years learning and honing their unarmed combat skills in special forms of unarmed combat that can aid a Martialist in unique ways. Because of this training, a Martialist begins play knowing 2+Wis Modifier forms of martial arts at novice level. At 3 rd Level and every odd level thereafter, the martialist picks up either an additional Martial Art Form or improves a form which he already is trained in. In order to receive the benefits of a Martial Art Form, a Martialist must declare which form he is using, then spend a move action to establish the form. Once active, the Martialist receives the full benefits of the form and maintaining it is a free action. However, in order to change to a different form, another move action must be spent.
Tiger Form: Channeling the raw ferocity of the tiger, this form emphasizes aggression, power, and strength for devastating effect.
Disadvantages: While using the Tiger Form, you take a -5 penalty to defense, a -2 penalty to Constitution, and a -2 penalty to your reflex save.
Novice: While using this form, you receive a +4 Bonus to Strength, and your unarmed strikes count as Piercing, Slashing, and Bludgeoning weapons for the purpose of overcoming damage reduction.
Adept: Tiger’s Fury —You may make up to 2 extra attacks at full BAB during Flurry of Blows, however they incur a -2 penalty. This penalty stacks with the Flurry of Blows penalty.
Master: Refined Tiger’s Fury — The penalty to your defense is reduced to a -2 penalty.
Grand Master: Mastered Tiger’s Fury — Extended training in your Tiger form allows you to deal extra damage with each attack. While using the Tiger Form, all attacks made using an unarmed strike or with special monk weapons receive a damage bonus equal to 1/2 your class level rounded down (Minimum of +1, Max of +10). This damage is not multiplied in a critical hit. Creatures immune to critical hits or precision damage are still effected by this form.
Viper Form: Channeling the natural cunning of the serpent, this form focuses upon speed, deception, and the targeting of weak points.
Disadvantages: The Viper form requires intense concentration, and as such, you cannot use Ki abilities or Flurry of Blows while in this form.
Novice: While in the Viper form, you may feint as a move action, gain a +10 bonus to your movement speed, and receive a +2 bonus to your initiative.
Adept: Weak Point Strike —Whenever you attack someone who is flat footed, you may choose to follow it up with an attack against a specific weak-point or pressure point. You can try to use this when your opponent is not flatfooted, but if you do, the attack takes a -5 penalty. Either way, the attack and the weak point you are targeting must be declared before you roll. Should the attack hit, the target takes damage as normal and is afflicted with one of the following conditions, depending on where exactly you chose to strike: Blinded (Striking the eyes), Deafened (Striking the ears), Slowed (Leg tendons and/or pressure points), Sickened (pressure points), or Staggered (Groin or other sensitive area). The condition lasts for 1 round.
Master: Improved Weak Point Strike — Conditions caused by a weak-point strike lasts 2 rounds. In addition, to the weak point listed above, you may stun your opponent for 1 round by striking the solar plexus or equivalent. While stunned, you can trip him as part of a full attack, and without provoking an attack of opportunity.
Grand Master: Weak Point Mastery — Conditions caused by a weak-point strike lasts 1d4+2 rounds. In addition if an opponent is prone and stunned, or prone and effected by three or more conditions listed above, you may perform a coup de grace against them as if they were helpless.
Crane Form: Crane form is a well rounded form that focuses on balance, defensive maneuverability, and using your opponents actions against them.
Disadvantage: While using Crane form, you take a -2 penalty to all attacks and a -2 penalty to Will Saves.
Novice: While using this form, you receive a +2 bonus to your Defense and a +2 bonus to your Reflex Save.
Adept: Adaptive Defense —You may set a readied action in order to render any attacks against you harmless. You may set a readied action in order to render any attacks against you harmless at the last moment. This counts as a Total Defense action (Standard Action that grants you a +4 dodge bonus to your defense for 1 round, starting with the use of this action). While using Adaptive Defense, you count as being flat-footed until you make a DC 15 reflex save, at which point you gain the full benefits of your full Defense Score plus the Total Defense Bonus. If the attack hits, then you may make an additional save (Fortitude for Physical attacks, Will Save for Magical Attacks) at the same DC to roll with the attack and only take 1/2 damage. Each of your opponent’s attacks provides an opportunity to dodge it with a Reflex Save, but for each failed save, the DC increases by 2.
Master: Counterstrike — Whenever an opponent triggers your Adaptive Defense ability (regardless of whether you succeed in dodging the attacks or not), you may make an attack of opportunity against them, provided that they are within range of your fists or whatever weapon you are currently wielding. If this attack is successful, the attacker is stunned for 1 round, and his turn ends. If your readied action altered your order in initiative, then your turn begins immediately after the attacker’s turn.
Grand Master: Kata — You are so familar with the Crane form, that you know how to chain your various attacks together to be more effective. When using Flurry of Blows, if you succeed on your first two attack rolls, then all of your next attacks receive a +5 insight bonus for the rest of your turn. So long as you continue to hit, the insight bonus increases by +5 for every additional attack landed, but should you miss, then the insight bonus is lost and you have to start all over again. You cannot make more attacks than the Flurry of Blows Ability allows you to. The Maximum bonus can not exceed your BAB, nor increase your total attack bonus above its usual amount; it just effectively removes the -5 penalty per additional attack.
Mantis Form: Mantis Form sacrifices maneuverability in exchange for unrivaled precision in melee combat and granting opportunistic attacks that can deal status effects to those within range.
Disadvantages: While using this form, you may only take a single 5 ft step per round, regardless of your movement speed. If you have a fly speed, climb speed or swim speed, then the speed is cut in half.
Novice: While using Mantis Form, you receive a +5 Competence Bonus on all melee attack rolls, and a damage bonus equal to 1/2 your level, rounded down. This damage counts as precision damage. Should your attack beat their Defense (AC) by 5 or more, you deal an additional +2d6 points of precision damage.
Adept: Opportunity Strike — Whenever an opponent enters your threatened space, while either passing through, or moving to attack you, you may make an Attack of Opportunity against them. If the attack is successful, and you haven’t had your turn yet, then you may take your turn immediately after your target finishes his turn. This doesn’t count against your number of normal Attacks of Opportunity.
Master: Devastating Strike — While using this form, you are treated as if you have Improved Critical feat for unarmed strikes and special monk weapons. In addition, the critical multiplier for these weapons increases by 1.
Grand Master: Maiming Strike — While using this form,you receive a +10 Competence bonus on melee attacks instead of the +5 competence bonus. In addition, with each attack that exceeds the target’s defense by 5 or more, instead of applying your precision damage, you may instead choose to apply one of the following status effects to the target:
Sickened: You can make the target sickened for 1d6 rounds by striking various pressure points on the target’s body. Should you do it a second time to the target, they become nauseated.
Maimed: You permanently break the primary arm of the target, preventing him from using two handed weapons and forcing him to use his off hand when attacking, which grants a -4 penalty to all attacks, unless the person has the Dual Weapon Training feat. If both arms are broken, the target cannot attack using his hands at all. Magical healing effects or A Healing Check (DC 20) combined with 6 weeks of bedrest per arm broken can remove this effect.
Slowed: You permanently slow the target by breaking at least one leg. If all of the target’s legs are broken, they cannot move at all, but are not considered helpless. Magical healing effects or a Healing Check (DC 20) combined with 6 weeks of bedrest per leg broken can remove this effect.
Paralyze: You permanently paralyze the target by breaking their back. Magical healing effects or a Healing Check (DC 35) combined with 6 weeks of bedrest and 6 weeks of therapy can cure this effect.
Monkey Form: Monkey Form focuses upon using your natural agility to outmaneuver your opponents and then devastate them in close quarters.
Disadvantages: While using this form, you take a -2 penalty to your Strength, and a -2 penalty to fortitude saves.
Novice: While using this form, you receive a +4 bonus to dexterity.
Adept: Monkey Strike — While using this form, you are treated as if you had the Weapon Finesse and Spring Attack feats, regardless of whether or not you met the perquisites. Special Monk Weapons count as Finesse Weapons for the purpose of this ability.
Master: Monkey Dodge — While using this form, you gain the benefits of the Evasion class ability.
Grand Master: Skirmish — Whenever you move at least 10 feet from your starting location, you gain +2d6 precision damage to your attack and a +2 dodge bonus to your Defense.
Tortoise Form: Tortoise form is a total defense form focused completely upon withstanding the onslaught of your opponent.
Disadvantages: While using this form, you suffer movement speed penalties as if you were wearing heavy armor, and a -2 penalty to Dex.
Novice: While using this form, you receive a +4 bonus to Constitution and a +2 bonus to Will Saves.
Adept: Tortoise Shell: While using this form, you may add your Con Bonus to your Defense.
Master: Improved Tortoise Shell — While using this form, your receive DR 5/Piercing.
Grand Master: Mastered Tortoise Shell — While using this form you receive DR 10/Piercing.
Ki Pool — Starting at 4 th level, a Martialist gains access to their Ki, a pool of supernatural energy found within every living thing. While it is not magic, this ki pool can be spent in order to accomplish incredible feats. Your Ki Pool gives you a number of Ki Points equal to 1/2 your character level + your Wisdom Modifier. When half your Ki Points are depleted, you become fatigued, and if you run out of Ki points, you become exhausted. After 8 hours of rest all your Ki points are replenished; the hours don’t have to be consecutive. Spending a Ki Point is a swift action unless stated otherwise. Benefits gained from Ki Powers do stack with the benefits of the Martial Art Forms.
Ki Strike — As Long as you have at least 1 Ki Point in your Ki Pool, you gain the following:
At 4 th level, any Weapon you wield counts as a Magic weapon for the purposes of bypassing DR.
At 8 th level they also count as either Silver OR Cold Iron Weapons (Your choice; once made, it cannot be unmade) for the purposes of bypassing DR.
At 12 th level, they count as both Silver and Cold Iron weapons for the purposes of bypassing DR.
At 16 th level, they also count as Adamantine Weapons for the purposes of bypassing DR.
Ki Powers — At 4 th level, you only start out knowing 3 powers of your choice; however, you do gain an additional power at 6 th level and every even level thereafter. You must meet the prerequisites (if any) for the Ki Power.
Ki Attack — You may spend 1 Ki point to gain the following (Duration is 1 Min for every 2 class levels):
+2 competence bonus to all melee attacks.
+1d6 damage on all melee attacks.
Note: You may spend additional Ki Points to increase the attack bonus and attack damage. Each additional ki Point Spent increases the attack bonus by +1 and the damage by +1d6.
Ki Defense — As a full-round action, you spend 1 Ki point to produce an invisible but tangible shield of force around you that protects you from harm. This ability functions similarly to the spell Mage Armor , however it instead provides an armor bonus equal to 1/2 your class level, up to a maximum of +5 at 10 th level. Ki Defense lasts for a number of hours equal to your level, up to a maximum of 8 hours at 8 th level.
Ki Haste — As a Standard Action, you spend 1 Ki point to improve your speed, giving yourself the benefits of the Haste spell.Caster Level is equal to your class level.
You may spend additional ki points to increase the duration of the spell. Each Ki point so spent increases the duration of the spell by a number of rounds equal to your class level.
Prerequisites: — Ki Powers: Ki Defense
Life Tap — As a Full Round action, you may take 1d4 points of Con Damage to replenish double that amount of Ki points.
Prerequisites — Ki Powers: Ki Defense, Ki Haste
Ki Blast — You spend 1 Ki point in order to give yourself a short ranged ranged energy attack for a number of minutes equal to your class level. The Ki Blasts have the following properties:
Ranged Touch Attack using BAB + Wisdom Modifier + Misc Modifiers
Range: 60 Feet.
Damage: 1d6 for every 2 class levels + Wisdom Mod.
Damage Type: Force
Critical: 19-20/x2
Restriction: Cannot target anyone more than 60 feet away.
Special: Ki Blasts can be used as part of flurry of blows, and in combination with melee attacks. Ki Blasts fired at melee range take a -4 penalty to their attack roll, unless the Martialist has the Point Blank Shot feat.
Prerequisites: Ki Powers: Ki Attack
Note: You may spend an extra Ki Point to increase the duration of this ability for a number of minutes equal to your class level.
Slow Fall — Immediate action;By spending a Ki point, a Martialist can use his Ki to slow his fall as if he were casting the spell Feather Fall. Caster level is equivalent to the Martialist’s class level.
Fly — By spending 2 Ki points you gain the temporary ability to fly. This ability functions similarly to the Fly Spell, except its duration is a flat 5 minutes. Your fly speed is 60 feet per round, but can be increased by spending additional Ki points. Each additional Ki Point spent increases your flight speed by +20.
Prerequisites: Ki Powers: Ki Defense, Slow Fall
Solar Flare: When you activate your Ki Blast Ability, instead of making a normal attack with a Ki Blast, you may instead choose to ignite a brilliant flash of light. All creatures within a 60 ft radius of you, who have eyes or some type of light sensory organs must make a Reflex Save (DC 10 + 1/2 Class Level + Wisdom Modifier) or be stunned for 1 round and blinded for an additional 1d4+1 rounds afterwards.
Prerequisites: Ki Powers : Ki Attack, Ki Blast
Ki Flurry: You may spend a ki point to give yourself an additional 2 attacks during Flurry of Blows, for a number of rounds equal to your class level. Both attacks are made at Full BAB, with a -7 penalty,
Prerequisites: Ki Powers : Ki Attack, Ki Haste
Ki Wave: Full Round Action: When you activate your ki blast ability, instead of making a normal attack with a Ki Blast you may instead charge up a Ki Wave as a full round action, releasing the blast at the beginning of your turn next round.
A Ki Wave functions similarly to a breath weapon of force (Range & Type: 5 ft by 90 ft Line of Force, Damage: 1d6 per Character Level + Wisdom Modifier, Reflex Save for Half Damage: DC 10 + 1/2 Character Level + Wis Modifier)
Once released, a Ki Wave lasts for up to 3 rounds as a continuous torrent, although the player can choose to end it prematurely. Maintaining a Ki Wave during this time is a standard action. You may spend a move action to change the direction of the Ki Wave up to 90° from where you started. All those in the spaces that the Ki Wave pass through take half damage, although a successful reflex save halves the damage again. Anyone in squares occupied by the Ki Wave at the end of its movement take full damage as usual.
Special: A Ki wave can be charged using additional full-round actions to add additional damage when it is released. For each round you charge it, it adds an additional +2d6 points of force damage, and increases the duration of the Ki Wave by 1 round.
Prerequisites: Ki Powers : Ki Attack, Ki Blast
Meditation: Starting at 6 th level, a Martialist can spend time meditating in order to calm their mind, focus their energy, and even heal their bodies. In order to receive the benefits of the meditation, you must spend an amount of uninterrupted time (listed in the meditation entry) doing nothing but sitting an meditating. When you meditate, you may do one of the following:
Healing Trance: You slow your heartbeat down and enter a trance that speeds up the healing process. For every minute you spend in this trance, you convert an amount of Hit Points equal to 1/2 your class level + your Wisdom modifier into non-lethal damage. You can only heal a number of hitpoints in this manner, an amount equal to 1/2 max HP + Wisdom Modifier.
Restoring Trance: So long as you are not dead, paralyzed, helpless, or unconscious, you may meditate for 10 minutes, allowing you to restore yourself to peak condition. This ability functions like the spell Lesser Restoration, except that it heals 1d4+2 points of ability damage, and can heal permanent ability drain as well. You must wait a period of 1 hour between uses of this ability.
Calm the Mind: By spending one hour in meditation, you can calm your mind and gain focus. You gain a +2 competence bonus on all skill or ability checks that deal with a mental ability score, for the next 8 hours. You may only use this ability once per day.
Purify Body: By Spending an hour in meditation, you can delay the effects of poison and disease on your body. This ability functions similarly to the spell Delay Poison, except that it also effects diseases, and lasts for a number of hours equal to 8 + your Wisdom Modifier. This ability has no effect upon Supernatural or Magical Poisons & Diseases. You may only use this ability once per day.
Combat Reflexes — The Martialist receives Combat Reflexes as a bonus feat at 2 nd level.
Bonus Feats — At 1 st , 3 rd , 5 th , 7 th , 9 th ,11 th , 13 th ,15 th , 18 th & 20 th levels, a Martialist receives a bonus feat from the list below, provided she meets the prerequisites. As she levels up, the list expands. Some feats cannot be chosen until the martialist reaches a certain level.
1 st level: Improved Combat Maneuver, Deflect Arrows, Stunning Fist, Latent Ki Pool, or any feats that require Monk levels.
5 th Level: All feats that require the Ki Pool class feature or Latent Ki Pool feat.
7 th Level: All Feats that require the Meditation class feature.
9 th Level: All Fighter Bonus Feats.